@@ -32,7 +32,7 @@ number_t randomize (number_t lower, number_t upper) { | |||
return ((number_t) rand () % (upper - lower) + lower); | |||
} | |||
bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current) { | |||
bundle_t * game_bundle (number_t minimum, number_t maximum, number_t current) { | |||
bundle_t * bundle = memorize ((number_t) sizeof (* bundle)); | |||
bundle->minimum = minimum; | |||
@@ -42,7 +42,7 @@ bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current) | |||
return (bundle); | |||
} | |||
symbol_t * format_symbol (number_t character, number_t colour, number_t effect) { | |||
symbol_t * game_symbol (number_t character, number_t colour, number_t effect) { | |||
symbol_t * symbol = memorize ((number_t) sizeof (* symbol)); | |||
symbol->character = character; | |||
@@ -116,16 +116,64 @@ skill_t * game_skill (string_t name, bundle_t * points, ...) { | |||
return (skill); | |||
} | |||
player_t * game_player (string_t name, symbol_t * symbol) { | |||
bot_t * game_bot (string_t name, symbol_t * symbol, bundle_t * health, bundle_t * mana, bundle_t * stamina) { | |||
bot_t * bot = memorize ((number_t) sizeof (* bot)); | |||
string_copy ((bot->name = memorize (string_length (name) + 1)), name); | |||
bot->x = 0; | |||
bot->y = 0; | |||
memory_copy ((bot->symbol = memorize ((number_t) sizeof (* bot->symbol))), symbol, (number_t) sizeof (* symbol)); | |||
memory_copy ((bot->health = memorize ((number_t) sizeof (* bot->health))), health, (number_t) sizeof (* health)); | |||
memory_copy ((bot->mana = memorize ((number_t) sizeof (* bot->mana))), mana, (number_t) sizeof (* mana)); | |||
memory_copy ((bot->stamina = memorize ((number_t) sizeof (* bot->stamina))), stamina, (number_t) sizeof (* stamina)); | |||
return (bot); | |||
} | |||
player_t * game_player (string_t name, symbol_t * symbol, bundle_t * health, bundle_t * mana, bundle_t * stamina, ...) { | |||
va_list list; | |||
player_t * player = memorize ((number_t) sizeof (* player)); | |||
string_copy ((player->name = memorize (string_length (name) + 1)), name); | |||
memory_copy ((player->symbol = memorize ((number_t) sizeof (* player->symbol))), symbol, (number_t) sizeof (* symbol)); | |||
player->x = 3; | |||
player->y = 3; | |||
memory_copy ((player->symbol = memorize ((number_t) sizeof (* player->symbol))), symbol, (number_t) sizeof (* symbol)); | |||
memory_copy ((player->health = memorize ((number_t) sizeof (* player->health))), health, (number_t) sizeof (* health)); | |||
memory_copy ((player->mana = memorize ((number_t) sizeof (* player->mana))), mana, (number_t) sizeof (* mana)); | |||
memory_copy ((player->stamina = memorize ((number_t) sizeof (* player->stamina))), stamina, (number_t) sizeof (* stamina)); | |||
player->attribute_count = 0; | |||
player->skill_count = 0; | |||
va_start (list, stamina); | |||
for (;;) { | |||
attribute_t * attribute = (attribute_t *) va_arg (list, void *); | |||
if (attribute != NULL) { | |||
player->attribute_count += 1; | |||
player->attributes = memorize ((number_t) sizeof (attribute)); | |||
player->attributes [player->attribute_count - 1] = attribute; | |||
} else break; | |||
} | |||
for (;;) { | |||
skill_t * skill = (skill_t *) va_arg (list, void *); | |||
if (skill != NULL) { | |||
player->skill_count += 1; | |||
player->skills = memorize ((number_t) sizeof (skill)); | |||
player->skills [player->skill_count - 1] = skill; | |||
} else break; | |||
} | |||
va_end (list); | |||
return (player); | |||
} | |||
@@ -215,6 +263,10 @@ procedure_t game_render_skill (number_t x, number_t y, ...) { | |||
va_end (list); | |||
} | |||
procedure_t game_render_bot (bot_t * bot) { | |||
curses_render_character ((char) bot->symbol->character, bot->symbol->colour, bot->symbol->effect, bot->x, bot->y); | |||
} | |||
procedure_t game_render_player (player_t * player) { | |||
curses_render_character ((char) player->symbol->character, player->symbol->colour, player->symbol->effect, player->x, player->y); | |||
} | |||
@@ -63,15 +63,28 @@ typedef struct skill_t { | |||
action_t * positive; | |||
} skill_t; | |||
typedef struct bot_t { | |||
string_t name; | |||
number_t x; | |||
number_t y; | |||
symbol_t * symbol; | |||
bundle_t * health; | |||
bundle_t * mana; | |||
bundle_t * stamina; | |||
} bot_t; | |||
typedef struct player_t { | |||
string_t name; | |||
number_t x; | |||
number_t y; | |||
symbol_t * symbol; | |||
//~bundle_t * health, * armour, * mana, * stamina; | |||
//~attribute_t strength, edurance, intelligence, agility; | |||
//~skill_t blades, axes, bows, spears; | |||
//~skill_t puppet_magic, nature_magic, rune_magic, charm_magic; | |||
string_t name; | |||
number_t x; | |||
number_t y; | |||
symbol_t * symbol; | |||
bundle_t * health; | |||
bundle_t * mana; | |||
bundle_t * stamina; | |||
number_t attribute_count; | |||
number_t skill_count; | |||
attribute_t * * attributes; | |||
skill_t * * skills; | |||
} player_t; | |||
typedef struct block_t { | |||
@@ -96,22 +109,27 @@ typedef struct generator_t { | |||
extern memory_t memorize (number_t size); | |||
extern number_t randomize (number_t lower, number_t upper); | |||
extern bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current); | |||
extern symbol_t * format_symbol (number_t character, number_t colour, number_t effect); | |||
extern bundle_t * game_bundle (number_t minimum, number_t maximum, number_t current); | |||
extern symbol_t * game_symbol (number_t character, number_t colour, number_t effect); | |||
extern generator_t * game_generator (generate_t generator); | |||
extern attribute_t * game_attribute (string_t name, bundle_t * points, ...); | |||
extern skill_t * game_skill (string_t name, bundle_t * points, ...); | |||
extern player_t * game_player (string_t name, symbol_t * symbol); | |||
extern block_t * game_block (string_t name, symbol_t * symbol, number_t collision, number_t override); | |||
extern world_t * game_world (number_t width, number_t height, ...); | |||
extern bot_t * game_bot (string_t name, symbol_t * symbol, bundle_t * health, bundle_t * mana, bundle_t * stamina); | |||
extern player_t * game_player (string_t name, symbol_t * symbol, bundle_t * health, bundle_t * mana, bundle_t * stamina, ...); | |||
extern block_t * game_block (string_t name, symbol_t * symbol, number_t collision, number_t override); | |||
extern world_t * game_world (number_t width, number_t height, ...); | |||
extern procedure_t game_render_attribute (number_t x, number_t y, ...); | |||
extern procedure_t game_render_skill (number_t x, number_t y, ...); | |||
extern procedure_t game_render_player (player_t * player); | |||
extern procedure_t game_render_block (block_t * block, number_t x, number_t y); | |||
extern procedure_t game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height); | |||
extern procedure_t play_game (procedure_t); | |||
extern procedure_t game_render_bot (bot_t * bot); | |||
extern procedure_t game_render_player (player_t * player); | |||
extern procedure_t game_render_block (block_t * block, number_t x, number_t y); | |||
extern procedure_t game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height); | |||
#endif |
@@ -51,31 +51,48 @@ procedure_t play_game (procedure_t) { | |||
generator_t * rectangle_fill = game_generator (generate_rectangle_fill_function); | |||
generator_t * rectangle_line = game_generator (generate_rectangle_line_function); | |||
attribute_t * strength = game_attribute ("Strength", format_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0); | |||
attribute_t * edurance = game_attribute ("Edurance", format_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0); | |||
attribute_t * wisdom = game_attribute ("Wisdom", format_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0); | |||
attribute_t * agility = game_attribute ("Agility", format_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0); | |||
skill_t * blades = game_skill ("Blades", format_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0); | |||
skill_t * axes = game_skill ("Axes", format_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0); | |||
skill_t * bows = game_skill ("Bows", format_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0); | |||
skill_t * spears = game_skill ("Spears", format_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0); | |||
skill_t * puppet_magic = game_skill ("Puppet Magic", format_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0); | |||
skill_t * nature_magic = game_skill ("Nature Magic", format_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0); | |||
skill_t * rune_magic = game_skill ("Rune Magic", format_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0); | |||
skill_t * charm_magic = game_skill ("Charm Magic", format_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0); | |||
player_t * player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD)); | |||
block_t * grass = game_block ("Grass", format_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE); | |||
block_t * stone_floor = game_block ("Stone Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE); | |||
block_t * stone_wall = game_block ("Stone Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE); | |||
//~attribute_t * strength = game_attribute ("Strength", game_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0); | |||
//~attribute_t * edurance = game_attribute ("Edurance", game_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0); | |||
//~attribute_t * wisdom = game_attribute ("Wisdom", game_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0); | |||
//~attribute_t * agility = game_attribute ("Agility", game_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0); | |||
skill_t * blades = game_skill ("Blades", game_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0); | |||
skill_t * axes = game_skill ("Axes", game_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0); | |||
skill_t * bows = game_skill ("Bows", game_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0); | |||
skill_t * spears = game_skill ("Spears", game_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0); | |||
skill_t * puppet_magic = game_skill ("Puppet Magic", game_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0); | |||
skill_t * nature_magic = game_skill ("Nature Magic", game_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0); | |||
skill_t * rune_magic = game_skill ("Rune Magic", game_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0); | |||
skill_t * charm_magic = game_skill ("Charm Magic", game_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0); | |||
bot_t * goblin = game_bot ("Goblin", game_symbol ('g', COLOUR_RED, EFFECT_NORMAL), game_bundle (0, 11, 11), game_bundle (0, 3, 3), game_bundle (0, 23, 23)); | |||
bot_t * hob_goblin = game_bot ("Hob Goblin", game_symbol ('g', COLOUR_RED, EFFECT_BOLD), game_bundle (0, 17, 17), game_bundle (0, 7, 7), game_bundle (0, 31, 31)); | |||
bot_t * orc = game_bot ("Orc", game_symbol ('G', COLOUR_RED, EFFECT_NORMAL), game_bundle (0, 23, 23), game_bundle (0, 5, 5), game_bundle (0, 47, 47)); | |||
bot_t * ogre = game_bot ("Ogre", game_symbol ('G', COLOUR_RED, EFFECT_BOLD), game_bundle (0, 37, 37), game_bundle (0, 2, 2), game_bundle (0, 83, 83)); | |||
player_t * player = game_player ("Riri", game_symbol ('@', COLOUR_CYAN, EFFECT_BOLD), game_bundle (0, 29, 29), game_bundle (0, 3, 3), game_bundle (0, 37, 37), | |||
//~strength, edurance, wisdom, agility, NULL, | |||
game_attribute ("Strength", game_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0), | |||
game_attribute ("Edurance", game_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0), | |||
game_attribute ("Wisdom", game_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0), | |||
game_attribute ("Agility", game_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0), | |||
NULL, | |||
blades, axes, bows, spears, puppet_magic, nature_magic, rune_magic, charm_magic, NULL); | |||
block_t * grass = game_block ("Grass", game_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE); | |||
block_t * stone_floor = game_block ("Stone Floor", game_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE); | |||
block_t * stone_wall = game_block ("Stone Wall", game_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE); | |||
world_t * world = game_world (300, 100, full_fill, 0, 0, 0, 0, grass, | |||
rectangle_fill, 5, 9, 2, 4, stone_floor, | |||
rectangle_line, 5, 9, 2, 4, stone_wall, | |||
NULL); | |||
//~player->attributes [0]->points->current = 7; | |||
//~player->attributes [1]->points->current = 3; | |||
//~player->attributes [2]->points->current = 5; | |||
//~player->attributes [3]->points->current = 3; | |||
curses_configure (); | |||
terminal_show_cursor (FALSE); | |||
@@ -87,9 +104,11 @@ procedure_t play_game (procedure_t) { | |||
game_render_world (world, 0, 0, game_screen_offset, curses_screen_height); | |||
game_render_bot (goblin); | |||
game_render_player (player); | |||
game_render_attribute (game_screen_offset, 1, strength, edurance, wisdom, agility, NULL); | |||
game_render_attribute (game_screen_offset, 1, player->attributes [0], player->attributes [1], player->attributes [2], player->attributes [3], NULL); | |||
game_render_skill (game_screen_offset, 6, blades, axes, bows, spears, puppet_magic, nature_magic, rune_magic, charm_magic, NULL); | |||