@@ -32,7 +32,7 @@ number_t randomize (number_t lower, number_t upper) { | |||||
return ((number_t) rand () % (upper - lower) + lower); | 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_t * bundle = memorize ((number_t) sizeof (* bundle)); | ||||
bundle->minimum = minimum; | bundle->minimum = minimum; | ||||
@@ -42,7 +42,7 @@ bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current) | |||||
return (bundle); | 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_t * symbol = memorize ((number_t) sizeof (* symbol)); | ||||
symbol->character = character; | symbol->character = character; | ||||
@@ -116,16 +116,64 @@ skill_t * game_skill (string_t name, bundle_t * points, ...) { | |||||
return (skill); | 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)); | player_t * player = memorize ((number_t) sizeof (* player)); | ||||
string_copy ((player->name = memorize (string_length (name) + 1)), name); | 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->x = 3; | ||||
player->y = 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); | return (player); | ||||
} | } | ||||
@@ -215,6 +263,10 @@ procedure_t game_render_skill (number_t x, number_t y, ...) { | |||||
va_end (list); | 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) { | 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); | 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; | action_t * positive; | ||||
} skill_t; | } 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 { | 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; | } player_t; | ||||
typedef struct block_t { | typedef struct block_t { | ||||
@@ -96,22 +109,27 @@ typedef struct generator_t { | |||||
extern memory_t memorize (number_t size); | extern memory_t memorize (number_t size); | ||||
extern number_t randomize (number_t lower, number_t upper); | 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 generator_t * game_generator (generate_t generator); | ||||
extern attribute_t * game_attribute (string_t name, bundle_t * points, ...); | extern attribute_t * game_attribute (string_t name, bundle_t * points, ...); | ||||
extern skill_t * game_skill (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_attribute (number_t x, number_t y, ...); | ||||
extern procedure_t game_render_skill (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 | #endif |
@@ -51,31 +51,48 @@ procedure_t play_game (procedure_t) { | |||||
generator_t * rectangle_fill = game_generator (generate_rectangle_fill_function); | generator_t * rectangle_fill = game_generator (generate_rectangle_fill_function); | ||||
generator_t * rectangle_line = game_generator (generate_rectangle_line_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, | world_t * world = game_world (300, 100, full_fill, 0, 0, 0, 0, grass, | ||||
rectangle_fill, 5, 9, 2, 4, stone_floor, | rectangle_fill, 5, 9, 2, 4, stone_floor, | ||||
rectangle_line, 5, 9, 2, 4, stone_wall, | rectangle_line, 5, 9, 2, 4, stone_wall, | ||||
NULL); | 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 (); | curses_configure (); | ||||
terminal_show_cursor (FALSE); | 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_world (world, 0, 0, game_screen_offset, curses_screen_height); | ||||
game_render_bot (goblin); | |||||
game_render_player (player); | 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); | game_render_skill (game_screen_offset, 6, blades, axes, bows, spears, puppet_magic, nature_magic, rune_magic, charm_magic, NULL); | ||||