New chapter 5, work in progress, unexecutable...
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@ -160,7 +160,7 @@ int curses_character = 0;
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int curses_signal = SIGNAL_NONE;
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int curses_screen_width = 0;
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int curses_screen_height = 0;
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int curses_active = 1;
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int curses_active = 0;
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/*
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I need to quickly explain how I'm structuring this subprogram. You can think of functions and variables starting with 'curses_*' as tiny standalone library if it's easier. They
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@ -316,6 +316,8 @@ External function definitions, those found in "chapter_2.h" header file.
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*/
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void curses_configure (void) {
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curses_active = TRUE;
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atexit (curses_deinitialize); // Deinitialization is automatically on exit.
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curses_initialize (); // Initializing curses, yaay.
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57
chapter/chapter_5.c
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57
chapter/chapter_5.c
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@ -0,0 +1,57 @@
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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_5_SOURCE
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#define CHAPTER_5_SOURCE
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#include "chapter_5.h"
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static void (* game_action [GAME_ACTION_COUNT]) (game_t * game, player_t * player);
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static number_t game_is_active (game_t * game) { return (game->active); }
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static number_t game_exit (game_t * game) { return (game->active = FALSE); }/*
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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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static void game_configure (game_t * game, player_t * player) {
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curses_configure ();
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curses_bind (SIGNAL_Q, game_exit);
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game->active = TRUE;
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game->screen_width = curses_screen_width;
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game->screen_height = curses_screen_height;
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player->x = 0;
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player->y = 0;
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}
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static void game_synchronize (game_t * game, player_t * player) {
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(void) game;
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curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
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curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player->x, player->y);
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curses_synchronize ();
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}
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void play_game (void) {
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game_t game;
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player_t player;
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game_configure (& game, & player);
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while (game_is_active (& game) && curses_active) {
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game_synchronize (& game, & player);
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}
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}
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#endif
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70
chapter/chapter_5.h
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70
chapter/chapter_5.h
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@ -0,0 +1,70 @@
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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_5_HEADER
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#define CHAPTER_5_HEADER
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#include "chapter_0.h"
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#include "chapter_1.h"
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#include "chapter_2.h"
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#include "chapter_3.h"
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/*
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Okay, we're finally on chapter five, and now we'll write something fun, not serious and boring. Before the Great Flood, when our ancestors were riding dinosaurs, building
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pyramids, killing African men and mating with Asian women, people didn't have dedicated nor integrated graphical processing units, called GPUs. They only had their terminals,
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built inside some of their spaceships. And what did they do with them? They played terminal rogue-like games, similar to those that archeologists discovered in ancient Egypt,
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Syria, Sumeria, Greece and Atlantis. They were reconstructed around 50 years ago by some guy that made the game Rogue. So, all those myths, sagas and legends about Anubis,
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Gilgamesh, Achilles, Inana, Gaea, they were just playable characters or main characters in those games, with different statistics, skills, attributes and back-story. Now, lets
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make a simple terminal rogue-like game using what we wrote in previous chapters.
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First of all, lets talk briefly about keyword 'typedef' and why I hate to use it.
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*/
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typedef enum action_t {
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GAME_ACTION_IDLE, GAME_ACTION_WALK, GAME_ACTION_REST, GAME_ACTION_CAMP,
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GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR,
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GAME_ACTION_SUMMON_PUPPET, GAME_ACTION_CALL_NATURE, GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM,
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GAME_ACTION_COUNT
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} action_t;
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typedef int number_t;
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typedef char * string_t;
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typedef void * memory_t;
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typedef struct game_t {
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number_t active, screen_width, screen_height;
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} game_t;
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typedef struct bundle_t {
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number_t minimum, maximum, current, boosted;
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} bundle_t;
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/*
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typedef struct skill_t {
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string_t name;
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bundle_t stat;
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action_t positive [4];
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} skill_t;
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typedef struct attribute_t {
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string_t name;
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bundle_t stat;
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action_t positive [4], negative [4];
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} attribute_t;
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*/
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typedef struct player_t {
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string_t name;
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number_t x, y;
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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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skill_t puppet_magic, nature_magic, rune_magic, charm_magic;*/
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} player_t;
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extern void play_game (void);
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#endif
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@ -9,10 +9,11 @@ gcc -g -Wall -Wextra -Wpedantic -O0 -c -o chapter/chapter_1.o chapter/chapter_1.
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gcc -g -Wall -Wextra -Wpedantic -O0 -c -o chapter/chapter_2.o chapter/chapter_2.c
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gcc -g -Wall -Wextra -Wpedantic -O0 -c -o chapter/chapter_3.o chapter/chapter_3.c
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gcc -g -Wall -Wextra -Wpedantic -O0 -c -o chapter/chapter_4.o chapter/chapter_4.c
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gcc -g -Wall -Wextra -Wpedantic -O0 -c -o chapter/chapter_5.o chapter/chapter_5.c
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gcc -g -Wall -Wextra -Wpedantic -O0 -c -o xhartae.o xhartae.c
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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
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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
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#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_0.h
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#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_0.c
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@ -24,6 +25,8 @@ gcc -o xhartae xhartae.o chapter/chapter_0.o chapter/chapter_1.o chapter/chapter
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#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_3.c
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#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_4.h
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#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_4.c
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#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_5.h
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#~splint -weak -warnposix -retvalother -syntax -type chapter/chapter_5.c
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#~splint -weak -warnposix -retvalother -syntax -type xhartae.c
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#~valgrind --show-leak-kinds=all --leak-check=full ./xhartae
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#include "chapter/chapter_2.c"
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#include "chapter/chapter_3.c"
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#include "chapter/chapter_4.c"
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#include "chapter/chapter_5.c"
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#else
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#include "chapter/chapter_0.h"
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#include "chapter/chapter_1.h"
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#include "chapter/chapter_2.h"
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#include "chapter/chapter_3.h"
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#include "chapter/chapter_4.h"
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#include "chapter/chapter_5.h"
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#endif
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/*
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@ -132,5 +134,7 @@ int main (int argc, char * * argv) {
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preview_c_file ("program/example.c", curses_screen_width, curses_screen_height, 0, 0);
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play_game ();
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return (EXIT_SUCCESS);
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}
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