#ifndef CHAPTER_Y_SOURCE #define CHAPTER_Y_SOURCE #include #include "chapter_y.h" #define UNUSED(variable) (void) variable static procedure_t generate_full_fill_function (world_t * world, memory_t data, number_t width, number_t height, number_t x, number_t y) { UNUSED (width); UNUSED (height); UNUSED (x); UNUSED (y); for (number_t j = 0; j < world->height; ++j) { for (number_t i = 0; i < world->width; ++i) { world->block [j * world->width + i] = (block_t *) data; } } } static procedure_t generate_rectangle_fill_function (world_t * world, memory_t data, number_t width, number_t height, number_t x, number_t y) { for (number_t j = 0; j < height; ++j) { for (number_t i = 0; i < width; ++i) { world->block [(j + y) * world->width + (i + x)] = (block_t *) data; } } } static procedure_t generate_rectangle_line_function (world_t * world, memory_t data, number_t width, number_t height, number_t x, number_t y) { for (number_t offset = 0; offset < width; ++offset) { world->block [world->width * y + offset + x] = (block_t *) data; world->block [world->width * (height - 1 + y) + offset + x] = (block_t *) data; } for (number_t offset = 0; offset < height; ++offset) { world->block [world->width * (y + offset) + x] = (block_t *) data; world->block [world->width * (y + offset) + width - 1 + x] = (block_t *) data; } } static procedure_t generate_create_bots_function (world_t * world, memory_t data, number_t width, number_t height, number_t x, number_t y) { UNUSED (height); UNUSED (x); UNUSED (y); bot_t * bot = (bot_t *) data; number_t count = width; for (number_t index = 0; index < count; ++index) { world->bot_count += 1; world->bots = reallocate (world->bots, world->bot_count * (number_t) sizeof (* world->bots)); memory_copy (& world->bots [world->bot_count - 1], game_bot (bot->name, bot->symbol, NULL, bot->health, bot->mana, bot->stamina), (number_t) sizeof (* world->bots)); world->bots [world->bot_count - 1].x = randomize (1, 40); world->bots [world->bot_count - 1].y = randomize (1, 40); } } 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 * create_bots = game_generator (generate_create_bots_function); bot_t * goblin = game_bot ("Goblin", game_symbol ('g', COLOUR_RED, EFFECT_NORMAL), NULL, game_bundle (0, 11, 11), game_bundle (0, 3, 3), game_bundle (0, 23, 23)); bot_t * hob_goblin = game_bot ("Hob Goblin", game_symbol ('g', COLOUR_RED, EFFECT_BOLD), NULL, game_bundle (0, 17, 17), game_bundle (0, 7, 7), game_bundle (0, 31, 31)); bot_t * orc = game_bot ("Orc", game_symbol ('G', COLOUR_RED, EFFECT_NORMAL), NULL, game_bundle (0, 23, 23), game_bundle (0, 5, 5), game_bundle (0, 47, 47)); bot_t * ogre = game_bot ("Ogre", game_symbol ('G', COLOUR_RED, EFFECT_BOLD), NULL, game_bundle (0, 37, 37), game_bundle (0, 2, 2), game_bundle (0, 83, 83)); player_t * player = game_player ("Riri", game_symbol ('@', COLOUR_CYAN, EFFECT_BOLD), NULL, game_bundle (0, 29, 29), game_bundle (0, 3, 3), game_bundle (0, 37, 37), game_attribute ("Strength", game_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0), game_attribute ("Edurance", game_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0), game_attribute ("Wisdom", game_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0), game_attribute ("Agility", game_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0), NULL, game_skill ("Blades", game_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0), game_skill ("Axes", game_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0), game_skill ("Bows", game_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0), game_skill ("Spears", game_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0), game_skill ("Puppet Magic", game_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0), game_skill ("Nature Magic", game_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0), game_skill ("Rune Magic", game_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0), game_skill ("Charm Magic", game_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0), NULL); block_t * grass = game_block ("Grass", game_symbol (',', COLOUR_GREEN, EFFECT_BOLD), NULL, FALSE, FALSE); block_t * stone_floor = game_block ("Stone Floor", game_symbol ('.', COLOUR_GREY, EFFECT_BOLD), NULL, FALSE, FALSE); block_t * stone_wall = game_block ("Stone Wall", game_symbol ('#', COLOUR_GREY, EFFECT_BOLD), NULL, TRUE, FALSE); world_t * world = game_world (300, 100, full_fill, grass, 0, 0, 0, 0, rectangle_fill, stone_floor, 5, 9, 2, 4, rectangle_line, stone_wall, 5, 9, 2, 4, create_bots, goblin, 3, 0, 0, 0, create_bots, hob_goblin, 3, 0, 0, 0, create_bots, orc, 3, 0, 0, 0, create_bots, ogre, 3, 0, 0, 0, NULL); player->attributes [0]->points->current = 7; player->attributes [1]->points->current = 3; player->attributes [2]->points->current = 5; player->attributes [3]->points->current = 3; player->skills [0]->points->current = randomize (1, 10); player->skills [1]->points->current = randomize (1, 10); player->skills [2]->points->current = randomize (1, 10); player->skills [3]->points->current = randomize (1, 10); player->skills [4]->points->current = randomize (1, 10); player->skills [5]->points->current = randomize (1, 10); player->skills [6]->points->current = randomize (1, 10); player->skills [7]->points->current = randomize (1, 10); curses_configure (); terminal_show_cursor (FALSE); while (curses_active) { number_t game_screen_offset = curses_screen_width - 40; curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL); game_render_world (world, 0, 0, game_screen_offset, curses_screen_height); game_render_player (player); for (number_t attribute = 0; attribute < player->attribute_count; ++attribute) { game_render_attribute (player->attributes [attribute], game_screen_offset, 1 + attribute); } for (number_t skill = 0; skill < player->skill_count; ++skill) { game_render_skill (player->skills [skill], game_screen_offset, 6 + skill); } switch (curses_character) { 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 (); } terminal_show_cursor (TRUE); game_clean_up (); } #endif