419 lines
14 KiB
C
419 lines
14 KiB
C
/*
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Copyright (c) 2023 : Ognjen 'xolatile' Milan Robovic
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Xhartae is free software! You will redistribute it or modify it under the terms of the GNU General Public License by Free Software Foundation.
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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.
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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.
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*/
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#ifndef CHAPTER_5_SOURCE
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#define CHAPTER_5_SOURCE
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#include "chapter_5.h"
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/*
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So, what are actually getters and setters, and why you should never use them? Lets explain.
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*/
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#define UNUSED(variable) (void) variable
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#define MEMORY_LIMIT (1024 * 1024)
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static procedure_t generate_full_fill_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
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number_t i, j;
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UNUSED (width);
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UNUSED (height);
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UNUSED (x);
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UNUSED (y);
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for (j = 0; j < world->height; ++j) {
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for (i = 0; i < world->width; ++i) {
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world->block [j * world->width + i] = block;
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}
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}
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}
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static procedure_t generate_rectangle_fill_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
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number_t i, j;
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for (j = 0; j < height; ++j) {
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for (i = 0; i < width; ++i) {
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world->block [(j + y) * world->width + (i + x)] = block;
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}
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}
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}
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static procedure_t generate_rectangle_line_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) {
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number_t o;
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for (o = 0; o < width; ++o) {
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world->block [world->width * y + o + x] = block;
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world->block [world->width * (height - 1 + y) + o + x] = block;
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}
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for (o = 0; o < height; ++o) {
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world->block [world->width * (y + o) + x] = block;
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world->block [world->width * (y + o) + width - 1 + x] = block;
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}
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}
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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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fatal_failure (memory_count + size >= MEMORY_LIMIT, "memorize: You have reached the 1 MiB memory limit.");
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memory_count += size;
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return ((memory_t) ((string_t) memory_store + memory_count - size));
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}
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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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symbol->character = character;
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symbol->colour = colour;
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symbol->effect = effect;
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return (symbol);
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}
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generator_t * game_generator (generate_t function) {
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generator_t * generator;
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generator = memorize ((number_t) sizeof (* generator));
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generator->generate = function;
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return (generator);
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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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number_t action;
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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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memory_copy ((attribute->points = memorize ((number_t) sizeof (* attribute->points))), points, (number_t) sizeof (* points));
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va_start (list, 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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attribute->positive_count += 1;
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attribute->positive = memorize ((number_t) sizeof (action));
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attribute->positive [attribute->positive_count - 1] = (action_t) action;
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} else if (action < 0) {
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attribute->negative_count += 1;
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attribute->negative = memorize ((number_t) sizeof (action));
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attribute->negative [attribute->negative_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 (attribute);
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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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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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va_start (list, 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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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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player->y = 3;
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return (player);
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}
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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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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, ...) {
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world_t * world;
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va_list list;
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generator_t * generator;
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number_t w, h, x, y;
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block_t * block;
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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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va_start (list, height);
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for (;;) {
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generator = (generator_t *) va_arg (list, void *);
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if (generator != NULL) {
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w = (number_t) va_arg (list, int);
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h = (number_t) va_arg (list, int);
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x = (number_t) va_arg (list, int);
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y = (number_t) va_arg (list, int);
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block = (block_t *) va_arg (list, void *);
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generator->generate (world, w, h, x, y, block);
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} else break;
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}
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va_end (list);
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return (world);
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}
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menu_t * game_menu (string_t text, /*number_t width, number_t height, number_t x, number_t y, number_t reorient, number_t override, */...) {
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menu_t * menu;
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va_list list;
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menu_t * item;
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menu = memorize ((number_t) sizeof (* menu));
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string_copy ((menu->text = memorize (string_length (text) + 1)), text);
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menu->scroll = 0;
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menu->item_count = 0;
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menu->items = NULL;
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//~menu->width = width;
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//~menu->height = height;
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//~menu->x = x;
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//~menu->y = y;
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//~menu->reorient = reorient;
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//~menu->override = override;
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//~va_start (list, override);
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va_start (list, text);
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for (;;) {
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item = (menu_t *) va_arg (list, void *);
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if (item != NULL) {
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menu->item_count += 1;
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//~menu->items = memorize ((number_t) sizeof (item));
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menu->items = memorize ((number_t) sizeof (* menu->items));
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menu->items [menu->item_count - 1] = item;
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} else break;
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}
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va_end (list);
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return (menu);
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}
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procedure_t game_render_attribute (attribute_t * attribute, number_t x, number_t y) {
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curses_render_string (attribute->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 (attribute->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x + 20, y);
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curses_render_string (format_to_string (attribute->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x + 24, y);
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curses_render_string (format_to_string (attribute->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x + 28, y);
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x + 32, y);
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}
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procedure_t 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 + 20, y);
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curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x + 24, y);
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curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x + 28, y);
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x + 32, y);
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}
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procedure_t 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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procedure_t 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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procedure_t 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 * world->width + i], i + x, j + y);
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}
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}
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}
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procedure_t game_render_menu (menu_t * menu, number_t x, number_t y) {
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number_t item;
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curses_render_string (menu->text, 1, 1, x, y);
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y += 1;
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if (menu->item_count == 0) {
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return;
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} else {
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game_render_menu (menu->items [0], x, y);
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//~for (item = 0; item != menu->item_count - 1; ++item) {
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//~game_render_menu (menu->items [item], x, y + item);
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//~}
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}
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//~if (menu->item_count == 0) {
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//~curses_render_string (menu->text, 1, 1, x, y);
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//~} else {
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//~for (item = 0; item != menu->item_count; ++item) {
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//~game_render_menu (menu->items [item], x, y + item);
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//~}
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//~}
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}
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procedure_t play_game (procedure_t) {
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generator_t * full_fill = game_generator (generate_full_fill_function);
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generator_t * rectangle_fill = game_generator (generate_rectangle_fill_function);
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generator_t * rectangle_line = game_generator (generate_rectangle_line_function);
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attribute_t * 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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attribute_t * edurance = game_attribute ("Edurance", format_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
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attribute_t * 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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attribute_t * 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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skill_t * blades = game_skill ("Blades", format_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0);
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skill_t * axes = game_skill ("Axes", format_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0);
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skill_t * bows = game_skill ("Bows", format_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0);
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skill_t * spears = game_skill ("Spears", format_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0);
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skill_t * puppet_magic = game_skill ("Puppet Magic", format_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0);
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skill_t * nature_magic = game_skill ("Nature Magic", format_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0);
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skill_t * rune_magic = game_skill ("Rune Magic", format_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0);
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skill_t * charm_magic = game_skill ("Charm Magic", format_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0);
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player_t * player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
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block_t * grass = game_block ("Grass", format_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE);
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block_t * stone_floor = game_block ("Stone Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
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block_t * stone_wall = game_block ("Stone Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
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world_t * world = game_world (80, 24, full_fill, 0, 0, 0, 0, grass,
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rectangle_fill, 5, 9, 2, 4, stone_floor,
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rectangle_line, 5, 9, 2, 4, stone_wall,
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0);
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//~menu_t * main_menu = game_menu ("Main Menu", 40, 20, 50, 10, FALSE, FALSE, GAME_MENU_ITEM_BUTTON,
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//~GAME_MENU_ITEM_BUTTON,
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//~GAME_MENU_ITEM_BUTTON,
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//~0);
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menu_t * menu_play = game_menu ("> Play", NULL);
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menu_t * menu_options = game_menu ("> Options", NULL);
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menu_t * menu_exit = game_menu ("> Exit", NULL);
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menu_t * menu_main = game_menu ("Main Menu", menu_play,
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menu_options,
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menu_exit,
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NULL);
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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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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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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, 40, 0, curses_screen_width, curses_screen_height);
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game_render_player (player);
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game_render_menu (menu_main, 120, 0);
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switch (curses_character) {
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case SIGNAL_ARROW_UP: player->y -= 1; limit (& player->y, 0, world->height - 1); break;
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case SIGNAL_ARROW_DOWN: player->y += 1; limit (& player->y, 0, world->height - 1); break;
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case SIGNAL_ARROW_LEFT: player->x -= 1; limit (& player->x, 0, world->width - 1); break;
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case SIGNAL_ARROW_RIGHT: player->x += 1; limit (& player->x, 0, world->width - 1); break;
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default: break;
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}
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curses_synchronize ();
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}
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}
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#endif
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