217 lines
8.3 KiB
C
217 lines
8.3 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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@C
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static number_t game_get_screen_width (game_t * game) { return (game->screen_width); }
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static number_t game_get_screen_height (game_t * game) { return (game->screen_height); }
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static number_t game_set_screen_width (game_t * game, number_t width) { return (game->screen_width = width); }
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static number_t game_set_screen_height (game_t * game, number_t height) { return (game->screen_height = height); }
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@
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*/
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#define MEMORY_LIMIT (1024 * 1024)
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static 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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static 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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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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va_start (list, points);
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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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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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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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va_start (list, points);
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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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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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//~block_t * game_block (string_t name, symbol_t * symbol) {
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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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//~return (block);
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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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void 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 = 22, y);
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curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y);
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curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y);
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y);
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}
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void 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 = 22, y);
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curses_render_string (format_to_string (attribute->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y);
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curses_render_string (format_to_string (attribute->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y);
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y);
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}
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void play_game (void) {
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bundle_t skill_points = { 10, 120, 0 };
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bundle_t attribute_points = { 1, 12, 0 };
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player_t * player;
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//~world_t * world;
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skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
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attribute_t * strength, * edurance, * wisdom, * agility;
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strength = game_attribute ("Strength", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0);
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edurance = game_attribute ("Edurance", & attribute_points, GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
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wisdom = game_attribute ("Wisdom", & attribute_points, GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0);
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agility = game_attribute ("Agility", & attribute_points, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0);
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blades = game_skill ("Blades", & skill_points, GAME_ACTION_SWING_BLADE, 0);
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axes = game_skill ("Axes", & skill_points, GAME_ACTION_SWING_AXE, 0);
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bows = game_skill ("Bows", & skill_points, GAME_ACTION_SHOOT_ARROW, 0);
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spears = game_skill ("Spears", & skill_points, GAME_ACTION_THROW_SPEAR, 0);
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puppet_magic = game_skill ("Puppet Magic", & skill_points, GAME_ACTION_SUMMON_PUPPET, 0);
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nature_magic = game_skill ("Nature Magic", & skill_points, GAME_ACTION_CALL_NATURE, 0);
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rune_magic = game_skill ("Rune Magic", & skill_points, GAME_ACTION_CITE_RUNE, 0);
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charm_magic = game_skill ("Charm Magic", & skill_points, GAME_ACTION_CAST_CHARM, 0);
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player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
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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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curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player->x, player->y);
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switch (curses_character) {
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case 'w': player->y -= 1; break;
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case 's': player->y += 1; break;
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case 'a': player->x -= 1; break;
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case 'd': player->x += 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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