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Extended program 2, added randomize to chapter 1...

master
コミット
9283711899
5個のファイルの変更106行の追加11行の削除
  1. +4
    -0
      chapter/chapter_1.c
  2. +2
    -0
      chapter/chapter_1.h
  3. +0
    -4
      chapter/chapter_x.c
  4. +0
    -2
      chapter/chapter_x.h
  5. +100
    -5
      program/program_2.c

+ 4
- 0
chapter/chapter_1.c ファイルの表示

@@ -307,4 +307,8 @@ char * format_to_string (int number, int sign, int base, int amount, char charac
return (string);
}

int randomize (int minimum, int maximum) {
return (rand () % (maximum - minimum + 1) + minimum);
}

#endif

+ 2
- 0
chapter/chapter_1.h ファイルの表示

@@ -361,4 +361,6 @@ extern void * file_record (char * name); // We store an enti
extern char * number_to_string (int number);
extern char * format_to_string (int number, int sign, int base, int amount, char character);

extern int randomize (int minimum, int maximum);

#endif

+ 0
- 4
chapter/chapter_x.c ファイルの表示

@@ -36,10 +36,6 @@ procedure_t game_clean_up (procedure_t) {
game_memory = deallocate (game_memory);
}

number_t randomize (number_t lower, number_t upper) {
return ((number_t) rand () % (upper - lower + 1) + lower);
}

bundle_t * game_bundle (number_t minimum, number_t maximum, number_t current) {
bundle_t * bundle = allocate ((number_t) sizeof (* bundle));



+ 0
- 2
chapter/chapter_x.h ファイルの表示

@@ -125,8 +125,6 @@ typedef struct generator_t {

extern procedure_t game_clean_up (procedure_t);

extern number_t randomize (number_t lower, number_t upper);

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 sprite_t * game_sprite (number_t width, number_t height, memory_t data);


+ 100
- 5
program/program_2.c ファイルの表示

@@ -13,6 +13,25 @@ It is distributed in the hope that it will be useful or harmful, it really depen
static int player_x = 0;
static int player_y = 0;

static int entity_define (char * name, int character, int colour, int effect, int value, int logic, int menu);
static void entity_create (int entity, int amount);
static void entity_render (int entity);

static void entity_clean_up (void);

static int entity_count = 0;
static char * * entity_name = NULL;
static char * entity_character = '\0';
static int * entity_colour = 0;
static int * entity_effect = 0;
static int * entity_value = 0;
static int * entity_logic = 0;
static int * entity_menu = 0;
static int entity_usage = 0;
static int * entity_index = 0;
static int * entity_x = 0;
static int * entity_y = 0;

static void player_move_up (void) { player_y -= 1; limit (& player_y, 0, curses_screen_height - 1); }
static void player_move_down (void) { player_y += 1; limit (& player_y, 0, curses_screen_height - 1); }
static void player_move_left (void) { player_x -= 1; limit (& player_x, 0, curses_screen_width - 1); }
@@ -23,28 +42,104 @@ int main (void) {

curses_configure ();

curses_bind (SIGNAL_ARROW_UP, player_move_up);
curses_bind (SIGNAL_ARROW_DOWN, player_move_down);
curses_bind (SIGNAL_ARROW_LEFT, player_move_left);
curses_bind (SIGNAL_ARROW_RIGHT, player_move_right);

curses_bind (SIGNAL_W, player_move_up);
curses_bind (SIGNAL_S, player_move_down);
curses_bind (SIGNAL_A, player_move_left);
curses_bind (SIGNAL_D, player_move_right);

int goblin = entity_define ("Goblin", 'G', COLOUR_RED, EFFECT_NORMAL, FALSE, FALSE, 0);
int coin = entity_define ("Coin", '+', COLOUR_YELLOW, EFFECT_BOLD, FALSE, FALSE, 0);

entity_create (goblin, 3);
entity_create (coin, 3);

while (curses_active) {
curses_render_background ('.', COLOUR_GREY, EFFECT_BOLD);

curses_render_rectangle_fill (',', COLOUR_GREEN, EFFECT_NORMAL, 10, 10, 80, 24);
curses_render_rectangle_line ('#', COLOUR_WHITE, EFFECT_NORMAL, 10, 10, 80, 24);

for (int entity = 0; entity < entity_usage; ++entity) {
entity_render (entity);
}

curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player_x, player_y);

curses_synchronize ();
}

entity_clean_up ();

terminal_show_cursor (TRUE);

return (EXIT_SUCCESS);
}

static int entity_define (char * name, int character, int colour, int effect, int value, int logic, int menu) {
int entity_index = entity_count;

++entity_count;

entity_name = reallocate (entity_name, entity_count * (int) sizeof (* entity_name));
entity_character = reallocate (entity_character, entity_count * (int) sizeof (* entity_character));
entity_colour = reallocate (entity_colour, entity_count * (int) sizeof (* entity_colour));
entity_effect = reallocate (entity_effect, entity_count * (int) sizeof (* entity_effect));
entity_value = reallocate (entity_value, entity_count * (int) sizeof (* entity_value));
entity_logic = reallocate (entity_logic, entity_count * (int) sizeof (* entity_logic));
entity_menu = reallocate (entity_menu, entity_count * (int) sizeof (* entity_menu));

string_copy ((entity_name [entity_index] = allocate (string_length (name) + 1)), name);

entity_character [entity_index] = character;
entity_colour [entity_index] = colour;
entity_effect [entity_index] = effect;
entity_value [entity_index] = value;
entity_logic [entity_index] = logic;
entity_menu [entity_index] = menu;

return (entity_index);
}

static void entity_create (int entity, int amount) {
int index;

for (index = 0; index < amount; ++index) {
++entity_usage;

entity_index = reallocate (entity_index, entity_usage * (int) sizeof (* entity_index));
entity_x = reallocate (entity_x, entity_usage * (int) sizeof (* entity_x));
entity_y = reallocate (entity_y, entity_usage * (int) sizeof (* entity_y));

entity_index [entity_usage - 1] = entity;
entity_x [entity_usage - 1] = randomize (0, curses_screen_width - 1);
entity_y [entity_usage - 1] = randomize (0, curses_screen_height - 1);
}
}

static void entity_render (int entity) {
curses_render_character (entity_character [entity_index [entity]],
entity_colour [entity_index [entity]],
entity_effect [entity_index [entity]],
entity_x [entity],
entity_y [entity]);
}

void entity_clean_up (void) {
for (int entity = 0; entity < entity_count; ++entity) {
entity_name [entity] = deallocate (entity_name [entity]);
}

entity_name = deallocate (entity_name);
entity_character = deallocate (entity_character);
entity_colour = deallocate (entity_colour);
entity_effect = deallocate (entity_effect);
entity_value = deallocate (entity_value);
entity_logic = deallocate (entity_logic);
entity_menu = deallocate (entity_menu);
entity_index = deallocate (entity_index);
entity_x = deallocate (entity_x);
entity_y = deallocate (entity_y);

entity_count = 0;
entity_usage = 0;
}

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