diff --git a/chapter/chapter_5.c b/chapter/chapter_5.c index 74db676..6c22402 100644 --- a/chapter/chapter_5.c +++ b/chapter/chapter_5.c @@ -24,7 +24,7 @@ static number_t game_set_screen_height (game_t * game, number_t height) { return #define MEMORY_LIMIT (1024 * 1024) -static memory_t memorize (number_t size) { +memory_t memorize (number_t size) { static string_t memory_store [MEMORY_LIMIT] = { 0 }; static number_t memory_count = 0; @@ -35,7 +35,19 @@ static memory_t memorize (number_t size) { return ((memory_t) ((string_t) memory_store + memory_count - size)); } -static symbol_t * format_symbol (number_t character, number_t colour, number_t effect) { +bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current) { + bundle_t * bundle; + + bundle = memorize ((number_t) sizeof (* bundle)); + + bundle->minimum = minimum; + bundle->maximum = maximum; + bundle->current = current; + + return (bundle); +} + +symbol_t * format_symbol (number_t character, number_t colour, number_t effect) { symbol_t * symbol; symbol = memorize ((number_t) sizeof (* symbol)); @@ -47,33 +59,6 @@ static symbol_t * format_symbol (number_t character, number_t colour, number_t e return (symbol); } -skill_t * game_skill (string_t name, bundle_t * points, ...) { - skill_t * skill; - va_list list; - number_t action; - - va_start (list, points); - - skill = memorize ((number_t) sizeof (* skill)); - - string_copy ((skill->name = memorize (string_length (name) + 1)), name); - memory_copy ((skill->points = memorize ((number_t) sizeof (* skill->points))), points, (number_t) sizeof (* points)); - - for (;;) { - action = (number_t) va_arg (list, int); - - if (action > 0) { - skill->positive_count += 1; - skill->positive = memorize ((number_t) sizeof (action)); - skill->positive [skill->positive_count - 1] = (action_t) action; - } else break; - } - - va_end (list); - - return (skill); -} - attribute_t * game_attribute (string_t name, bundle_t * points, ...) { attribute_t * attribute; va_list list; @@ -83,7 +68,8 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) { attribute = memorize ((number_t) sizeof (* attribute)); - string_copy ((attribute->name = memorize (string_length (name) + 1)), name); + string_copy ((attribute->name = memorize (string_length (name) + 1)), name); + memory_copy ((attribute->points = memorize ((number_t) sizeof (* attribute->points))), points, (number_t) sizeof (* points)); for (;;) { @@ -105,23 +91,41 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) { return (attribute); } -//~block_t * game_block (string_t name, symbol_t * symbol) { - //~block_t * block; +skill_t * game_skill (string_t name, bundle_t * points, ...) { + skill_t * skill; + va_list list; + number_t action; - //~block = memorize ((number_t) sizeof (* block)); + va_start (list, points); - //~string_copy ((block->name = memorize (string_length (name) + 1)), name); - //~memory_copy ((block->symbol = memorize ((number_t) sizeof (* block->symbol))), symbol, (number_t) sizeof (* symbol)); + skill = memorize ((number_t) sizeof (* skill)); - //~return (block); -//~} + string_copy ((skill->name = memorize (string_length (name) + 1)), name); + + memory_copy ((skill->points = memorize ((number_t) sizeof (* skill->points))), points, (number_t) sizeof (* points)); + + for (;;) { + action = (number_t) va_arg (list, int); + + if (action > 0) { + skill->positive_count += 1; + skill->positive = memorize ((number_t) sizeof (action)); + skill->positive [skill->positive_count - 1] = (action_t) action; + } else break; + } + + va_end (list); + + return (skill); +} player_t * game_player (string_t name, symbol_t * symbol) { player_t * player; player = memorize ((number_t) sizeof (* player)); - string_copy ((player->name = memorize (string_length (name) + 1)), name); + string_copy ((player->name = memorize (string_length (name) + 1)), name); + memory_copy ((player->symbol = memorize ((number_t) sizeof (* player->symbol))), symbol, (number_t) sizeof (* symbol)); player->x = 3; @@ -130,14 +134,42 @@ player_t * game_player (string_t name, symbol_t * symbol) { return (player); } -void game_render_skill (skill_t * skill, number_t x, number_t y) { - curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x, y); +block_t * game_block (string_t name, symbol_t * symbol, number_t collision, number_t override) { + block_t * block; - 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); + block = memorize ((number_t) sizeof (* block)); + + string_copy ((block->name = memorize (string_length (name) + 1)), name); + + memory_copy ((block->symbol = memorize ((number_t) sizeof (* block->symbol))), symbol, (number_t) sizeof (* symbol)); + + block->collision = collision; + block->override = override; + + return (block); +} + +world_t * game_world (number_t width, number_t height, block_t * floor, block_t * wall) { + world_t * world; + + number_t x, y; + + world = memorize ((number_t) sizeof (* world)); + + world->width = width; + world->height = height; + + world->block = memorize (width * height * (number_t) sizeof (* world->block)); + + for (y = 0; y < height; ++y) { + for (x = 0; x < width; ++x) { + world->block [y * width + x] = floor; + } + } + + world->block [6] = wall; + + return (world); } void game_render_attribute (attribute_t * attribute, number_t x, number_t y) { @@ -150,56 +182,89 @@ void game_render_attribute (attribute_t * attribute, number_t x, number_t y) { curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y); } -void play_game (void) { - bundle_t skill_points = { 10, 120, 0 }; - bundle_t attribute_points = { 1, 12, 0 }; +void 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); +} + +void 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) { + 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) { + number_t i, j; + + for (j = 0; (j < height) && (j < world->height); ++j) { + for (i = 0; (i < width) && (i < world->width); ++i) { + game_render_block (world->block [(j + y) * world->width + (i + x)], i, j); + } + } +} + +void play_game (void) { player_t * player; - //~world_t * world; + block_t * floor, * wall; + world_t * world; skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic; attribute_t * strength, * edurance, * wisdom, * agility; - strength = game_attribute ("Strength", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0); - edurance = game_attribute ("Edurance", & attribute_points, GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0); - wisdom = game_attribute ("Wisdom", & attribute_points, GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0); - agility = game_attribute ("Agility", & attribute_points, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 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); - blades = game_skill ("Blades", & skill_points, GAME_ACTION_SWING_BLADE, 0); - axes = game_skill ("Axes", & skill_points, GAME_ACTION_SWING_AXE, 0); - bows = game_skill ("Bows", & skill_points, GAME_ACTION_SHOOT_ARROW, 0); - spears = game_skill ("Spears", & skill_points, GAME_ACTION_THROW_SPEAR, 0); - puppet_magic = game_skill ("Puppet Magic", & skill_points, GAME_ACTION_SUMMON_PUPPET, 0); - nature_magic = game_skill ("Nature Magic", & skill_points, GAME_ACTION_CALL_NATURE, 0); - rune_magic = game_skill ("Rune Magic", & skill_points, GAME_ACTION_CITE_RUNE, 0); - charm_magic = game_skill ("Charm Magic", & skill_points, GAME_ACTION_CAST_CHARM, 0); + 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); player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD)); + floor = game_block ("Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE); + wall = game_block ("Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE); + + world = game_world (80, 24, floor, wall); + curses_configure (); while (curses_active) { curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL); - curses_render_string ("Attributes:", COLOUR_WHITE, EFFECT_BOLD, 0, 0); + //~curses_render_string ("Attributes:", COLOUR_WHITE, EFFECT_BOLD, 0, 0); + + //~game_render_attribute (strength, 2, 1); + //~game_render_attribute (edurance, 2, 2); + //~game_render_attribute (wisdom, 2, 3); + //~game_render_attribute (agility, 2, 4); - game_render_attribute (strength, 2, 1); - game_render_attribute (edurance, 2, 2); - game_render_attribute (wisdom, 2, 3); - game_render_attribute (agility, 2, 4); + //~curses_render_string ("Skills:", COLOUR_WHITE, EFFECT_BOLD, 0, 5); - curses_render_string ("Skills:", COLOUR_WHITE, EFFECT_BOLD, 0, 5); + //~game_render_skill (blades, 2, 6); + //~game_render_skill (axes, 2, 7); + //~game_render_skill (bows, 2, 8); + //~game_render_skill (spears, 2, 9); + //~game_render_skill (puppet_magic, 2, 10); + //~game_render_skill (nature_magic, 2, 11); + //~game_render_skill (rune_magic, 2, 12); + //~game_render_skill (charm_magic, 2, 13); - game_render_skill (blades, 2, 6); - game_render_skill (axes, 2, 7); - game_render_skill (bows, 2, 8); - game_render_skill (spears, 2, 9); - game_render_skill (puppet_magic, 2, 10); - game_render_skill (nature_magic, 2, 11); - game_render_skill (rune_magic, 2, 12); - game_render_skill (charm_magic, 2, 13); + game_render_world (world, 0, 0, curses_screen_width, curses_screen_height); - curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player->x, player->y); + game_render_player (player); switch (curses_character) { case 'w': player->y -= 1; break; diff --git a/chapter/chapter_5.h b/chapter/chapter_5.h index 60053b5..f10b94c 100644 --- a/chapter/chapter_5.h +++ b/chapter/chapter_5.h @@ -45,14 +45,6 @@ typedef struct bundle_t { number_t minimum, maximum, current; } bundle_t; -typedef struct skill_t { - string_t name; - number_t positive_count; - number_t learning_rate; - bundle_t * points; - action_t * positive; -} skill_t; - typedef struct attribute_t { string_t name; number_t positive_count, negative_count; @@ -60,11 +52,12 @@ typedef struct attribute_t { action_t * positive, * negative; } attribute_t; -//~typedef struct block_t { - //~string_t name; - //~symbol_t * symbol; - //~number_t collision; -//~} block_t; +typedef struct skill_t { + string_t name; + number_t positive_count, learning_rate; + bundle_t * points; + action_t * positive; +} skill_t; typedef struct player_t { string_t name; @@ -76,18 +69,34 @@ typedef struct player_t { //~skill_t puppet_magic, nature_magic, rune_magic, charm_magic; } player_t; -//~typedef struct world_t { - //~number_t width, height; - //~block_t * block; -//~} world_t; +typedef struct block_t { + string_t name; + symbol_t * symbol; + number_t collision; + number_t override; +} block_t; + +typedef struct world_t { + number_t width, height; + block_t * * block; +} world_t; + +extern memory_t memorize (number_t size); + +extern bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current); +extern symbol_t * format_symbol (number_t character, number_t colour, number_t effect); -extern skill_t * game_skill (string_t name, bundle_t * points, ...); extern attribute_t * game_attribute (string_t name, bundle_t * points, ...); -//~extern block_t * game_block (string_t name, symbol_t * symbol); +extern skill_t * game_skill (string_t name, bundle_t * points, ...); 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, block_t * floor, block_t * wall); -extern void game_render_skill (skill_t * skill, number_t x, number_t y); 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 void play_game (void);