#ifndef CHAPTER_X_SOURCE #define CHAPTER_X_SOURCE #include #include #include "chapter_x.h" /* So, what are actually getters and setters, and why you should never use them? Lets explain. */ #define MEMORY_LIMIT (1024 * 1024) static number_t game_memory_length = 0; static memory_t * game_memory = NULL; static procedure_t game_free_memory (memory_t memory) { ++game_memory_length; game_memory = reallocate (game_memory, game_memory_length * (number_t) sizeof (* game_memory)); game_memory [game_memory_length - 1] = memory; } procedure_t game_clean_up (procedure_t) { for (number_t pointer = 0; pointer < game_memory_length; ++pointer) { game_memory [pointer] = deallocate (game_memory [pointer]); } game_memory = deallocate (game_memory); } bundle_t * game_bundle (number_t minimum, number_t maximum, number_t current) { bundle_t * bundle = allocate ((number_t) sizeof (* bundle)); bundle->minimum = minimum; bundle->maximum = maximum; bundle->current = current; game_free_memory (bundle); return (bundle); } symbol_t * game_symbol (number_t character, number_t colour, number_t effect) { symbol_t * symbol = allocate ((number_t) sizeof (* symbol)); symbol->character = character; symbol->colour = colour; symbol->effect = effect; game_free_memory (symbol); return (symbol); } sprite_t * game_sprite (number_t width, number_t height, memory_t data) { sprite_t * sprite = allocate ((number_t) sizeof (* sprite)); sprite->width = width; sprite->height = height; sprite->data = data; game_free_memory (sprite); return (sprite); } generator_t * game_generator (generate_t function) { generator_t * generator = allocate ((number_t) sizeof (* generator)); generator->generate = function; game_free_memory (generator); return (generator); } attribute_t * game_attribute (string_t name, bundle_t * points, ...) { va_list list; attribute_t * attribute = allocate ((number_t) sizeof (* attribute)); string_copy ((attribute->name = allocate (string_length (name) + 1)), name); memory_copy ((attribute->points = allocate ((number_t) sizeof (* attribute->points))), points, (number_t) sizeof (* points)); va_start (list, points); for (;;) { number_t action = (number_t) va_arg (list, int); if (action > 0) { attribute->positive_count += 1; attribute->positive = reallocate (attribute->positive, attribute->positive_count * (number_t) sizeof (action)); attribute->positive [attribute->positive_count - 1] = (action_t) action; } else if (action < 0) { attribute->negative_count += 1; attribute->negative = reallocate (attribute->negative, attribute->negative_count * (number_t) sizeof (action)); attribute->negative [attribute->negative_count - 1] = (action_t) -action; } else break; } va_end (list); game_free_memory (attribute->name); game_free_memory (attribute->points); game_free_memory (attribute->positive); game_free_memory (attribute->negative); game_free_memory (attribute); return (attribute); } skill_t * game_skill (string_t name, bundle_t * points, ...) { va_list list; skill_t * skill = allocate ((number_t) sizeof (* skill)); string_copy ((skill->name = allocate (string_length (name) + 1)), name); memory_copy ((skill->points = allocate ((number_t) sizeof (* skill->points))), points, (number_t) sizeof (* points)); va_start (list, points); for (;;) { action_t action = (action_t) va_arg (list, int); if (action > 0) { skill->positive_count += 1; skill->positive = reallocate (skill->positive, skill->positive_count * (number_t) sizeof (action)); skill->positive [skill->positive_count - 1] = action; } else break; } va_end (list); game_free_memory (skill->name); game_free_memory (skill->points); game_free_memory (skill->positive); game_free_memory (skill); return (skill); } bot_t * game_bot (string_t name, symbol_t * symbol, sprite_t * sprite, bundle_t * health, bundle_t * mana, bundle_t * stamina) { bot_t * bot = allocate ((number_t) sizeof (* bot)); string_copy ((bot->name = allocate (string_length (name) + 1)), name); bot->x = 0; bot->y = 0; memory_copy ((bot->symbol = allocate ((number_t) sizeof (* bot->symbol))), symbol, (number_t) sizeof (* symbol)); memory_copy ((bot->sprite = allocate ((number_t) sizeof (* bot->sprite))), sprite, (number_t) sizeof (* sprite)); memory_copy ((bot->health = allocate ((number_t) sizeof (* bot->health))), health, (number_t) sizeof (* health)); memory_copy ((bot->mana = allocate ((number_t) sizeof (* bot->mana))), mana, (number_t) sizeof (* mana)); memory_copy ((bot->stamina = allocate ((number_t) sizeof (* bot->stamina))), stamina, (number_t) sizeof (* stamina)); game_free_memory (bot->name); game_free_memory (bot->symbol); game_free_memory (bot->sprite); game_free_memory (bot->health); game_free_memory (bot->mana); game_free_memory (bot->stamina); game_free_memory (bot); return (bot); } player_t * game_player (string_t name, symbol_t * symbol, sprite_t * sprite, bundle_t * health, bundle_t * mana, bundle_t * stamina, ...) { va_list list; player_t * player = allocate ((number_t) sizeof (* player)); string_copy ((player->name = allocate (string_length (name) + 1)), name); player->x = 3; player->y = 3; memory_copy ((player->symbol = allocate ((number_t) sizeof (* player->symbol))), symbol, (number_t) sizeof (* symbol)); memory_copy ((player->sprite = allocate ((number_t) sizeof (* player->sprite))), sprite, (number_t) sizeof (* sprite)); memory_copy ((player->health = allocate ((number_t) sizeof (* player->health))), health, (number_t) sizeof (* health)); memory_copy ((player->mana = allocate ((number_t) sizeof (* player->mana))), mana, (number_t) sizeof (* mana)); memory_copy ((player->stamina = allocate ((number_t) sizeof (* player->stamina))), stamina, (number_t) sizeof (* stamina)); player->attribute_count = 0; player->skill_count = 0; va_start (list, stamina); for (;;) { attribute_t * attribute = (attribute_t *) va_arg (list, void *); if (attribute != NULL) { player->attribute_count += 1; player->attributes = reallocate (player->attributes, player->attribute_count * (number_t) sizeof (* player->attributes)); player->attributes [player->attribute_count - 1] = attribute; } else break; } for (;;) { skill_t * skill = (skill_t *) va_arg (list, void *); if (skill != NULL) { player->skill_count += 1; player->skills = reallocate (player->skills, player->skill_count * (number_t) sizeof (* player->skills)); player->skills [player->skill_count - 1] = skill; } else break; } va_end (list); game_free_memory (player->name); game_free_memory (player->symbol); game_free_memory (player->sprite); game_free_memory (player->health); game_free_memory (player->mana); game_free_memory (player->stamina); game_free_memory (player->attributes); game_free_memory (player->skills); game_free_memory (player); return (player); } block_t * game_block (string_t name, symbol_t * symbol, sprite_t * sprite, number_t collision, number_t override) { block_t * block = allocate ((number_t) sizeof (* block)); string_copy ((block->name = allocate (string_length (name) + 1)), name); memory_copy ((block->symbol = allocate ((number_t) sizeof (* block->symbol))), symbol, (number_t) sizeof (* symbol)); memory_copy ((block->sprite = allocate ((number_t) sizeof (* block->sprite))), sprite, (number_t) sizeof (* sprite)); block->collision = collision; block->override = override; game_free_memory (block->name); game_free_memory (block->symbol); game_free_memory (block->sprite); game_free_memory (block); return (block); } world_t * game_world (number_t width, number_t height, ...) { va_list list; world_t * world = allocate ((number_t) sizeof (* world)); world->width = width; world->height = height; world->block = allocate (width * height * (number_t) sizeof (* world->block)); va_start (list, height); for (;;) { generator_t * generator = (generator_t *) va_arg (list, void *); if (generator != NULL) { memory_t data = (memory_t) va_arg (list, void *); number_t w = (number_t) va_arg (list, int); number_t h = (number_t) va_arg (list, int); number_t x = (number_t) va_arg (list, int); number_t y = (number_t) va_arg (list, int); generator->generate (world, data, w, h, x, y); } else break; } va_end (list); game_free_memory (world->bots); game_free_memory (world->block); game_free_memory (world); return (world); } procedure_t game_render_attribute (attribute_t * attribute, number_t x, number_t y) { curses_render_string (attribute->name, COLOUR_CYAN, EFFECT_NORMAL, x + 0, 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 + 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); } procedure_t game_render_skill (skill_t * skill, number_t x, number_t y) { curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x + 0, 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 + 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); } procedure_t game_render_bot (bot_t * bot) { curses_render_character ((char) bot->symbol->character, bot->symbol->colour, bot->symbol->effect, bot->x, bot->y); } 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); } 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); } procedure_t game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height) { for (number_t j = 0; (j < height) && (j < world->height); ++j) { for (number_t i = 0; (i < width) && (i < world->width); ++i) { game_render_block (world->block [j * world->width + i], i + x, j + y); } } for (number_t index = 0; index < world->bot_count; ++index) { game_render_bot (& world->bots [index]); } } #endif