xhartae/chapter/chapter_x.c

326 lines
11 KiB
C

#ifndef CHAPTER_X_SOURCE
#define CHAPTER_X_SOURCE
#include <stdlib.h>
#include <stdarg.h>
#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