World collision boundaries...

This commit is contained in:
Ognjen Milan Robovic 2023-11-22 14:37:39 -05:00
parent aa2d14903a
commit f31e02ac80
2 changed files with 74 additions and 73 deletions

View File

@ -15,15 +15,17 @@ 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.
*/
#define UNUSED(variable) (void) variable
#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) {
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) {
number_t i, j;
(void) width;
(void) height;
(void) x;
(void) y;
UNUSED (width);
UNUSED (height);
UNUSED (x);
UNUSED (y);
for (j = 0; j < world->height; ++j) {
for (i = 0; i < world->width; ++i) {
@ -32,7 +34,7 @@ static void generate_fill_function (world_t * world, number_t width, number_t he
}
}
static void generate_rectangle_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
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) {
number_t i, j;
for (j = 0; j < height; ++j) {
@ -42,6 +44,20 @@ static void generate_rectangle_function (world_t * world, number_t width, number
}
}
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) {
number_t o;
for (o = 0; o < width; ++o) {
world->block [world->width * y + o + x] = block;
world->block [world->width * (height - 1 + y) + o + x] = block;
}
for (o = 0; o < height; ++o) {
world->block [world->width * (y + o) + x] = block;
world->block [world->width * (y + o) + width - 1 + x] = block;
}
}
memory_t memorize (number_t size) {
static string_t memory_store [MEMORY_LIMIT] = { 0 };
static number_t memory_count = 0;
@ -184,8 +200,6 @@ world_t * game_world (number_t width, number_t height, ...) {
number_t w, h, x, y;
block_t * block;
//~number_t i, j;
world = memorize ((number_t) sizeof (* world));
world->width = width;
@ -198,7 +212,7 @@ world_t * game_world (number_t width, number_t height, ...) {
for (;;) {
generator = (generator_t *) va_arg (list, void *);
if (generator != (generator_t *) 0XDEADBEEF) {
if (generator != NULL) {
w = (number_t) va_arg (list, int);
h = (number_t) va_arg (list, int);
x = (number_t) va_arg (list, int);
@ -209,48 +223,40 @@ world_t * game_world (number_t width, number_t height, ...) {
} else break;
}
//~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);
}
void game_render_attribute (attribute_t * attribute, number_t x, number_t y) {
procedure_t game_render_attribute (attribute_t * attribute, number_t x, number_t y) {
curses_render_string (attribute->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 18, y);
curses_render_string (format_to_string (attribute->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x = 22, y);
curses_render_string (format_to_string (attribute->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y);
curses_render_string (format_to_string (attribute->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y);
curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y);
curses_render_string (format_to_string (attribute->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x + 20, y);
curses_render_string (format_to_string (attribute->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x + 24, y);
curses_render_string (format_to_string (attribute->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x + 28, y);
curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x + 32, y);
}
void game_render_skill (skill_t * skill, number_t x, number_t y) {
procedure_t game_render_skill (skill_t * skill, number_t x, number_t y) {
curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 18, y);
curses_render_string (format_to_string (skill->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x = 22, y);
curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y);
curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y);
curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y);
curses_render_string (format_to_string (skill->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x + 20, y);
curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x + 24, y);
curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x + 28, y);
curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x + 32, y);
}
void game_render_player (player_t * player) {
procedure_t game_render_player (player_t * player) {
curses_render_character ((char) player->symbol->character, player->symbol->colour, player->symbol->effect, player->x, player->y);
}
void game_render_block (block_t * block, number_t x, number_t y) {
procedure_t game_render_block (block_t * block, number_t x, number_t y) {
curses_render_character ((char) block->symbol->character, block->symbol->colour, block->symbol->effect, x, y);
}
void game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height) {
procedure_t game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height) {
number_t i, j;
for (j = 0; (j < height) && (j < world->height); ++j) {
@ -260,41 +266,35 @@ void game_render_world (world_t * world, number_t x, number_t y, number_t width,
}
}
void play_game (void) {
player_t * player;
block_t * grass, * stone_floor, * stone_wall;
world_t * world;
procedure_t play_game (procedure_t) {
generator_t * full_fill = game_generator (generate_full_fill_function);
generator_t * rectangle_fill = game_generator (generate_rectangle_fill_function);
generator_t * rectangle_line = game_generator (generate_rectangle_line_function);
generator_t * fill, * rectangle;
attribute_t * strength, * edurance, * wisdom, * agility;
skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
attribute_t * strength = game_attribute ("Strength", format_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0);
attribute_t * edurance = game_attribute ("Edurance", format_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
attribute_t * wisdom = game_attribute ("Wisdom", format_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0);
attribute_t * agility = game_attribute ("Agility", format_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0);
fill = game_generator (generate_fill_function);
rectangle = game_generator (generate_rectangle_function);
skill_t * blades = game_skill ("Blades", format_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0);
skill_t * axes = game_skill ("Axes", format_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0);
skill_t * bows = game_skill ("Bows", format_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0);
skill_t * spears = game_skill ("Spears", format_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0);
skill_t * puppet_magic = game_skill ("Puppet Magic", format_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0);
skill_t * nature_magic = game_skill ("Nature Magic", format_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0);
skill_t * rune_magic = game_skill ("Rune Magic", format_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0);
skill_t * charm_magic = game_skill ("Charm Magic", format_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0);
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);
wisdom = game_attribute ("Wisdom", format_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0);
agility = game_attribute ("Agility", format_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0);
player_t * player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
blades = game_skill ("Blades", format_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0);
axes = game_skill ("Axes", format_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0);
bows = game_skill ("Bows", format_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0);
spears = game_skill ("Spears", format_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0);
puppet_magic = game_skill ("Puppet Magic", format_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0);
nature_magic = game_skill ("Nature Magic", format_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0);
rune_magic = game_skill ("Rune Magic", format_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0);
charm_magic = game_skill ("Charm Magic", format_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0);
block_t * grass = game_block ("Grass", format_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE);
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);
player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
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, fill, 0, 0, 0, 0, grass,
rectangle, 20, 10, 2, 4, stone_wall,
(generator_t *) 0XDEADBEEF);
world_t * world = game_world (80, 24, 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 ();
@ -319,16 +319,16 @@ void play_game (void) {
game_render_skill (rune_magic, 2, 12);
game_render_skill (charm_magic, 2, 13);
game_render_world (world, 40, 0, curses_screen_width, curses_screen_height);
game_render_world (world, 0, 0, curses_screen_width, curses_screen_height);
game_render_player (player);
switch (curses_character) {
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;
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 ();

View File

@ -26,6 +26,7 @@ First of all, lets talk briefly about keyword 'typedef' and why I hate to use it
*/
typedef int number_t;
typedef void procedure_t;
typedef char * string_t;
typedef void * memory_t;
@ -81,7 +82,7 @@ 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 procedure_t (* generate_t) (world_t *, number_t, number_t, number_t, number_t, block_t *);
typedef struct generator_t {
generate_t generate;
@ -99,12 +100,12 @@ 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, ...);
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);
extern void game_render_player (player_t * player);
extern void game_render_block (block_t * block, number_t x, number_t y);
extern void game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height);
extern procedure_t game_render_attribute (attribute_t * attribute, number_t x, number_t y);
extern procedure_t game_render_skill (skill_t * skill, number_t x, number_t y);
extern procedure_t game_render_player (player_t * player);
extern procedure_t game_render_block (block_t * block, number_t x, number_t y);
extern procedure_t game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height);
extern void play_game (void);
extern procedure_t play_game (procedure_t);
#endif