184 lines
9.2 KiB
C
184 lines
9.2 KiB
C
/*
|
|
Copyright (c) 2023 : Ognjen 'xolatile' Milan Robovic
|
|
|
|
Xhartae is free software! You will redistribute it or modify it under the terms of the GNU General Public License by Free Software Foundation.
|
|
And when you do redistribute it or modify it, it will use either version 3 of the License, or (at yours truly opinion) any later version.
|
|
It is distributed in the hope that it will be useful or harmful, it really depends... But no warranty what so ever, seriously. See GNU/GPLv3.
|
|
*/
|
|
|
|
#ifndef CHAPTER_5_SOURCE
|
|
#define CHAPTER_5_SOURCE
|
|
|
|
#include "chapter_5.h"
|
|
|
|
/*
|
|
So, what are actually getters and setters, and why you should never use them? Lets explain.
|
|
|
|
@C
|
|
static number_t game_get_screen_width (game_t * game) { return (game->screen_width); }
|
|
static number_t game_get_screen_height (game_t * game) { return (game->screen_height); }
|
|
static number_t game_set_screen_width (game_t * game, number_t width) { return (game->screen_width = width); }
|
|
static number_t game_set_screen_height (game_t * game, number_t height) { return (game->screen_height = height); }
|
|
@
|
|
*/
|
|
|
|
game_t game;
|
|
player_t player;
|
|
|
|
static void move_player (void) { ++player.x; }
|
|
|
|
static void game_configure (void) {
|
|
curses_configure ();
|
|
|
|
curses_bind (SIGNAL_W, move_player);
|
|
curses_bind (SIGNAL_S, move_player);
|
|
curses_bind (SIGNAL_A, move_player);
|
|
curses_bind (SIGNAL_D, move_player);
|
|
|
|
game.active = curses_active;
|
|
game.screen_width = curses_screen_width;
|
|
game.screen_height = curses_screen_height;
|
|
|
|
player.x = 0;
|
|
player.y = 0;
|
|
}
|
|
|
|
static void game_synchronize (void) {
|
|
return;
|
|
}
|
|
|
|
skill_t * game_skill (string_t name, bundle_t * points, ...) {
|
|
skill_t * skill;
|
|
va_list list;
|
|
number_t action;
|
|
|
|
va_start (list, points);
|
|
|
|
skill = allocate ((int) sizeof (* skill));
|
|
|
|
string_copy ((skill->name = allocate (string_length (name) + 1)), name);
|
|
memory_copy ((skill->points = allocate ((int) sizeof (* skill->points))), points, (int) sizeof (* points));
|
|
|
|
for (;;) {
|
|
action = (number_t) va_arg (list, int);
|
|
|
|
if (action > 0) {
|
|
skill->positive_count += 1;
|
|
skill->positive = reallocate (skill->positive, skill->positive_count * (int) 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;
|
|
number_t action;
|
|
|
|
va_start (list, points);
|
|
|
|
attribute = allocate ((int) sizeof (* attribute));
|
|
|
|
string_copy ((attribute->name = allocate (string_length (name) + 1)), name);
|
|
memory_copy ((attribute->points = allocate ((int) sizeof (* attribute->points))), points, (int) sizeof (* points));
|
|
|
|
for (;;) {
|
|
action = (number_t) va_arg (list, int);
|
|
|
|
if (action > 0) {
|
|
attribute->positive_count += 1;
|
|
attribute->positive = reallocate (attribute->positive, attribute->positive_count * (int) 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 * (int) sizeof (action));
|
|
attribute->negative [attribute->negative_count - 1] = (action_t) -action;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
va_end (list);
|
|
|
|
return (attribute);
|
|
}
|
|
|
|
void game_render_skill (skill_t * skill, number_t x, number_t y) {
|
|
curses_render_string (skill->name, COLOUR_BLUE, EFFECT_NORMAL, x, y);
|
|
|
|
curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 20, 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_attribute (attribute_t * attribute, number_t x, number_t y) {
|
|
curses_render_string (attribute->name, COLOUR_BLUE, EFFECT_NORMAL, x, y);
|
|
|
|
curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 20, 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);
|
|
}
|
|
|
|
void play_game (void) {
|
|
bundle_t skill_points = { 10, 120, 0, 0 };
|
|
bundle_t attribute_points = { 1, 12, 0, 0 };
|
|
|
|
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_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_REST, 0);
|
|
wisdom = game_attribute ("Wisdom", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_WALK, 0);
|
|
agility = game_attribute ("Agility", & attribute_points, 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);
|
|
|
|
game_configure ();
|
|
|
|
while (curses_active) {
|
|
curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
|
|
|
|
game_render_attribute (strength, 0, 0);
|
|
game_render_attribute (edurance, 0, 1);
|
|
game_render_attribute (wisdom, 0, 2);
|
|
game_render_attribute (agility, 0, 3);
|
|
|
|
curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player.x, player.y);
|
|
|
|
curses_synchronize ();
|
|
|
|
game_synchronize ();
|
|
}
|
|
|
|
strength->name = deallocate (strength->name); strength->points = deallocate (strength->points);strength->positive = deallocate (strength->positive); strength->negative = deallocate (strength->negative); strength = deallocate (strength);
|
|
edurance->name = deallocate (edurance->name); edurance->points = deallocate (edurance->points);edurance->positive = deallocate (edurance->positive); edurance->negative = deallocate (edurance->negative); edurance = deallocate (edurance);
|
|
wisdom->name = deallocate (wisdom->name); wisdom->points = deallocate (wisdom->points); wisdom->positive = deallocate (wisdom->positive); wisdom->negative = deallocate (wisdom->negative); wisdom = deallocate (wisdom);
|
|
agility->name = deallocate (agility->name); agility->points = deallocate (agility->points); agility->positive = deallocate (agility->positive); agility->negative = deallocate (agility->negative); agility = deallocate (agility);
|
|
|
|
blades->name = deallocate (blades->name); blades->points = deallocate (blades->points);blades->positive = deallocate (blades->positive); blades = deallocate (blades);
|
|
axes->name = deallocate (axes->name); axes->points = deallocate (axes->points);axes->positive = deallocate (axes->positive); axes = deallocate (axes);
|
|
bows->name = deallocate (bows->name); bows->points = deallocate (bows->points); bows->positive = deallocate (bows->positive); bows = deallocate (bows);
|
|
spears->name = deallocate (spears->name); spears->points = deallocate (spears->points); spears->positive = deallocate (spears->positive); spears = deallocate (spears);
|
|
puppet_magic->name = deallocate (puppet_magic->name); puppet_magic->points = deallocate (puppet_magic->points);puppet_magic->positive = deallocate (puppet_magic->positive); puppet_magic = deallocate (puppet_magic);
|
|
nature_magic->name = deallocate (nature_magic->name); nature_magic->points = deallocate (nature_magic->points);nature_magic->positive = deallocate (nature_magic->positive); nature_magic = deallocate (nature_magic);
|
|
rune_magic->name = deallocate (rune_magic->name); rune_magic->points = deallocate (rune_magic->points); rune_magic->positive = deallocate (rune_magic->positive); rune_magic = deallocate (rune_magic);
|
|
charm_magic->name = deallocate (charm_magic->name); charm_magic->points = deallocate (charm_magic->points); charm_magic->positive = deallocate (charm_magic->positive); charm_magic = deallocate (charm_magic);
|
|
}
|
|
|
|
#endif
|