|
|
@@ -24,10 +24,9 @@ static number_t game_set_screen_height (game_t * game, number_t height) { return |
|
|
|
|
|
|
|
#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; |
|
|
|
static string_t memory_store [MEMORY_LIMIT] = { 0 }; |
|
|
|
static number_t memory_count = 0; |
|
|
|
|
|
|
|
fatal_failure (memory_count + size >= MEMORY_LIMIT, "memorize: You have reached the 1 MiB memory limit."); |
|
|
|
|
|
|
@@ -36,31 +35,18 @@ static memory_t memorize (number_t 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 (); |
|
|
|
static symbol_t * format_symbol (number_t character, number_t colour, number_t effect) { |
|
|
|
symbol_t * symbol; |
|
|
|
|
|
|
|
curses_bind (SIGNAL_W, move_player); |
|
|
|
curses_bind (SIGNAL_S, move_player); |
|
|
|
curses_bind (SIGNAL_A, move_player); |
|
|
|
curses_bind (SIGNAL_D, move_player); |
|
|
|
symbol = memorize ((number_t) sizeof (* symbol)); |
|
|
|
|
|
|
|
game.active = curses_active; |
|
|
|
game.screen_width = curses_screen_width; |
|
|
|
game.screen_height = curses_screen_height; |
|
|
|
symbol->character = character; |
|
|
|
symbol->colour = colour; |
|
|
|
symbol->effect = effect; |
|
|
|
|
|
|
|
player.x = 0; |
|
|
|
player.y = 0; |
|
|
|
return (symbol); |
|
|
|
} |
|
|
|
|
|
|
|
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; |
|
|
@@ -68,17 +54,17 @@ skill_t * game_skill (string_t name, bundle_t * points, ...) { |
|
|
|
|
|
|
|
va_start (list, points); |
|
|
|
|
|
|
|
skill = memorize ((int) sizeof (* skill)); |
|
|
|
skill = memorize ((number_t) 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)); |
|
|
|
memory_copy ((skill->points = memorize ((number_t) sizeof (* skill->points))), points, (number_t) 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 = memorize ((number_t) sizeof (action)); |
|
|
|
skill->positive [skill->positive_count - 1] = (action_t) action; |
|
|
|
} else break; |
|
|
|
} |
|
|
@@ -95,26 +81,23 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) { |
|
|
|
|
|
|
|
va_start (list, points); |
|
|
|
|
|
|
|
attribute = memorize ((int) sizeof (* attribute)); |
|
|
|
|
|
|
|
attribute = memorize ((number_t) 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)); |
|
|
|
memory_copy ((attribute->points = memorize ((number_t) sizeof (* attribute->points))), points, (number_t) 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 = memorize ((number_t) 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 = memorize ((number_t) sizeof (action)); |
|
|
|
attribute->negative [attribute->negative_count - 1] = (action_t) action; |
|
|
|
} else { |
|
|
|
break; |
|
|
|
} |
|
|
|
} else break; |
|
|
|
} |
|
|
|
|
|
|
|
va_end (list); |
|
|
@@ -122,6 +105,31 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) { |
|
|
|
return (attribute); |
|
|
|
} |
|
|
|
|
|
|
|
//~block_t * game_block (string_t name, symbol_t * symbol) { |
|
|
|
//~block_t * block; |
|
|
|
|
|
|
|
//~block = memorize ((number_t) sizeof (* block)); |
|
|
|
|
|
|
|
//~string_copy ((block->name = memorize (string_length (name) + 1)), name); |
|
|
|
//~memory_copy ((block->symbol = memorize ((number_t) sizeof (* block->symbol))), symbol, (number_t) sizeof (* symbol)); |
|
|
|
|
|
|
|
//~return (block); |
|
|
|
//~} |
|
|
|
|
|
|
|
player_t * game_player (string_t name, symbol_t * symbol) { |
|
|
|
player_t * player; |
|
|
|
|
|
|
|
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; |
|
|
|
|
|
|
|
return (player); |
|
|
|
} |
|
|
|
|
|
|
|
void game_render_skill (skill_t * skill, number_t x, number_t y) { |
|
|
|
curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x, y); |
|
|
|
|
|
|
@@ -143,8 +151,11 @@ void game_render_attribute (attribute_t * attribute, number_t x, number_t y) { |
|
|
|
} |
|
|
|
|
|
|
|
void play_game (void) { |
|
|
|
bundle_t skill_points = { 10, 120, 0, 0 }; |
|
|
|
bundle_t attribute_points = { 1, 12, 0, 0 }; |
|
|
|
bundle_t skill_points = { 10, 120, 0 }; |
|
|
|
bundle_t attribute_points = { 1, 12, 0 }; |
|
|
|
|
|
|
|
player_t * player; |
|
|
|
//~world_t * world; |
|
|
|
|
|
|
|
skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic; |
|
|
|
attribute_t * strength, * edurance, * wisdom, * agility; |
|
|
@@ -163,7 +174,9 @@ void play_game (void) { |
|
|
|
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 (); |
|
|
|
player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD)); |
|
|
|
|
|
|
|
curses_configure (); |
|
|
|
|
|
|
|
while (curses_active) { |
|
|
|
curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL); |
|
|
@@ -186,24 +199,18 @@ void play_game (void) { |
|
|
|
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_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player->x, player->y); |
|
|
|
|
|
|
|
curses_synchronize (); |
|
|
|
switch (curses_character) { |
|
|
|
case 'w': player->y -= 1; break; |
|
|
|
case 's': player->y += 1; break; |
|
|
|
case 'a': player->x -= 1; break; |
|
|
|
case 'd': player->x += 1; break; |
|
|
|
default: break; |
|
|
|
} |
|
|
|
|
|
|
|
game_synchronize (); |
|
|
|
curses_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 |