Generator function pointers and manual world generation...

This commit is contained in:
Ognjen Milan Robovic 2023-11-22 13:51:06 -05:00
parent f446a47e84
commit aa2d14903a
2 changed files with 120 additions and 56 deletions

View File

@ -13,17 +13,35 @@ It is distributed in the hope that it will be useful or harmful, it really depen
/*
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 void generate_fill_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
number_t i, j;
(void) width;
(void) height;
(void) x;
(void) y;
for (j = 0; j < world->height; ++j) {
for (i = 0; i < world->width; ++i) {
world->block [j * world->width + i] = block;
}
}
}
static void generate_rectangle_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
number_t i, j;
for (j = 0; j < height; ++j) {
for (i = 0; i < width; ++i) {
world->block [(j + y) * world->width + (i + x)] = block;
}
}
}
memory_t memorize (number_t size) {
static string_t memory_store [MEMORY_LIMIT] = { 0 };
static number_t memory_count = 0;
@ -59,19 +77,29 @@ symbol_t * format_symbol (number_t character, number_t colour, number_t effect)
return (symbol);
}
generator_t * game_generator (generate_t function) {
generator_t * generator;
generator = memorize ((number_t) sizeof (* generator));
generator->generate = function;
return (generator);
}
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 ((number_t) sizeof (* attribute));
string_copy ((attribute->name = memorize (string_length (name) + 1)), name);
memory_copy ((attribute->points = memorize ((number_t) sizeof (* attribute->points))), points, (number_t) sizeof (* points));
va_start (list, points);
for (;;) {
action = (number_t) va_arg (list, int);
@ -96,14 +124,14 @@ skill_t * game_skill (string_t name, bundle_t * points, ...) {
va_list list;
number_t action;
va_start (list, points);
skill = memorize ((number_t) sizeof (* skill));
string_copy ((skill->name = memorize (string_length (name) + 1)), name);
memory_copy ((skill->points = memorize ((number_t) sizeof (* skill->points))), points, (number_t) sizeof (* points));
va_start (list, points);
for (;;) {
action = (number_t) va_arg (list, int);
@ -149,10 +177,14 @@ block_t * game_block (string_t name, symbol_t * symbol, number_t collision, numb
return (block);
}
world_t * game_world (number_t width, number_t height, block_t * floor, block_t * wall) {
world_t * world;
world_t * game_world (number_t width, number_t height, ...) {
world_t * world;
va_list list;
generator_t * generator;
number_t w, h, x, y;
block_t * block;
number_t x, y;
//~number_t i, j;
world = memorize ((number_t) sizeof (* world));
@ -161,13 +193,31 @@ world_t * game_world (number_t width, number_t height, block_t * floor, block_t
world->block = memorize (width * height * (number_t) sizeof (* world->block));
for (y = 0; y < height; ++y) {
for (x = 0; x < width; ++x) {
world->block [y * width + x] = floor;
}
va_start (list, height);
for (;;) {
generator = (generator_t *) va_arg (list, void *);
if (generator != (generator_t *) 0XDEADBEEF) {
w = (number_t) va_arg (list, int);
h = (number_t) va_arg (list, int);
x = (number_t) va_arg (list, int);
y = (number_t) va_arg (list, int);
block = (block_t *) va_arg (list, void *);
generator->generate (world, w, h, x, y, block);
} else break;
}
world->block [6] = wall;
//~for (j = 0; j < height; ++j) {
//~for (i = 0; i < width; ++i) {
//~world->block [j * width + i] = terrain;
//~}
//~}
//~world->block [6] = wall;
va_end (list);
return (world);
}
@ -205,18 +255,22 @@ void game_render_world (world_t * world, number_t x, number_t y, number_t width,
for (j = 0; (j < height) && (j < world->height); ++j) {
for (i = 0; (i < width) && (i < world->width); ++i) {
game_render_block (world->block [(j + y) * world->width + (i + x)], i, j);
game_render_block (world->block [j * world->width + i], i + x, j + y);
}
}
}
void play_game (void) {
player_t * player;
block_t * floor, * wall;
block_t * grass, * stone_floor, * stone_wall;
world_t * world;
skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
generator_t * fill, * rectangle;
attribute_t * strength, * edurance, * wisdom, * agility;
skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
fill = game_generator (generate_fill_function);
rectangle = game_generator (generate_rectangle_function);
strength = game_attribute ("Strength", format_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0);
edurance = game_attribute ("Edurance", format_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
@ -234,44 +288,47 @@ void play_game (void) {
player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
floor = game_block ("Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
wall = game_block ("Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
grass = game_block ("Grass", format_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE);
stone_floor = game_block ("Stone Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
stone_wall = game_block ("Stone Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
world = game_world (80, 24, floor, wall);
world = game_world (80, 24, fill, 0, 0, 0, 0, grass,
rectangle, 20, 10, 2, 4, stone_wall,
(generator_t *) 0XDEADBEEF);
curses_configure ();
while (curses_active) {
curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
//~curses_render_string ("Attributes:", COLOUR_WHITE, EFFECT_BOLD, 0, 0);
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);
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);
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);
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);
game_render_world (world, 0, 0, curses_screen_width, curses_screen_height);
game_render_world (world, 40, 0, curses_screen_width, curses_screen_height);
game_render_player (player);
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;
case SIGNAL_ARROW_UP: player->y -= 1; break;
case SIGNAL_ARROW_DOWN: player->y += 1; break;
case SIGNAL_ARROW_LEFT: player->x -= 1; break;
case SIGNAL_ARROW_RIGHT: player->x += 1; break;
default: break;
}
curses_synchronize ();

View File

@ -37,19 +37,20 @@ typedef enum action_t {
GAME_ACTION_COUNT
} action_t;
typedef struct symbol_t {
number_t character, colour, effect;
} symbol_t;
typedef struct bundle_t {
number_t minimum, maximum, current;
} bundle_t;
typedef struct symbol_t {
number_t character, colour, effect;
} symbol_t;
typedef struct attribute_t {
string_t name;
number_t positive_count, negative_count;
bundle_t * points;
action_t * positive, * negative;
action_t * positive;
action_t * negative;
} attribute_t;
typedef struct skill_t {
@ -61,8 +62,8 @@ typedef struct skill_t {
typedef struct player_t {
string_t name;
symbol_t * symbol;
number_t x, y;
symbol_t * symbol;
//~bundle_t * health, * armour, * mana, * stamina;
//~attribute_t strength, edurance, intelligence, agility;
//~skill_t blades, axes, bows, spears;
@ -71,9 +72,8 @@ typedef struct player_t {
typedef struct block_t {
string_t name;
number_t collision, override;
symbol_t * symbol;
number_t collision;
number_t override;
} block_t;
typedef struct world_t {
@ -81,16 +81,23 @@ typedef struct world_t {
block_t * * block;
} world_t;
typedef void (* generate_t) (world_t *, number_t, number_t, number_t, number_t, block_t *);
typedef struct generator_t {
generate_t generate;
} generator_t;
extern memory_t memorize (number_t size);
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 * 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 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, block_t * floor, block_t * wall);
extern world_t * game_world (number_t width, number_t height, ...);
extern void game_render_attribute (attribute_t * attribute, number_t x, number_t y);
extern void game_render_skill (skill_t * skill, number_t x, number_t y);