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@@ -24,7 +24,7 @@ static number_t game_set_screen_height (game_t * game, number_t height) { return |
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#define MEMORY_LIMIT (1024 * 1024) |
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static memory_t memorize (number_t size) { |
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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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@@ -35,7 +35,19 @@ static 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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static symbol_t * format_symbol (number_t character, number_t colour, number_t effect) { |
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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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bundle = memorize ((number_t) sizeof (* bundle)); |
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bundle->minimum = minimum; |
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bundle->maximum = maximum; |
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bundle->current = current; |
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return (bundle); |
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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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@@ -47,33 +59,6 @@ static symbol_t * format_symbol (number_t character, number_t colour, number_t e |
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return (symbol); |
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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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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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for (;;) { |
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action = (number_t) va_arg (list, int); |
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if (action > 0) { |
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skill->positive_count += 1; |
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skill->positive = memorize ((number_t) sizeof (action)); |
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skill->positive [skill->positive_count - 1] = (action_t) action; |
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} else break; |
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} |
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va_end (list); |
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return (skill); |
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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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@@ -83,7 +68,8 @@ attribute_t * game_attribute (string_t name, bundle_t * 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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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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for (;;) { |
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@@ -105,23 +91,41 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) { |
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return (attribute); |
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} |
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//~block_t * game_block (string_t name, symbol_t * symbol) { |
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//~block_t * block; |
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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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number_t action; |
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//~block = memorize ((number_t) sizeof (* block)); |
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va_start (list, points); |
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//~string_copy ((block->name = memorize (string_length (name) + 1)), name); |
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//~memory_copy ((block->symbol = memorize ((number_t) sizeof (* block->symbol))), symbol, (number_t) sizeof (* symbol)); |
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skill = memorize ((number_t) sizeof (* skill)); |
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//~return (block); |
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//~} |
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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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for (;;) { |
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action = (number_t) va_arg (list, int); |
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if (action > 0) { |
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skill->positive_count += 1; |
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skill->positive = memorize ((number_t) sizeof (action)); |
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skill->positive [skill->positive_count - 1] = (action_t) action; |
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} else break; |
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} |
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va_end (list); |
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return (skill); |
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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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string_copy ((player->name = memorize (string_length (name) + 1)), name); |
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string_copy ((player->name = memorize (string_length (name) + 1)), name); |
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memory_copy ((player->symbol = memorize ((number_t) sizeof (* player->symbol))), symbol, (number_t) sizeof (* symbol)); |
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player->x = 3; |
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@@ -130,14 +134,42 @@ player_t * game_player (string_t name, symbol_t * symbol) { |
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return (player); |
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} |
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void 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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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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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 = 22, y); |
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curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y); |
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curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y); |
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y); |
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block = memorize ((number_t) sizeof (* block)); |
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string_copy ((block->name = memorize (string_length (name) + 1)), name); |
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memory_copy ((block->symbol = memorize ((number_t) sizeof (* block->symbol))), symbol, (number_t) sizeof (* symbol)); |
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block->collision = collision; |
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block->override = override; |
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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 * world; |
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number_t x, y; |
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world = memorize ((number_t) sizeof (* world)); |
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world->width = width; |
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world->height = height; |
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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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} |
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world->block [6] = wall; |
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return (world); |
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} |
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void game_render_attribute (attribute_t * attribute, number_t x, number_t y) { |
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@@ -150,56 +182,89 @@ void game_render_attribute (attribute_t * attribute, number_t x, number_t y) { |
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y); |
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} |
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void play_game (void) { |
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bundle_t skill_points = { 10, 120, 0 }; |
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bundle_t attribute_points = { 1, 12, 0 }; |
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void 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_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 = 22, y); |
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curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y); |
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curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y); |
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y); |
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} |
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void game_render_player (player_t * player) { |
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curses_render_character ((char) player->symbol->character, player->symbol->colour, player->symbol->effect, player->x, player->y); |
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} |
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void game_render_block (block_t * block, number_t x, number_t y) { |
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curses_render_character ((char) block->symbol->character, block->symbol->colour, block->symbol->effect, x, y); |
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} |
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void 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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game_render_block (world->block [(j + y) * world->width + (i + x)], i, j); |
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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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//~world_t * world; |
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block_t * floor, * 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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attribute_t * strength, * edurance, * wisdom, * agility; |
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strength = game_attribute ("Strength", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0); |
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edurance = game_attribute ("Edurance", & attribute_points, GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0); |
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wisdom = game_attribute ("Wisdom", & attribute_points, GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0); |
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agility = game_attribute ("Agility", & attribute_points, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0); |
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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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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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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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blades = game_skill ("Blades", & skill_points, GAME_ACTION_SWING_BLADE, 0); |
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axes = game_skill ("Axes", & skill_points, GAME_ACTION_SWING_AXE, 0); |
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bows = game_skill ("Bows", & skill_points, GAME_ACTION_SHOOT_ARROW, 0); |
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spears = game_skill ("Spears", & skill_points, GAME_ACTION_THROW_SPEAR, 0); |
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puppet_magic = game_skill ("Puppet Magic", & skill_points, GAME_ACTION_SUMMON_PUPPET, 0); |
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nature_magic = game_skill ("Nature Magic", & skill_points, GAME_ACTION_CALL_NATURE, 0); |
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rune_magic = game_skill ("Rune Magic", & skill_points, GAME_ACTION_CITE_RUNE, 0); |
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charm_magic = game_skill ("Charm Magic", & skill_points, GAME_ACTION_CAST_CHARM, 0); |
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blades = game_skill ("Blades", format_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0); |
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axes = game_skill ("Axes", format_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0); |
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bows = game_skill ("Bows", format_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0); |
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spears = game_skill ("Spears", format_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0); |
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puppet_magic = game_skill ("Puppet Magic", format_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0); |
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nature_magic = game_skill ("Nature Magic", format_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0); |
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rune_magic = game_skill ("Rune Magic", format_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0); |
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charm_magic = game_skill ("Charm Magic", format_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0); |
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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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world = game_world (80, 24, floor, wall); |
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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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curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player->x, player->y); |
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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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