Generator function pointers and manual world generation...
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@ -13,17 +13,35 @@ It is distributed in the hope that it will be useful or harmful, it really depen
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/*
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So, what are actually getters and setters, and why you should never use them? Lets explain.
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@C
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static number_t game_get_screen_width (game_t * game) { return (game->screen_width); }
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static number_t game_get_screen_height (game_t * game) { return (game->screen_height); }
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static number_t game_set_screen_width (game_t * game, number_t width) { return (game->screen_width = width); }
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static number_t game_set_screen_height (game_t * game, number_t height) { return (game->screen_height = height); }
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@
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*/
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#define MEMORY_LIMIT (1024 * 1024)
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static void generate_fill_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
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number_t i, j;
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(void) width;
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(void) height;
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(void) x;
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(void) y;
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for (j = 0; j < world->height; ++j) {
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for (i = 0; i < world->width; ++i) {
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world->block [j * world->width + i] = block;
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}
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}
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}
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static void generate_rectangle_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
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number_t i, j;
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for (j = 0; j < height; ++j) {
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for (i = 0; i < width; ++i) {
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world->block [(j + y) * world->width + (i + x)] = block;
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}
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}
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}
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memory_t memorize (number_t size) {
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static string_t memory_store [MEMORY_LIMIT] = { 0 };
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static number_t memory_count = 0;
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@ -59,19 +77,29 @@ symbol_t * format_symbol (number_t character, number_t colour, number_t effect)
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return (symbol);
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}
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generator_t * game_generator (generate_t function) {
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generator_t * generator;
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generator = memorize ((number_t) sizeof (* generator));
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generator->generate = function;
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return (generator);
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}
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attribute_t * game_attribute (string_t name, bundle_t * points, ...) {
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attribute_t * attribute;
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va_list list;
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number_t action;
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va_start (list, points);
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attribute = memorize ((number_t) sizeof (* attribute));
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string_copy ((attribute->name = memorize (string_length (name) + 1)), name);
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memory_copy ((attribute->points = memorize ((number_t) sizeof (* attribute->points))), points, (number_t) sizeof (* points));
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va_start (list, points);
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for (;;) {
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action = (number_t) va_arg (list, int);
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@ -96,14 +124,14 @@ skill_t * game_skill (string_t name, bundle_t * points, ...) {
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va_list list;
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number_t action;
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va_start (list, points);
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skill = memorize ((number_t) sizeof (* skill));
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string_copy ((skill->name = memorize (string_length (name) + 1)), name);
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memory_copy ((skill->points = memorize ((number_t) sizeof (* skill->points))), points, (number_t) sizeof (* points));
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va_start (list, points);
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for (;;) {
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action = (number_t) va_arg (list, int);
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@ -149,10 +177,14 @@ block_t * game_block (string_t name, symbol_t * symbol, number_t collision, numb
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return (block);
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}
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world_t * game_world (number_t width, number_t height, block_t * floor, block_t * wall) {
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world_t * game_world (number_t width, number_t height, ...) {
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world_t * world;
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va_list list;
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generator_t * generator;
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number_t w, h, x, y;
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block_t * block;
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number_t x, y;
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//~number_t i, j;
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world = memorize ((number_t) sizeof (* world));
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@ -161,13 +193,31 @@ world_t * game_world (number_t width, number_t height, block_t * floor, block_t
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world->block = memorize (width * height * (number_t) sizeof (* world->block));
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for (y = 0; y < height; ++y) {
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for (x = 0; x < width; ++x) {
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world->block [y * width + x] = floor;
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}
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va_start (list, height);
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for (;;) {
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generator = (generator_t *) va_arg (list, void *);
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if (generator != (generator_t *) 0XDEADBEEF) {
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w = (number_t) va_arg (list, int);
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h = (number_t) va_arg (list, int);
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x = (number_t) va_arg (list, int);
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y = (number_t) va_arg (list, int);
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block = (block_t *) va_arg (list, void *);
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generator->generate (world, w, h, x, y, block);
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} else break;
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}
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world->block [6] = wall;
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//~for (j = 0; j < height; ++j) {
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//~for (i = 0; i < width; ++i) {
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//~world->block [j * width + i] = terrain;
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//~}
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//~}
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//~world->block [6] = wall;
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va_end (list);
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return (world);
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}
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@ -205,18 +255,22 @@ void game_render_world (world_t * world, number_t x, number_t y, number_t width,
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for (j = 0; (j < height) && (j < world->height); ++j) {
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for (i = 0; (i < width) && (i < world->width); ++i) {
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game_render_block (world->block [(j + y) * world->width + (i + x)], i, j);
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game_render_block (world->block [j * world->width + i], i + x, j + y);
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}
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}
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}
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void play_game (void) {
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player_t * player;
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block_t * floor, * wall;
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block_t * grass, * stone_floor, * stone_wall;
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world_t * world;
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skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
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generator_t * fill, * rectangle;
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attribute_t * strength, * edurance, * wisdom, * agility;
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skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
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fill = game_generator (generate_fill_function);
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rectangle = game_generator (generate_rectangle_function);
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strength = game_attribute ("Strength", format_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0);
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edurance = game_attribute ("Edurance", format_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
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@ -234,43 +288,46 @@ void play_game (void) {
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player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
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floor = game_block ("Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
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wall = game_block ("Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
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grass = game_block ("Grass", format_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE);
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stone_floor = game_block ("Stone Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
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stone_wall = game_block ("Stone Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
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world = game_world (80, 24, floor, wall);
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world = game_world (80, 24, fill, 0, 0, 0, 0, grass,
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rectangle, 20, 10, 2, 4, stone_wall,
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(generator_t *) 0XDEADBEEF);
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curses_configure ();
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while (curses_active) {
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curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
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//~curses_render_string ("Attributes:", COLOUR_WHITE, EFFECT_BOLD, 0, 0);
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curses_render_string ("Attributes:", COLOUR_WHITE, EFFECT_BOLD, 0, 0);
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//~game_render_attribute (strength, 2, 1);
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//~game_render_attribute (edurance, 2, 2);
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//~game_render_attribute (wisdom, 2, 3);
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//~game_render_attribute (agility, 2, 4);
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game_render_attribute (strength, 2, 1);
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game_render_attribute (edurance, 2, 2);
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game_render_attribute (wisdom, 2, 3);
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game_render_attribute (agility, 2, 4);
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//~curses_render_string ("Skills:", COLOUR_WHITE, EFFECT_BOLD, 0, 5);
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curses_render_string ("Skills:", COLOUR_WHITE, EFFECT_BOLD, 0, 5);
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//~game_render_skill (blades, 2, 6);
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//~game_render_skill (axes, 2, 7);
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//~game_render_skill (bows, 2, 8);
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//~game_render_skill (spears, 2, 9);
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//~game_render_skill (puppet_magic, 2, 10);
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//~game_render_skill (nature_magic, 2, 11);
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//~game_render_skill (rune_magic, 2, 12);
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//~game_render_skill (charm_magic, 2, 13);
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game_render_skill (blades, 2, 6);
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game_render_skill (axes, 2, 7);
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game_render_skill (bows, 2, 8);
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game_render_skill (spears, 2, 9);
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game_render_skill (puppet_magic, 2, 10);
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game_render_skill (nature_magic, 2, 11);
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game_render_skill (rune_magic, 2, 12);
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game_render_skill (charm_magic, 2, 13);
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game_render_world (world, 0, 0, curses_screen_width, curses_screen_height);
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game_render_world (world, 40, 0, curses_screen_width, curses_screen_height);
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game_render_player (player);
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switch (curses_character) {
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case 'w': player->y -= 1; break;
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case 's': player->y += 1; break;
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case 'a': player->x -= 1; break;
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case 'd': player->x += 1; break;
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case SIGNAL_ARROW_UP: player->y -= 1; break;
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case SIGNAL_ARROW_DOWN: player->y += 1; break;
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case SIGNAL_ARROW_LEFT: player->x -= 1; break;
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case SIGNAL_ARROW_RIGHT: player->x += 1; break;
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default: break;
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}
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@ -37,19 +37,20 @@ typedef enum action_t {
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GAME_ACTION_COUNT
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} action_t;
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typedef struct symbol_t {
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number_t character, colour, effect;
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} symbol_t;
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typedef struct bundle_t {
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number_t minimum, maximum, current;
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} bundle_t;
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typedef struct symbol_t {
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number_t character, colour, effect;
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} symbol_t;
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typedef struct attribute_t {
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string_t name;
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number_t positive_count, negative_count;
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bundle_t * points;
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action_t * positive, * negative;
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action_t * positive;
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action_t * negative;
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} attribute_t;
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typedef struct skill_t {
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@ -61,8 +62,8 @@ typedef struct skill_t {
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typedef struct player_t {
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string_t name;
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symbol_t * symbol;
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number_t x, y;
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symbol_t * symbol;
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//~bundle_t * health, * armour, * mana, * stamina;
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//~attribute_t strength, edurance, intelligence, agility;
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//~skill_t blades, axes, bows, spears;
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@ -71,9 +72,8 @@ typedef struct player_t {
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typedef struct block_t {
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string_t name;
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number_t collision, override;
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symbol_t * symbol;
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number_t collision;
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number_t override;
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} block_t;
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typedef struct world_t {
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@ -81,16 +81,23 @@ typedef struct world_t {
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block_t * * block;
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} world_t;
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typedef void (* generate_t) (world_t *, number_t, number_t, number_t, number_t, block_t *);
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typedef struct generator_t {
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generate_t generate;
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} generator_t;
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extern memory_t memorize (number_t size);
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extern bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current);
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extern symbol_t * format_symbol (number_t character, number_t colour, number_t effect);
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extern generator_t * game_generator (generate_t generator);
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extern attribute_t * game_attribute (string_t name, bundle_t * points, ...);
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extern skill_t * game_skill (string_t name, bundle_t * points, ...);
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extern player_t * game_player (string_t name, symbol_t * symbol);
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extern block_t * game_block (string_t name, symbol_t * symbol, number_t collision, number_t override);
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extern world_t * game_world (number_t width, number_t height, block_t * floor, block_t * wall);
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extern world_t * game_world (number_t width, number_t height, ...);
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extern void game_render_attribute (attribute_t * attribute, number_t x, number_t y);
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extern void game_render_skill (skill_t * skill, number_t x, number_t y);
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