Splitting chapter 5 into 6...
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@ -15,49 +15,8 @@ It is distributed in the hope that it will be useful or harmful, it really depen
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So, what are actually getters and setters, and why you should never use them? Lets explain.
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*/
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#define UNUSED(variable) (void) variable
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#define MEMORY_LIMIT (1024 * 1024)
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static procedure_t generate_full_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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UNUSED (width);
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UNUSED (height);
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UNUSED (x);
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UNUSED (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 procedure_t generate_rectangle_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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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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static procedure_t generate_rectangle_line_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 o;
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for (o = 0; o < width; ++o) {
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world->block [world->width * y + o + x] = block;
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world->block [world->width * (height - 1 + y) + o + x] = block;
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}
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for (o = 0; o < height; ++o) {
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world->block [world->width * (y + o) + x] = block;
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world->block [world->width * (y + o) + width - 1 + x] = block;
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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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@ -69,10 +28,12 @@ memory_t memorize (number_t size) {
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return ((memory_t) ((string_t) memory_store + memory_count - size));
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}
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bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current) {
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bundle_t * bundle;
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number_t randomize (number_t lower, number_t upper) {
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return ((number_t) rand () % (upper - lower) + lower);
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}
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bundle = memorize ((number_t) sizeof (* bundle));
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bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current) {
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bundle_t * bundle = memorize ((number_t) sizeof (* bundle));
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bundle->minimum = minimum;
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bundle->maximum = maximum;
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@ -82,9 +43,7 @@ bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current)
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}
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symbol_t * format_symbol (number_t character, number_t colour, number_t effect) {
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symbol_t * symbol;
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symbol = memorize ((number_t) sizeof (* symbol));
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symbol_t * symbol = memorize ((number_t) sizeof (* symbol));
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symbol->character = character;
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symbol->colour = colour;
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@ -94,9 +53,7 @@ symbol_t * format_symbol (number_t character, number_t colour, number_t effect)
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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_t * generator = memorize ((number_t) sizeof (* generator));
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generator->generate = function;
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@ -104,10 +61,9 @@ generator_t * game_generator (generate_t function) {
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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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va_list list;
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attribute = memorize ((number_t) sizeof (* attribute));
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attribute_t * attribute = memorize ((number_t) sizeof (* attribute));
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string_copy ((attribute->name = memorize (string_length (name) + 1)), name);
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@ -135,10 +91,9 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) {
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}
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skill_t * game_skill (string_t name, bundle_t * points, ...) {
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skill_t * skill;
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va_list list;
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va_list list;
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skill = memorize ((number_t) sizeof (* skill));
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skill_t * skill = memorize ((number_t) sizeof (* skill));
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string_copy ((skill->name = memorize (string_length (name) + 1)), name);
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@ -162,9 +117,7 @@ skill_t * game_skill (string_t name, bundle_t * points, ...) {
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}
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player_t * game_player (string_t name, symbol_t * symbol) {
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player_t * player;
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player = memorize ((number_t) sizeof (* player));
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player_t * player = memorize ((number_t) sizeof (* player));
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string_copy ((player->name = memorize (string_length (name) + 1)), name);
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@ -177,9 +130,7 @@ player_t * game_player (string_t name, symbol_t * symbol) {
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}
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block_t * game_block (string_t name, symbol_t * symbol, number_t collision, number_t override) {
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block_t * block;
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block = memorize ((number_t) sizeof (* block));
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block_t * block = memorize ((number_t) sizeof (* block));
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string_copy ((block->name = memorize (string_length (name) + 1)), name);
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@ -192,13 +143,9 @@ block_t * game_block (string_t name, symbol_t * symbol, number_t collision, numb
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}
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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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va_list list;
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world = memorize ((number_t) sizeof (* world));
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world_t * world = memorize ((number_t) sizeof (* world));
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world->width = width;
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world->height = height;
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@ -208,14 +155,14 @@ world_t * game_world (number_t width, number_t height, ...) {
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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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generator_t * generator = (generator_t *) va_arg (list, void *);
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if (generator != NULL) {
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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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number_t w = (number_t) va_arg (list, int);
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number_t h = (number_t) va_arg (list, int);
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number_t x = (number_t) va_arg (list, int);
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number_t y = (number_t) va_arg (list, int);
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block_t * 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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@ -227,7 +174,8 @@ world_t * game_world (number_t width, number_t height, ...) {
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}
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procedure_t game_render_attribute (attribute_t * attribute, number_t x, number_t y) {
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curses_render_string (attribute->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
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curses_render_string (" ", COLOUR_CYAN, EFFECT_NORMAL, x + 0, y);
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curses_render_string (attribute->name, COLOUR_CYAN, EFFECT_NORMAL, x + 3, y);
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curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 18, y);
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curses_render_string (format_to_string (attribute->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x + 20, y);
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@ -237,7 +185,8 @@ procedure_t game_render_attribute (attribute_t * attribute, number_t x, number_t
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}
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procedure_t game_render_skill (skill_t * skill, number_t x, number_t y) {
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curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
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curses_render_string (" ", COLOUR_CYAN, EFFECT_NORMAL, x + 0, y);
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curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x + 3, y);
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curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 18, y);
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curses_render_string (format_to_string (skill->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x + 20, y);
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@ -255,82 +204,11 @@ procedure_t game_render_block (block_t * block, number_t x, number_t y) {
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}
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procedure_t game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height) {
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number_t i, j;
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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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for (number_t j = 0; (j < height) && (j < world->height); ++j) {
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for (number_t i = 0; (i < width) && (i < world->width); ++i) {
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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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procedure_t play_game (procedure_t) {
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generator_t * full_fill = game_generator (generate_full_fill_function);
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generator_t * rectangle_fill = game_generator (generate_rectangle_fill_function);
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generator_t * rectangle_line = game_generator (generate_rectangle_line_function);
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attribute_t * 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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attribute_t * edurance = game_attribute ("Edurance", format_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
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attribute_t * wisdom = game_attribute ("Wisdom", format_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0);
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attribute_t * agility = game_attribute ("Agility", format_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0);
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skill_t * blades = game_skill ("Blades", format_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0);
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skill_t * axes = game_skill ("Axes", format_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0);
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skill_t * bows = game_skill ("Bows", format_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0);
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skill_t * spears = game_skill ("Spears", format_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0);
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skill_t * puppet_magic = game_skill ("Puppet Magic", format_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0);
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skill_t * nature_magic = game_skill ("Nature Magic", format_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0);
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skill_t * rune_magic = game_skill ("Rune Magic", format_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0);
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skill_t * charm_magic = game_skill ("Charm Magic", format_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0);
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player_t * player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
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block_t * grass = game_block ("Grass", format_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE);
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block_t * stone_floor = game_block ("Stone Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
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block_t * stone_wall = game_block ("Stone Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
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world_t * world = game_world (80, 24, full_fill, 0, 0, 0, 0, grass,
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rectangle_fill, 5, 9, 2, 4, stone_floor,
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rectangle_line, 5, 9, 2, 4, stone_wall,
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0);
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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, 80, 0);
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game_render_attribute (strength, 82, 1);
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game_render_attribute (edurance, 82, 2);
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game_render_attribute (wisdom, 82, 3);
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game_render_attribute (agility, 82, 4);
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curses_render_string ("Skills:", COLOUR_WHITE, EFFECT_BOLD, 80, 5);
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game_render_skill (blades, 82, 6);
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game_render_skill (axes, 82, 7);
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game_render_skill (bows, 82, 8);
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game_render_skill (spears, 82, 9);
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game_render_skill (puppet_magic, 82, 10);
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game_render_skill (nature_magic, 82, 11);
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game_render_skill (rune_magic, 82, 12);
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game_render_skill (charm_magic, 82, 13);
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game_render_world (world, 0, 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 SIGNAL_ARROW_UP: player->y -= 1; limit (& player->y, 0, world->height - 1); break;
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case SIGNAL_ARROW_DOWN: player->y += 1; limit (& player->y, 0, world->height - 1); break;
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case SIGNAL_ARROW_LEFT: player->x -= 1; limit (& player->x, 0, world->width - 1); break;
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case SIGNAL_ARROW_RIGHT: player->x += 1; limit (& player->x, 0, world->width - 1); break;
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default: break;
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}
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curses_synchronize ();
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}
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}
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#endif
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@ -93,7 +93,8 @@ 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 memory_t memorize (number_t size);
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extern number_t randomize (number_t lower, number_t upper);
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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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124
chapter/chapter_6.c
Normal file
124
chapter/chapter_6.c
Normal file
@ -0,0 +1,124 @@
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/*
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Copyright (c) 2023 : Ognjen 'xolatile' Milan Robovic
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Xhartae is free software! You will redistribute it or modify it under the terms of the GNU General Public License by Free Software Foundation.
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And when you do redistribute it or modify it, it will use either version 3 of the License, or (at yours truly opinion) any later version.
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It is distributed in the hope that it will be useful or harmful, it really depends... But no warranty what so ever, seriously. See GNU/GPLv3.
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*/
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#ifndef CHAPTER_6_SOURCE
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#define CHAPTER_6_SOURCE
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#include "chapter_6.h"
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#define UNUSED(variable) (void) variable
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static procedure_t generate_full_fill_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
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UNUSED (width);
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UNUSED (height);
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UNUSED (x);
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UNUSED (y);
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for (number_t j = 0; j < world->height; ++j) {
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for (number_t 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 procedure_t generate_rectangle_fill_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
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for (number_t j = 0; j < height; ++j) {
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for (number_t 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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static procedure_t generate_rectangle_line_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
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for (number_t offset = 0; offset < width; ++offset) {
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world->block [world->width * y + offset + x] = block;
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world->block [world->width * (height - 1 + y) + offset + x] = block;
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}
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for (number_t offset = 0; offset < height; ++offset) {
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world->block [world->width * (y + offset) + x] = block;
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world->block [world->width * (y + offset) + width - 1 + x] = block;
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}
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}
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procedure_t play_game (procedure_t) {
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generator_t * full_fill = game_generator (generate_full_fill_function);
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generator_t * rectangle_fill = game_generator (generate_rectangle_fill_function);
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generator_t * rectangle_line = game_generator (generate_rectangle_line_function);
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attribute_t * 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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attribute_t * edurance = game_attribute ("Edurance", format_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
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attribute_t * wisdom = game_attribute ("Wisdom", format_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0);
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attribute_t * agility = game_attribute ("Agility", format_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0);
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skill_t * blades = game_skill ("Blades", format_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0);
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skill_t * axes = game_skill ("Axes", format_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0);
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skill_t * bows = game_skill ("Bows", format_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0);
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skill_t * spears = game_skill ("Spears", format_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0);
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skill_t * puppet_magic = game_skill ("Puppet Magic", format_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0);
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skill_t * nature_magic = game_skill ("Nature Magic", format_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0);
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skill_t * rune_magic = game_skill ("Rune Magic", format_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0);
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skill_t * charm_magic = game_skill ("Charm Magic", format_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0);
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player_t * player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
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block_t * grass = game_block ("Grass", format_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE);
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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);
|
||||
|
||||
world_t * world = game_world (300, 100, full_fill, 0, 0, 0, 0, grass,
|
||||
rectangle_fill, 5, 9, 2, 4, stone_floor,
|
||||
rectangle_line, 5, 9, 2, 4, stone_wall,
|
||||
NULL);
|
||||
|
||||
curses_configure ();
|
||||
|
||||
terminal_show_cursor (FALSE);
|
||||
|
||||
number_t game_screen_offset = curses_screen_width - 40;
|
||||
|
||||
while (curses_active) {
|
||||
curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
|
||||
|
||||
game_render_world (world, 0, 0, game_screen_offset, curses_screen_height);
|
||||
|
||||
game_render_player (player);
|
||||
|
||||
curses_render_string (" Attributes:", COLOUR_WHITE, EFFECT_BOLD, game_screen_offset, 0);
|
||||
|
||||
game_render_attribute (strength, game_screen_offset, 1);
|
||||
game_render_attribute (edurance, game_screen_offset, 2);
|
||||
game_render_attribute (wisdom, game_screen_offset, 3);
|
||||
game_render_attribute (agility, game_screen_offset, 4);
|
||||
|
||||
curses_render_string (" Skills:", COLOUR_WHITE, EFFECT_BOLD, game_screen_offset, 5);
|
||||
|
||||
game_render_skill (blades, game_screen_offset, 6);
|
||||
game_render_skill (axes, game_screen_offset, 7);
|
||||
game_render_skill (bows, game_screen_offset, 8);
|
||||
game_render_skill (spears, game_screen_offset, 9);
|
||||
game_render_skill (puppet_magic, game_screen_offset, 10);
|
||||
game_render_skill (nature_magic, game_screen_offset, 11);
|
||||
game_render_skill (rune_magic, game_screen_offset, 12);
|
||||
game_render_skill (charm_magic, game_screen_offset, 13);
|
||||
|
||||
switch (curses_character) {
|
||||
case SIGNAL_ARROW_UP: player->y -= 1; limit (& player->y, 0, world->height - 1); break;
|
||||
case SIGNAL_ARROW_DOWN: player->y += 1; limit (& player->y, 0, world->height - 1); break;
|
||||
case SIGNAL_ARROW_LEFT: player->x -= 1; limit (& player->x, 0, world->width - 1); break;
|
||||
case SIGNAL_ARROW_RIGHT: player->x += 1; limit (& player->x, 0, world->width - 1); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
curses_synchronize ();
|
||||
}
|
||||
|
||||
terminal_show_cursor (TRUE);
|
||||
}
|
||||
|
||||
#endif
|
20
chapter/chapter_6.h
Normal file
20
chapter/chapter_6.h
Normal file
@ -0,0 +1,20 @@
|
||||
/*
|
||||
Copyright (c) 2023 : Ognjen 'xolatile' Milan Robovic
|
||||
|
||||
Xhartae is free software! You will redistribute it or modify it under the terms of the GNU General Public License by Free Software Foundation.
|
||||
And when you do redistribute it or modify it, it will use either version 3 of the License, or (at yours truly opinion) any later version.
|
||||
It is distributed in the hope that it will be useful or harmful, it really depends... But no warranty what so ever, seriously. See GNU/GPLv3.
|
||||
*/
|
||||
|
||||
#ifndef CHAPTER_6_HEADER
|
||||
#define CHAPTER_6_HEADER
|
||||
|
||||
#include "chapter_0.h"
|
||||
#include "chapter_1.h"
|
||||
#include "chapter_2.h"
|
||||
#include "chapter_3.h"
|
||||
#include "chapter_5.h"
|
||||
|
||||
extern procedure_t play_game (procedure_t);
|
||||
|
||||
#endif
|
@ -10,10 +10,11 @@ gcc -g -Wall -Wextra -Wpedantic -O0 -c -o chapter/chapter_2.o chapter/chapter_2.
|
||||
gcc -g -Wall -Wextra -Wpedantic -O0 -c -o chapter/chapter_3.o chapter/chapter_3.c
|
||||
gcc -g -Wall -Wextra -Wpedantic -O0 -c -o chapter/chapter_4.o chapter/chapter_4.c
|
||||
gcc -g -Wall -Wextra -Wpedantic -O0 -c -o chapter/chapter_5.o chapter/chapter_5.c
|
||||
gcc -g -Wall -Wextra -Wpedantic -O0 -c -o chapter/chapter_6.o chapter/chapter_6.c
|
||||
|
||||
gcc -g -Wall -Wextra -Wpedantic -O0 -c -o xhartae.o xhartae.c
|
||||
|
||||
gcc -o xhartae xhartae.o chapter/chapter_0.o chapter/chapter_1.o chapter/chapter_2.o chapter/chapter_3.o chapter/chapter_4.o chapter/chapter_5.o
|
||||
gcc -o xhartae xhartae.o chapter/chapter_0.o chapter/chapter_1.o chapter/chapter_2.o chapter/chapter_3.o chapter/chapter_4.o chapter/chapter_5.o chapter/chapter_6.o
|
||||
|
||||
#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_0.h
|
||||
#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_0.c
|
||||
@ -27,8 +28,12 @@ gcc -o xhartae xhartae.o chapter/chapter_0.o chapter/chapter_1.o chapter/chapter
|
||||
#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_4.c
|
||||
#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_5.h
|
||||
#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_5.c
|
||||
#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_6.h
|
||||
#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_6.c
|
||||
#~splint -weak -warnposix -retvalother -syntax -type xhartae.c
|
||||
|
||||
#~valgrind --show-leak-kinds=all --leak-check=full ./xhartae
|
||||
valgrind --show-leak-kinds=all --leak-check=full --log-file=log.txt ./xhartae
|
||||
|
||||
xighlight -V < log.txt
|
||||
|
||||
exit
|
||||
|
@ -13,6 +13,7 @@ It is distributed in the hope that it will be useful or harmful, it really depen
|
||||
#include "chapter/chapter_3.c"
|
||||
#include "chapter/chapter_4.c"
|
||||
#include "chapter/chapter_5.c"
|
||||
#include "chapter/chapter_6.c"
|
||||
#else
|
||||
#include "chapter/chapter_0.h"
|
||||
#include "chapter/chapter_1.h"
|
||||
@ -20,6 +21,7 @@ It is distributed in the hope that it will be useful or harmful, it really depen
|
||||
#include "chapter/chapter_3.h"
|
||||
#include "chapter/chapter_4.h"
|
||||
#include "chapter/chapter_5.h"
|
||||
#include "chapter/chapter_6.h"
|
||||
#endif
|
||||
|
||||
/*
|
||||
|
Loading…
Reference in New Issue
Block a user