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@@ -10,13 +10,10 @@ It is distributed in the hope that it will be useful or harmful, it really depen |
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#define CHAPTER_5_SOURCE |
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#include "chapter_5.h" |
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/* |
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static void (* game_action [GAME_ACTION_COUNT]) (game_t * game, player_t * player); |
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*/ |
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static number_t game_is_active (game_t * game) { return (game->active = curses_active); } |
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/* |
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So, what are actually getters and setters, and why you should never use them? Lets explain. |
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@C |
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static number_t game_get_screen_width (game_t * game) { return (game->screen_width); } |
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static number_t game_get_screen_height (game_t * game) { return (game->screen_height); } |
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@@ -25,36 +22,162 @@ static number_t game_set_screen_height (game_t * game, number_t height) { return |
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@ |
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*/ |
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static void game_configure (game_t * game, player_t * player) { |
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game_t game; |
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player_t player; |
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static void move_player (void) { ++player.x; } |
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static void game_configure (void) { |
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curses_configure (); |
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game->active = curses_active; |
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game->screen_width = curses_screen_width; |
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game->screen_height = curses_screen_height; |
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curses_bind (SIGNAL_W, move_player); |
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curses_bind (SIGNAL_S, move_player); |
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curses_bind (SIGNAL_A, move_player); |
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curses_bind (SIGNAL_D, move_player); |
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game.active = curses_active; |
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game.screen_width = curses_screen_width; |
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game.screen_height = curses_screen_height; |
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player.x = 0; |
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player.y = 0; |
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} |
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static void game_synchronize (void) { |
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return; |
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} |
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skill_t * game_skill (string_t name, bundle_t * points, ...) { |
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skill_t * skill; |
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va_list list; |
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number_t action; |
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va_start (list, points); |
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skill = allocate ((int) sizeof (* skill)); |
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string_copy ((skill->name = allocate (string_length (name) + 1)), name); |
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memory_copy ((skill->points = allocate ((int) sizeof (* skill->points))), points, (int) sizeof (* points)); |
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for (;;) { |
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action = (number_t) va_arg (list, int); |
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if (action > 0) { |
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skill->positive_count += 1; |
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skill->positive = reallocate (skill->positive, skill->positive_count * (int) sizeof (action)); |
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skill->positive [skill->positive_count - 1] = (action_t) action; |
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} else break; |
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} |
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va_end (list); |
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return (skill); |
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} |
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attribute_t * game_attribute (string_t name, bundle_t * points, ...) { |
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attribute_t * attribute; |
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va_list list; |
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number_t action; |
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va_start (list, points); |
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attribute = allocate ((int) sizeof (* attribute)); |
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string_copy ((attribute->name = allocate (string_length (name) + 1)), name); |
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memory_copy ((attribute->points = allocate ((int) sizeof (* attribute->points))), points, (int) sizeof (* points)); |
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player->x = 0; |
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player->y = 0; |
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for (;;) { |
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action = (number_t) va_arg (list, int); |
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if (action > 0) { |
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attribute->positive_count += 1; |
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attribute->positive = reallocate (attribute->positive, attribute->positive_count * (int) sizeof (action)); |
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attribute->positive [attribute->positive_count - 1] = (action_t) action; |
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} else if (action < 0) { |
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attribute->negative_count += 1; |
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attribute->negative = reallocate (attribute->negative, attribute->negative_count * (int) sizeof (action)); |
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attribute->negative [attribute->negative_count - 1] = (action_t) -action; |
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} else { |
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break; |
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} |
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} |
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va_end (list); |
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return (attribute); |
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} |
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static void game_synchronize (game_t * game, player_t * player) { |
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(void) game; |
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void game_render_skill (skill_t * skill, number_t x, number_t y) { |
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curses_render_string (skill->name, COLOUR_BLUE, EFFECT_NORMAL, x, y); |
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curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL); |
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curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 20, y); |
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curses_render_string (format_to_string (skill->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x = 22, y); |
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curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y); |
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curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y); |
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y); |
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} |
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curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player->x, player->y); |
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void game_render_attribute (attribute_t * attribute, number_t x, number_t y) { |
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curses_render_string (attribute->name, COLOUR_BLUE, EFFECT_NORMAL, x, y); |
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curses_synchronize (); |
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curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 20, y); |
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curses_render_string (format_to_string (attribute->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x = 22, y); |
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curses_render_string (format_to_string (attribute->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y); |
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curses_render_string (format_to_string (attribute->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y); |
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y); |
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} |
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void play_game (void) { |
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game_t game; |
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player_t player; |
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bundle_t skill_points = { 10, 120, 0, 0 }; |
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bundle_t attribute_points = { 1, 12, 0, 0 }; |
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game_configure (& game, & player); |
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skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic; |
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attribute_t * strength, * edurance, * wisdom, * agility; |
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while (game_is_active (& game)) { |
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game_synchronize (& game, & player); |
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strength = game_attribute ("Strength", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0); |
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edurance = game_attribute ("Edurance", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_REST, 0); |
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wisdom = game_attribute ("Wisdom", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_WALK, 0); |
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agility = game_attribute ("Agility", & attribute_points, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0); |
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blades = game_skill ("Blades", & skill_points, GAME_ACTION_SWING_BLADE, 0); |
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axes = game_skill ("Axes", & skill_points, GAME_ACTION_SWING_AXE, 0); |
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bows = game_skill ("Bows", & skill_points, GAME_ACTION_SHOOT_ARROW, 0); |
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spears = game_skill ("Spears", & skill_points, GAME_ACTION_THROW_SPEAR, 0); |
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puppet_magic = game_skill ("Puppet Magic", & skill_points, GAME_ACTION_SUMMON_PUPPET, 0); |
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nature_magic = game_skill ("Nature Magic", & skill_points, GAME_ACTION_CALL_NATURE, 0); |
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rune_magic = game_skill ("Rune Magic", & skill_points, GAME_ACTION_CITE_RUNE, 0); |
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charm_magic = game_skill ("Charm Magic", & skill_points, GAME_ACTION_CAST_CHARM, 0); |
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game_configure (); |
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while (curses_active) { |
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curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL); |
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game_render_attribute (strength, 0, 0); |
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game_render_attribute (edurance, 0, 1); |
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game_render_attribute (wisdom, 0, 2); |
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game_render_attribute (agility, 0, 3); |
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curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player.x, player.y); |
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curses_synchronize (); |
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game_synchronize (); |
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} |
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strength->name = deallocate (strength->name); strength->points = deallocate (strength->points);strength->positive = deallocate (strength->positive); strength->negative = deallocate (strength->negative); strength = deallocate (strength); |
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edurance->name = deallocate (edurance->name); edurance->points = deallocate (edurance->points);edurance->positive = deallocate (edurance->positive); edurance->negative = deallocate (edurance->negative); edurance = deallocate (edurance); |
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wisdom->name = deallocate (wisdom->name); wisdom->points = deallocate (wisdom->points); wisdom->positive = deallocate (wisdom->positive); wisdom->negative = deallocate (wisdom->negative); wisdom = deallocate (wisdom); |
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agility->name = deallocate (agility->name); agility->points = deallocate (agility->points); agility->positive = deallocate (agility->positive); agility->negative = deallocate (agility->negative); agility = deallocate (agility); |
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blades->name = deallocate (blades->name); blades->points = deallocate (blades->points);blades->positive = deallocate (blades->positive); blades = deallocate (blades); |
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axes->name = deallocate (axes->name); axes->points = deallocate (axes->points);axes->positive = deallocate (axes->positive); axes = deallocate (axes); |
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bows->name = deallocate (bows->name); bows->points = deallocate (bows->points); bows->positive = deallocate (bows->positive); bows = deallocate (bows); |
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spears->name = deallocate (spears->name); spears->points = deallocate (spears->points); spears->positive = deallocate (spears->positive); spears = deallocate (spears); |
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puppet_magic->name = deallocate (puppet_magic->name); puppet_magic->points = deallocate (puppet_magic->points);puppet_magic->positive = deallocate (puppet_magic->positive); puppet_magic = deallocate (puppet_magic); |
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nature_magic->name = deallocate (nature_magic->name); nature_magic->points = deallocate (nature_magic->points);nature_magic->positive = deallocate (nature_magic->positive); nature_magic = deallocate (nature_magic); |
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rune_magic->name = deallocate (rune_magic->name); rune_magic->points = deallocate (rune_magic->points); rune_magic->positive = deallocate (rune_magic->positive); rune_magic = deallocate (rune_magic); |
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charm_magic->name = deallocate (charm_magic->name); charm_magic->points = deallocate (charm_magic->points); charm_magic->positive = deallocate (charm_magic->positive); charm_magic = deallocate (charm_magic); |
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} |
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#endif |