186 lines
6.8 KiB
C
186 lines
6.8 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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#include "../chapter/chapter_0.c"
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#include "../chapter/chapter_1.c"
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#include "../chapter/chapter_2.c"
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static int entity_define (char * name, int character, int colour, int effect, int value, int logic, void (* trigger) (void));
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static void entity_create (int entity, int amount);
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static void entity_render (int entity);
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static void entity_clean_up (void);
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static void entity_update_logic (void);
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static int player_x = 0;
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static int player_y = 0;
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static int player_coins = 0;
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static int entity_count = 0;
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static char * * entity_name = NULL;
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static char * entity_character = '\0';
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static int * entity_colour = 0;
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static int * entity_effect = 0;
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static int * entity_value = 0;
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static int * entity_logic = 0;
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static void (* * entity_trigger) (void) = NULL;
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static int entity_usage = 0;
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static int * entity_index = 0;
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static int * entity_x = 0;
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static int * entity_y = 0;
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static void player_move_up (void) { player_y -= 1; limit (& player_y, 0, curses_screen_height - 1); }
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static void player_move_down (void) { player_y += 1; limit (& player_y, 0, curses_screen_height - 1); }
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static void player_move_left (void) { player_x -= 1; limit (& player_x, 0, curses_screen_width - 1); }
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static void player_move_right (void) { player_x += 1; limit (& player_x, 0, curses_screen_width - 1); }
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static void player_take_coin (void) { ++player_coins; }
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static void player_died (void) { curses_active = 0; }
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int main (void) {
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terminal_show_cursor (FALSE);
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curses_configure ();
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curses_bind (SIGNAL_W, player_move_up);
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curses_bind (SIGNAL_S, player_move_down);
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curses_bind (SIGNAL_A, player_move_left);
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curses_bind (SIGNAL_D, player_move_right);
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int coin = entity_define ("Coin", '+', COLOUR_YELLOW, EFFECT_BOLD, 1, FALSE, player_take_coin);
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int goblin = entity_define ("Goblin", 'g', COLOUR_RED, EFFECT_NORMAL, 3, TRUE, player_died);
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int hob_goblin = entity_define ("Hob Goblin", 'G', COLOUR_RED, EFFECT_BOLD, 7, TRUE, player_died);
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entity_create (coin, 11);
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entity_create (goblin, 7);
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entity_create (hob_goblin, 3);
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while (curses_active) {
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curses_render_background ('.', COLOUR_GREY, EFFECT_BOLD);
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curses_render_rectangle_fill (',', COLOUR_GREEN, EFFECT_NORMAL, 10, 10, 80, 24);
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curses_render_rectangle_line ('#', COLOUR_WHITE, EFFECT_NORMAL, 10, 10, 80, 24);
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for (int entity = 0; entity < entity_usage; ++entity) {
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entity_render (entity);
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}
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curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player_x, player_y);
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curses_render_number (player_coins, COLOUR_YELLOW, EFFECT_BOLD, 0, 0);
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entity_update_logic ();
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curses_synchronize ();
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}
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entity_clean_up ();
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terminal_show_cursor (TRUE);
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return (EXIT_SUCCESS);
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}
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static int entity_define (char * name, int character, int colour, int effect, int value, int logic, void (* trigger) (void)) {
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int entity = entity_count;
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++entity_count;
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entity_name = reallocate (entity_name, entity_count * (int) sizeof (* entity_name));
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entity_character = reallocate (entity_character, entity_count * (int) sizeof (* entity_character));
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entity_colour = reallocate (entity_colour, entity_count * (int) sizeof (* entity_colour));
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entity_effect = reallocate (entity_effect, entity_count * (int) sizeof (* entity_effect));
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entity_value = reallocate (entity_value, entity_count * (int) sizeof (* entity_value));
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entity_logic = reallocate (entity_logic, entity_count * (int) sizeof (* entity_logic));
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entity_trigger = reallocate (entity_trigger, entity_count * (int) sizeof (* entity_trigger));
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string_copy ((entity_name [entity] = allocate (string_length (name) + 1)), name);
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entity_character [entity] = character;
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entity_colour [entity] = colour;
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entity_effect [entity] = effect;
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entity_value [entity] = value;
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entity_logic [entity] = logic;
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entity_trigger [entity] = trigger;
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return (entity);
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}
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static void entity_create (int entity, int amount) {
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int index;
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for (index = 0; index < amount; ++index) {
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++entity_usage;
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entity_index = reallocate (entity_index, entity_usage * (int) sizeof (* entity_index));
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entity_x = reallocate (entity_x, entity_usage * (int) sizeof (* entity_x));
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entity_y = reallocate (entity_y, entity_usage * (int) sizeof (* entity_y));
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entity_index [entity_usage - 1] = entity;
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entity_x [entity_usage - 1] = randomize (0, curses_screen_width - 1);
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entity_y [entity_usage - 1] = randomize (0, curses_screen_height - 1);
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}
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}
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static void entity_render (int entity) {
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if (entity_index [entity] == -1) {
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return;
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}
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curses_render_character (entity_character [entity_index [entity]],
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entity_colour [entity_index [entity]],
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entity_effect [entity_index [entity]],
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entity_x [entity],
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entity_y [entity]);
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}
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void entity_clean_up (void) {
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for (int entity = 0; entity < entity_count; ++entity) {
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entity_name [entity] = deallocate (entity_name [entity]);
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}
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entity_name = deallocate (entity_name);
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entity_character = deallocate (entity_character);
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entity_colour = deallocate (entity_colour);
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entity_effect = deallocate (entity_effect);
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entity_value = deallocate (entity_value);
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entity_logic = deallocate (entity_logic);
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entity_trigger = deallocate (entity_trigger);
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entity_index = deallocate (entity_index);
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entity_x = deallocate (entity_x);
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entity_y = deallocate (entity_y);
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entity_count = 0;
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entity_usage = 0;
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}
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void entity_update_logic (void) {
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for (int entity = 0; entity < entity_usage; ++entity) {
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if (entity_index [entity] == -1) {
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continue;
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}
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if (entity_logic [entity_index [entity]] == TRUE) {
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entity_x [entity] += randomize (0, 1) * ((randomize (0, 1) == 0) ? +1 : -1);
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entity_y [entity] += randomize (0, 1) * ((randomize (0, 1) == 0) ? +1 : -1);
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limit (& entity_x [entity], 0, curses_screen_width - 1);
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limit (& entity_y [entity], 0, curses_screen_height - 1);
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}
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if ((player_x == entity_x [entity]) && (player_y == entity_y [entity])) {
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if (entity_trigger [entity_index [entity]] != NULL) {
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entity_trigger [entity_index [entity]] ();
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}
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entity_index [entity] = -1;
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}
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}
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}
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