130 lines
7.2 KiB
C
130 lines
7.2 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_6_SOURCE
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#define CHAPTER_6_SOURCE
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#include "chapter_6.h"
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#define UNUSED(variable) (void) variable
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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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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 (number_t j = 0; j < world->height; ++j) {
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for (number_t 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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for (number_t j = 0; j < height; ++j) {
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for (number_t 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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for (number_t offset = 0; offset < width; ++offset) {
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world->block [world->width * y + offset + x] = block;
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world->block [world->width * (height - 1 + y) + offset + x] = block;
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}
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for (number_t offset = 0; offset < height; ++offset) {
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world->block [world->width * (y + offset) + x] = block;
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world->block [world->width * (y + offset) + width - 1 + x] = block;
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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", game_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", game_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
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//~attribute_t * wisdom = game_attribute ("Wisdom", game_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", game_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", game_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0);
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skill_t * axes = game_skill ("Axes", game_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0);
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skill_t * bows = game_skill ("Bows", game_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0);
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skill_t * spears = game_skill ("Spears", game_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0);
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skill_t * puppet_magic = game_skill ("Puppet Magic", game_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0);
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skill_t * nature_magic = game_skill ("Nature Magic", game_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0);
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skill_t * rune_magic = game_skill ("Rune Magic", game_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0);
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skill_t * charm_magic = game_skill ("Charm Magic", game_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0);
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bot_t * goblin = game_bot ("Goblin", game_symbol ('g', COLOUR_RED, EFFECT_NORMAL), game_bundle (0, 11, 11), game_bundle (0, 3, 3), game_bundle (0, 23, 23));
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bot_t * hob_goblin = game_bot ("Hob Goblin", game_symbol ('g', COLOUR_RED, EFFECT_BOLD), game_bundle (0, 17, 17), game_bundle (0, 7, 7), game_bundle (0, 31, 31));
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bot_t * orc = game_bot ("Orc", game_symbol ('G', COLOUR_RED, EFFECT_NORMAL), game_bundle (0, 23, 23), game_bundle (0, 5, 5), game_bundle (0, 47, 47));
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bot_t * ogre = game_bot ("Ogre", game_symbol ('G', COLOUR_RED, EFFECT_BOLD), game_bundle (0, 37, 37), game_bundle (0, 2, 2), game_bundle (0, 83, 83));
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player_t * player = game_player ("Riri", game_symbol ('@', COLOUR_CYAN, EFFECT_BOLD), game_bundle (0, 29, 29), game_bundle (0, 3, 3), game_bundle (0, 37, 37),
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//~strength, edurance, wisdom, agility, NULL,
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game_attribute ("Strength", game_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0),
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game_attribute ("Edurance", game_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0),
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game_attribute ("Wisdom", game_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0),
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game_attribute ("Agility", game_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0),
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NULL,
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blades, axes, bows, spears, puppet_magic, nature_magic, rune_magic, charm_magic, NULL);
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block_t * grass = game_block ("Grass", game_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE);
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block_t * stone_floor = game_block ("Stone Floor", game_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
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block_t * stone_wall = game_block ("Stone Wall", game_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
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world_t * world = game_world (300, 100, 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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NULL);
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//~player->attributes [0]->points->current = 7;
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//~player->attributes [1]->points->current = 3;
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//~player->attributes [2]->points->current = 5;
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//~player->attributes [3]->points->current = 3;
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curses_configure ();
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terminal_show_cursor (FALSE);
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while (curses_active) {
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number_t game_screen_offset = curses_screen_width - 40;
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curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
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game_render_world (world, 0, 0, game_screen_offset, curses_screen_height);
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game_render_bot (goblin);
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game_render_player (player);
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game_render_attribute (game_screen_offset, 1, player->attributes [0], player->attributes [1], player->attributes [2], player->attributes [3], NULL);
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game_render_skill (game_screen_offset, 6, blades, axes, bows, spears, puppet_magic, nature_magic, rune_magic, charm_magic, NULL);
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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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terminal_show_cursor (TRUE);
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}
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#endif
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