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- /*
- Copyright (c) 2023 : Ognjen 'xolatile' Milan Robovic
-
- Xhartae is free software! You will redistribute it or modify it under the terms of the GNU General Public License by Free Software Foundation.
- And when you do redistribute it or modify it, it will use either version 3 of the License, or (at yours truly opinion) any later version.
- It is distributed in the hope that it will be useful or harmful, it really depends... But no warranty what so ever, seriously. See GNU/GPLv3.
- */
-
- #ifndef CHAPTER_5_SOURCE
- #define CHAPTER_5_SOURCE
-
- #include "chapter_5.h"
-
- /*
- So, what are actually getters and setters, and why you should never use them? Lets explain.
-
- @C
- static number_t game_get_screen_width (game_t * game) { return (game->screen_width); }
- static number_t game_get_screen_height (game_t * game) { return (game->screen_height); }
- static number_t game_set_screen_width (game_t * game, number_t width) { return (game->screen_width = width); }
- static number_t game_set_screen_height (game_t * game, number_t height) { return (game->screen_height = height); }
- @
- */
-
- #define MEMORY_LIMIT (1024 * 1024)
-
- static string_t memory_store [MEMORY_LIMIT];
-
- static memory_t memorize (number_t size) {
- static number_t memory_count = 0;
-
- fatal_failure (memory_count + size >= MEMORY_LIMIT, "memorize: You have reached the 1 MiB memory limit.");
-
- memory_count += size;
-
- return ((memory_t) ((string_t) memory_store + memory_count - size));
- }
-
- static void move_player (void) { ++player.x; }
-
- static void game_configure (void) {
- curses_configure ();
-
- curses_bind (SIGNAL_W, move_player);
- curses_bind (SIGNAL_S, move_player);
- curses_bind (SIGNAL_A, move_player);
- curses_bind (SIGNAL_D, move_player);
-
- game.active = curses_active;
- game.screen_width = curses_screen_width;
- game.screen_height = curses_screen_height;
-
- player.x = 0;
- player.y = 0;
- }
-
- static void game_synchronize (void) {
- return;
- }
-
- game_t game;
- player_t player;
-
- skill_t * game_skill (string_t name, bundle_t * points, ...) {
- skill_t * skill;
- va_list list;
- number_t action;
-
- va_start (list, points);
-
- skill = memorize ((int) sizeof (* skill));
-
- string_copy ((skill->name = memorize (string_length (name) + 1)), name);
- memory_copy ((skill->points = memorize ((int) sizeof (* skill->points))), points, (int) sizeof (* points));
-
- for (;;) {
- action = (number_t) va_arg (list, int);
-
- if (action > 0) {
- skill->positive_count += 1;
- skill->positive = memorize ((int) sizeof (action));
- skill->positive [skill->positive_count - 1] = (action_t) action;
- } else break;
- }
-
- va_end (list);
-
- return (skill);
- }
-
- attribute_t * game_attribute (string_t name, bundle_t * points, ...) {
- attribute_t * attribute;
- va_list list;
- number_t action;
-
- va_start (list, points);
-
- attribute = memorize ((int) sizeof (* attribute));
-
-
- string_copy ((attribute->name = memorize (string_length (name) + 1)), name);
- memory_copy ((attribute->points = memorize ((int) sizeof (* attribute->points))), points, (int) sizeof (* points));
-
- for (;;) {
- action = (number_t) va_arg (list, int);
-
- if (action > 0) {
- attribute->positive_count += 1;
- attribute->positive = memorize ((int) sizeof (action));
- attribute->positive [attribute->positive_count - 1] = (action_t) action;
- } else if (action < 0) {
- attribute->negative_count += 1;
- attribute->negative = memorize ((int) sizeof (action));
- attribute->negative [attribute->negative_count - 1] = (action_t) action;
- } else {
- break;
- }
- }
-
- va_end (list);
-
- return (attribute);
- }
-
- void game_render_skill (skill_t * skill, number_t x, number_t y) {
- curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
-
- curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 18, y);
- curses_render_string (format_to_string (skill->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x = 22, y);
- curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y);
- curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y);
- curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y);
- }
-
- void game_render_attribute (attribute_t * attribute, number_t x, number_t y) {
- curses_render_string (attribute->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
-
- curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 18, y);
- curses_render_string (format_to_string (attribute->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x = 22, y);
- curses_render_string (format_to_string (attribute->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y);
- curses_render_string (format_to_string (attribute->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y);
- curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y);
- }
-
- void play_game (void) {
- bundle_t skill_points = { 10, 120, 0, 0 };
- bundle_t attribute_points = { 1, 12, 0, 0 };
-
- skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
- attribute_t * strength, * edurance, * wisdom, * agility;
-
- strength = game_attribute ("Strength", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0);
- edurance = game_attribute ("Edurance", & attribute_points, GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
- wisdom = game_attribute ("Wisdom", & attribute_points, GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0);
- agility = game_attribute ("Agility", & attribute_points, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0);
-
- blades = game_skill ("Blades", & skill_points, GAME_ACTION_SWING_BLADE, 0);
- axes = game_skill ("Axes", & skill_points, GAME_ACTION_SWING_AXE, 0);
- bows = game_skill ("Bows", & skill_points, GAME_ACTION_SHOOT_ARROW, 0);
- spears = game_skill ("Spears", & skill_points, GAME_ACTION_THROW_SPEAR, 0);
- puppet_magic = game_skill ("Puppet Magic", & skill_points, GAME_ACTION_SUMMON_PUPPET, 0);
- nature_magic = game_skill ("Nature Magic", & skill_points, GAME_ACTION_CALL_NATURE, 0);
- rune_magic = game_skill ("Rune Magic", & skill_points, GAME_ACTION_CITE_RUNE, 0);
- charm_magic = game_skill ("Charm Magic", & skill_points, GAME_ACTION_CAST_CHARM, 0);
-
- game_configure ();
-
- while (curses_active) {
- curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
-
- curses_render_string ("Attributes:", COLOUR_WHITE, EFFECT_BOLD, 0, 0);
-
- game_render_attribute (strength, 2, 1);
- game_render_attribute (edurance, 2, 2);
- game_render_attribute (wisdom, 2, 3);
- game_render_attribute (agility, 2, 4);
-
- curses_render_string ("Skills:", COLOUR_WHITE, EFFECT_BOLD, 0, 5);
-
- game_render_skill (blades, 2, 6);
- game_render_skill (axes, 2, 7);
- game_render_skill (bows, 2, 8);
- game_render_skill (spears, 2, 9);
- game_render_skill (puppet_magic, 2, 10);
- game_render_skill (nature_magic, 2, 11);
- game_render_skill (rune_magic, 2, 12);
- game_render_skill (charm_magic, 2, 13);
-
- curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player.x, player.y);
-
- curses_synchronize ();
-
- game_synchronize ();
- }
-
- //~char*a,*b,*c;
- //~a=memorize(12); string_copy(a,"heyo world\n"); terminal_colour(1,1); echo(a); terminal_cancel();
- //~b=memorize( 3); string_copy(b,"!\n"); terminal_colour(2,1); echo(b); terminal_cancel();
- //~c=memorize(12); string_copy(c,"cyaa world\n"); terminal_colour(3,1); echo(c); terminal_cancel();
- //~out(memory_store,512);
- //~terminal_colour(1,1); echo(number_to_string((int)a)); terminal_cancel();
- //~terminal_colour(2,1); echo(number_to_string((int)b)); terminal_cancel();
- //~terminal_colour(3,1); echo(number_to_string((int)c)); terminal_cancel(); echo("\n");
- //~terminal_colour(1,1); echo(a); terminal_cancel();
- //~terminal_colour(2,1); echo(b); terminal_cancel();
- //~terminal_colour(3,1); echo(c); terminal_cancel();
- }
-
- #endif
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