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- /*
- Copyright (c) 2023 : Ognjen 'xolatile' Milan Robovic
-
- Xhartae is free software! You will redistribute it or modify it under the terms of the GNU General Public License by Free Software Foundation.
- 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.
- 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.
- */
-
- #ifndef CHAPTER_5_SOURCE
- #define CHAPTER_5_SOURCE
-
- #include "chapter_5.h"
-
- /*
- So, what are actually getters and setters, and why you should never use them? Lets explain.
-
- @C
- static number_t game_get_screen_width (game_t * game) { return (game->screen_width); }
- static number_t game_get_screen_height (game_t * game) { return (game->screen_height); }
- static number_t game_set_screen_width (game_t * game, number_t width) { return (game->screen_width = width); }
- static number_t game_set_screen_height (game_t * game, number_t height) { return (game->screen_height = height); }
- @
- */
-
- #define MEMORY_LIMIT (1024 * 1024)
-
- memory_t memorize (number_t size) {
- static string_t memory_store [MEMORY_LIMIT] = { 0 };
- static number_t memory_count = 0;
-
- fatal_failure (memory_count + size >= MEMORY_LIMIT, "memorize: You have reached the 1 MiB memory limit.");
-
- memory_count += size;
-
- return ((memory_t) ((string_t) memory_store + memory_count - size));
- }
-
- bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current) {
- bundle_t * bundle;
-
- bundle = memorize ((number_t) sizeof (* bundle));
-
- bundle->minimum = minimum;
- bundle->maximum = maximum;
- bundle->current = current;
-
- return (bundle);
- }
-
- symbol_t * format_symbol (number_t character, number_t colour, number_t effect) {
- symbol_t * symbol;
-
- symbol = memorize ((number_t) sizeof (* symbol));
-
- symbol->character = character;
- symbol->colour = colour;
- symbol->effect = effect;
-
- return (symbol);
- }
-
- attribute_t * game_attribute (string_t name, bundle_t * points, ...) {
- attribute_t * attribute;
- va_list list;
- number_t action;
-
- va_start (list, points);
-
- attribute = memorize ((number_t) sizeof (* attribute));
-
- string_copy ((attribute->name = memorize (string_length (name) + 1)), name);
-
- memory_copy ((attribute->points = memorize ((number_t) sizeof (* attribute->points))), points, (number_t) sizeof (* points));
-
- for (;;) {
- action = (number_t) va_arg (list, int);
-
- if (action > 0) {
- attribute->positive_count += 1;
- attribute->positive = memorize ((number_t) sizeof (action));
- attribute->positive [attribute->positive_count - 1] = (action_t) action;
- } else if (action < 0) {
- attribute->negative_count += 1;
- attribute->negative = memorize ((number_t) sizeof (action));
- attribute->negative [attribute->negative_count - 1] = (action_t) action;
- } else break;
- }
-
- va_end (list);
-
- return (attribute);
- }
-
- skill_t * game_skill (string_t name, bundle_t * points, ...) {
- skill_t * skill;
- va_list list;
- number_t action;
-
- va_start (list, points);
-
- skill = memorize ((number_t) sizeof (* skill));
-
- string_copy ((skill->name = memorize (string_length (name) + 1)), name);
-
- memory_copy ((skill->points = memorize ((number_t) sizeof (* skill->points))), points, (number_t) sizeof (* points));
-
- for (;;) {
- action = (number_t) va_arg (list, int);
-
- if (action > 0) {
- skill->positive_count += 1;
- skill->positive = memorize ((number_t) sizeof (action));
- skill->positive [skill->positive_count - 1] = (action_t) action;
- } else break;
- }
-
- va_end (list);
-
- return (skill);
- }
-
- player_t * game_player (string_t name, symbol_t * symbol) {
- player_t * player;
-
- player = memorize ((number_t) sizeof (* player));
-
- string_copy ((player->name = memorize (string_length (name) + 1)), name);
-
- memory_copy ((player->symbol = memorize ((number_t) sizeof (* player->symbol))), symbol, (number_t) sizeof (* symbol));
-
- player->x = 3;
- player->y = 3;
-
- return (player);
- }
-
- block_t * game_block (string_t name, symbol_t * symbol, number_t collision, number_t override) {
- block_t * block;
-
- block = memorize ((number_t) sizeof (* block));
-
- string_copy ((block->name = memorize (string_length (name) + 1)), name);
-
- memory_copy ((block->symbol = memorize ((number_t) sizeof (* block->symbol))), symbol, (number_t) sizeof (* symbol));
-
- block->collision = collision;
- block->override = override;
-
- return (block);
- }
-
- world_t * game_world (number_t width, number_t height, block_t * floor, block_t * wall) {
- world_t * world;
-
- number_t x, y;
-
- world = memorize ((number_t) sizeof (* world));
-
- world->width = width;
- world->height = height;
-
- world->block = memorize (width * height * (number_t) sizeof (* world->block));
-
- for (y = 0; y < height; ++y) {
- for (x = 0; x < width; ++x) {
- world->block [y * width + x] = floor;
- }
- }
-
- world->block [6] = wall;
-
- return (world);
- }
-
- void game_render_attribute (attribute_t * attribute, number_t x, number_t y) {
- curses_render_string (attribute->name, COLOUR_CYAN, EFFECT_NORMAL, x, 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 = 22, y);
- curses_render_string (format_to_string (attribute->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y);
- curses_render_string (format_to_string (attribute->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y);
- curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y);
- }
-
- void game_render_skill (skill_t * skill, number_t x, number_t y) {
- curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x, 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 = 22, y);
- curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y);
- curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y);
- curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y);
- }
-
- void game_render_player (player_t * player) {
- curses_render_character ((char) player->symbol->character, player->symbol->colour, player->symbol->effect, player->x, player->y);
- }
-
- void 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);
- }
-
- void game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height) {
- number_t i, j;
-
- for (j = 0; (j < height) && (j < world->height); ++j) {
- for (i = 0; (i < width) && (i < world->width); ++i) {
- game_render_block (world->block [(j + y) * world->width + (i + x)], i, j);
- }
- }
- }
-
- void play_game (void) {
- player_t * player;
- block_t * floor, * wall;
- world_t * world;
-
- skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
- attribute_t * strength, * edurance, * wisdom, * agility;
-
- strength = game_attribute ("Strength", format_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0);
- edurance = game_attribute ("Edurance", format_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
- wisdom = game_attribute ("Wisdom", format_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0);
- agility = game_attribute ("Agility", format_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0);
-
- blades = game_skill ("Blades", format_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0);
- axes = game_skill ("Axes", format_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0);
- bows = game_skill ("Bows", format_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0);
- spears = game_skill ("Spears", format_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0);
- puppet_magic = game_skill ("Puppet Magic", format_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0);
- nature_magic = game_skill ("Nature Magic", format_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0);
- rune_magic = game_skill ("Rune Magic", format_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0);
- charm_magic = game_skill ("Charm Magic", format_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0);
-
- player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
-
- floor = game_block ("Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
- wall = game_block ("Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
-
- world = game_world (80, 24, floor, wall);
-
- curses_configure ();
-
- while (curses_active) {
- curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
-
- //~curses_render_string ("Attributes:", COLOUR_WHITE, EFFECT_BOLD, 0, 0);
-
- //~game_render_attribute (strength, 2, 1);
- //~game_render_attribute (edurance, 2, 2);
- //~game_render_attribute (wisdom, 2, 3);
- //~game_render_attribute (agility, 2, 4);
-
- //~curses_render_string ("Skills:", COLOUR_WHITE, EFFECT_BOLD, 0, 5);
-
- //~game_render_skill (blades, 2, 6);
- //~game_render_skill (axes, 2, 7);
- //~game_render_skill (bows, 2, 8);
- //~game_render_skill (spears, 2, 9);
- //~game_render_skill (puppet_magic, 2, 10);
- //~game_render_skill (nature_magic, 2, 11);
- //~game_render_skill (rune_magic, 2, 12);
- //~game_render_skill (charm_magic, 2, 13);
-
- game_render_world (world, 0, 0, curses_screen_width, curses_screen_height);
-
- game_render_player (player);
-
- switch (curses_character) {
- case 'w': player->y -= 1; break;
- case 's': player->y += 1; break;
- case 'a': player->x -= 1; break;
- case 'd': player->x += 1; break;
- default: break;
- }
-
- curses_synchronize ();
- }
- }
-
- #endif
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