From f00f770ac258fee3e52d7fdce3be0f2d465ac402 Mon Sep 17 00:00:00 2001 From: xolatile Date: Sun, 30 Jun 2024 09:54:50 -0400 Subject: [PATCH] Initial specification v0.1 and core testing example... --- README.md | 132 ++++++++++++++++++++++++++++++++++++- xungeons.c | 218 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 348 insertions(+), 2 deletions(-) create mode 100644 xungeons.c diff --git a/README.md b/README.md index 8699bbe..7da31b1 100644 --- a/README.md +++ b/README.md @@ -1,3 +1,131 @@ -# xungeons +# Small Dungeon Crawler Specification -Small Dungeon Crawler Specification -- Game-Dev Challenge \ No newline at end of file +``` + _____ ____ ____ _____ +/ ___| | _ \ / ___| / ___| Small +\___ \ | | | | | | \___ \ Dungeon + ___) | | |_| | | |___ ___) | Crawler +|____/ |____/ \____| |____/ Specification +``` + +## Source Code + +General: +- This specification can be implemented in any programming language and in any formatting style. +- True aim is that it should be minimal in terms of source lines of code, and resource usage when possible. +- All memory leaks should be cleaned, which can be checked with Valgrind, compiler warnings aren't taken in account. +- Some APIs, drivers and libraries like SDL2, Raylib, OpenGL and Vulkan leak memory, those leaks are forgiven. +- Also, cleaning up all compiler and/or linter warnings is a benefit, but is not required at all. + +Scoring: +- As this was intended as a challenge for various programming languages and programmers, scoring rules are: +``` ++2 points per weapon, armour, jewelry, enemy, attribute, skill, class or spell definition. ++1 point per full line of code (in C, this means that blank lines or lines with characters '{', '}', '};', '},' are ignored). +-1 point per compiler warning, on maximum warning options (in C, that would be -Weverything or -Wall -Wextra). +-2 points per memory leak of 10 bytes (again, libraries and drivers aren't accounted in this case, they can leak). +``` +- Then, final score is the total number of points divided by count of lines of code. + +## Gameplay + +General: +- Note that further explanations for gameplay elements are given separately, in text below for consistency. +- Game screen layout consists of 2 panels, on the left is world state preview, on the right is player state preview. +- World state is updated on every action (key pressed), unless some menu is active, which includes animations and bots too. +- Default keyboard action mapping must be consistent across games that follow this specification, but bindings are allowed. +- Important gameplay elements must be implemented, and the amount of them is up to developer to decide. + +Default keyboard action mapping: +``` +Use - KP0 - O +Inventory - KP- - I +Wait - KP5 - . +Up - KP8 - K +Down - KP2 - J +Left - KP4 - H +Right - KP6 - L +Up+Left - KP7 - Y +Up+Right - KP9 - U +Down+Left - KP1 - B +Down+Right - KP3 - N +``` + +Examples: +- Game following this specification can be implemented in terminal or graphical window, as developer decides. +- It's not important if game has 3 or 300 types of weapons or armours, it's important that it has them. +- Lastly, it's important to have most minimal implementation in terms of source lines of code, for any language. + +Elements: +- Attributes influence health, mana, stamina and experience points of all creatures (party members and bots). +- Skills are passive abilities influencing damage, condition, proficiency and other item usage modifiers. +- Spells are active abilities (activated when casted) that apply certain effects on the world state. +- Potions, manuals and scrolls are items that temporarily increase or decrease any previously defined element. +- Weapons are equipment that must have attack category, damage, condition, value. +- Armours are equipment that must have defence category, resistance, condition and value. +- Jewelry is type of equipment that can be enchanted and give some effect to party member. +- Coins are collectively gathered and can be used for trading, buying and selling items and other equipment. + +## Player + +General: +- Player controls party of 6 characters (like in Wizardry), as one group in tactical turn-based combat. +- Each party member has health, mana, stamina and experience points, attributes, skills, spells, equipment and inventory. +- Collectively, party has coins (currency), equipment and inventory, which can be shared and redistributed. +- Movement is done with Keypad and Vim-like-keys, respectively KP1...KP9 and H, J, K, L, Y, U, B, N and fullstop. +- All party members are randomly generated, they have randomized attributes, skills, spells and equipment. + +## Enemies + +General: +- When an enemy is in view range of player, they'll start following until they enter the battle state. +- Enemies always leave random amount of coins, and randomly some item like potion, scroll or manual. +- Attack decisions are made by attacking ranged and magical party members (archers and wizards) first, then fighers. + +## Dungeons + +General: +- Every dungeon level is 2D matrix (tilemap or gridmap) of random width and height in arbituary limitation. +- Procedural generation is up to developer to implement, but level layouts and elements must always be randomly generated. +- Maximum width and height limitation is undefined (developer choice), minimum width and height must be respectively 80 and 24. +- Elements of dungeon are walls (clip), floors (noclip), decorations (clip/noclip) and special elements (defined below). +- Special elements of dungeons execute game state changing arbituary function when 'use' command is given. +- Difficulty is tied to number of levels passed, it increments with each level, and generates rarer dungeon elements. +- Player can go down to next level, but never return to previous level, no stair-hopping allowed. + +Terminal extension: +- Basic VT100 escape codes should be used to output buffers in colours, offset the cursor and change screen size. +- Visually distinct colours and styles should be used to express different game elements (defined below). +- Terminal should be updated in real-time and include size changes, using curses-like approach to print at terminal size offset. +``` +@ CYAN BLINK - Player (blinking for easier recognition) +# GREY REVERSE - Wall (biome can be expressed with colour) +. GREY REVERSE - Floor (biome can be expressed with colour) +> PINK BOLD - Stairs (go to next level) +} PINK BOLD - Portal (go to random noclip tile) +a...z|A...Z RED ITALIC - Enemies (weaker lowercase, stronger uppercase) +$ WHITE BOLD - Coins (random number) +) YELLOW NORMAL - Shooting weapons (bow, crossbow, sling...) +| YELLOW BOLD - Piercing weapons (spear, halberd, lance...) +! YELLOW BOLD - Slashing weapons (sword, greatsword, dagger...) +? YELLOW BOLD - Swinging weapons (axe, mace, flail...) +/ YELLOW ITALIC - Magical weapons (staff, wand...) +- GREEN NORMAL - General jewelry (ring, amulet, earing...) +] GREEN BOLD - General armours (complete set) += BLUE NORMAL - General potions (affect attributes) +% BLUE BOLD - General manuals (affect skills) +; BLUE ITALIC - General scrolls (affect spells) +``` + +Graphical extension: +- Every tile (2D sprite) should be of same dimensions for pixel art, to form a grid, loaded as a spritesheet or individual sprites. +- Optionally, sprite-overdraw can be used to draw on top of player sprite, for example armours and weapon sprites. +- Unlike with terminal extension rules, there are no visual rules here, it's up to common sense of the developer to make them. + +## Battles + +- Each party member gets the turn to do one combat action (defined below), then one of the enemies does the same. +- Battle is over when all party members or enemies are dead, and battle menu is hidden until next battle. +- Combat actions are attack, block, shoot (ranged), evoke (magical), cast (spell), quaff (potion), read (scroll) and wait (skip). +- Attack, block and shoot use stamina points, which can be recovered on wait or when party is resting after the battle. +- Evoke and cast use mana points, which can be recovered slowly but automatically after the battle. diff --git a/xungeons.c b/xungeons.c new file mode 100644 index 0000000..b56977e --- /dev/null +++ b/xungeons.c @@ -0,0 +1,218 @@ +#include +#include +#include +#include + +#include +#include +#include + +#define level_width (256) +#define level_height (256) +#define members ( 6) +#define items ( 36) + +enum { normal = '0', bold = '1', italic = '2', blink = '5', reverse = '7' }; + +enum { grey = '0', red = '1', green = '2', yellow = '3', blue = '4', pink = '5', cyan = '6', white = '7' }; + +enum { cut = 1, blunt = 2, pierce = 4, range = 8, magic = 16 }; + +enum { health, mana, stamina, experience, points }; + +enum { strength, dexterity, agility, intelligence, attributes }; + +enum { fighting, blocking, shooting, spellcasting, evoking, trading, healing, lockpicking, skills }; + +enum { warrior, mage, thief, priest, archer, alchemist, warlock, merchant, classes }; + +static struct { + char * name, damage, condition, value, spell, type, style, colour, symbol; +} const weapons [] = { + { "Bone Dagger", 1, 11, 5, 0, cut, bold, yellow, '!' }, + { "Iron Dagger", 1, 19, 7, 0, cut, bold, yellow, '!' }, + { "Steel Dagger", 1, 23, 11, 0, cut, bold, yellow, '!' }, + { "Silver Dagger", 2, 29, 13, 0, cut, bold, yellow, '!' }, + { "Bone Sword", 3, 23, 11, 0, cut, bold, yellow, '!' }, + { "Iron Sword", 5, 31, 29, 0, cut, bold, yellow, '!' }, + { "Steel Sword", 5, 37, 31, 0, cut, bold, yellow, '!' }, + { "Silver Sword", 7, 43, 37, 0, cut, bold, yellow, '!' }, + { "Bone Greatsword", 7, 41, 23, 0, blunt | cut, bold, yellow, '!' }, + { "Iron Greatsword", 11, 47, 71, 0, blunt | cut, bold, yellow, '!' }, + { "Steel Greatsword", 13, 53, 73, 0, blunt | cut, bold, yellow, '!' }, + { "Silver Greatsword", 17, 59, 79, 0, blunt | cut, bold, yellow, '!' } +}; + +static struct { + char * name, resistance, condition, value, spell, type, style, colour, symbol; +} const armours [] = { + { "Wanderer Robe", 0, 11, 11, 0, cut, bold, green, ']' }, + { "Priest Robe", 0, 13, 7, 0, cut, bold, green, ']' }, + { "Commoner Clothes", 0, 5, 5, 0, blunt, bold, green, ']' }, + { "Nobleman Clothes", 0, 7, 31, 0, magic, bold, green, ']' }, + { "Assassin Clothes", 1, 11, 13, 0, blunt, bold, green, ']' }, + { "Adventurer Clothes", 1, 13, 17, 0, cut, bold, green, ']' }, + { "Thief Clothes", 1, 11, 11, 0, blunt, bold, green, ']' }, + { "Merchant Clothes", 1, 11, 13, 0, pierce, bold, green, ']' }, + { "Fur Armour", 2, 19, 23, 0, blunt | pierce, bold, green, ']' }, + { "Leather Armour", 2, 23, 31, 0, blunt, bold, green, ']' }, + { "Chainmail Armour", 3, 31, 41, 0, blunt | cut, bold, green, ']' }, + { "Mithril Armour", 7, 83, 97, 0, blunt | cut | pierce, bold, green, ']' }, + { "Bone Armour", 3, 29, 37, 0, blunt | pierce, bold, green, ']' }, + { "Iron Armour", 5, 53, 61, 0, blunt | cut, bold, green, ']' }, + { "Steel Armour", 5, 67, 71, 0, blunt | cut, bold, green, ']' }, + { "Silver Armour", 5, 71, 89, 0, blunt | cut | pierce, bold, green, ']' } +}; + +static struct { + char x, y, coins, inventory [items], weapon [members], armour [members], point [members] [points], attribute [members] [attributes], skill [members], class [members]; +} player; + +static struct termios old_terminal; +static struct termios new_terminal; + +static int signal; +static int screen_width; +static int screen_height; +static char * screen; + +static char * map; + +static void screen_add (char style, char colour, char symbol, int x, int y) { + char format [] = "\033[ ;3 m \033[0m"; + + format [2] = style; + format [5] = colour; + format [7] = symbol; + + strncpy (& screen [(y * screen_width + x) * 12 + 3], format, sizeof (format) - 1); +} + +static void initialize_screen (void) { + struct winsize screen_dimension; + + ioctl (STDOUT_FILENO, TIOCGWINSZ, & screen_dimension); + + screen_width = (int) screen_dimension.ws_col; + screen_height = (int) screen_dimension.ws_row; + + tcgetattr (STDIN_FILENO, & old_terminal); + + new_terminal = old_terminal; + + new_terminal.c_cc [VMIN] = (unsigned char) 0; + new_terminal.c_cc [VTIME] = (unsigned char) 1; + + new_terminal.c_iflag &= (unsigned int) ~(BRKINT | ICRNL | INPCK | ISTRIP | IXON); + new_terminal.c_oflag &= (unsigned int) ~(OPOST); + new_terminal.c_cflag |= (unsigned int) (CS8); + new_terminal.c_lflag &= (unsigned int) ~(ECHO | ICANON | IEXTEN | ISIG); + + tcsetattr (STDIN_FILENO, TCSAFLUSH, & new_terminal); + + screen = calloc ((unsigned long int) (12 * screen_width * screen_height + 4), sizeof (* screen)); + + strcpy (screen, "\033[H"); +} + +static void deinitialize_screen (void) { + free (screen); + + write (STDOUT_FILENO, "\033[2J\033[H", 7); + + tcsetattr (STDIN_FILENO, TCSAFLUSH, & old_terminal); +} + +static void synchronize_screen (void) { + int new_screen_width, new_screen_height; + + struct winsize screen_dimension; + + ioctl (STDOUT_FILENO, TIOCGWINSZ, & screen_dimension); + + new_screen_width = (int) screen_dimension.ws_col; + new_screen_height = (int) screen_dimension.ws_row; + + if ((screen_width != new_screen_width) || (screen_height != new_screen_height)) { + screen_width = new_screen_width; + screen_height = new_screen_height; + free (screen); + screen = calloc ((unsigned long int) (12 * screen_width * screen_height + 4), sizeof (* screen)); + } + + write (STDOUT_FILENO, screen, (unsigned long int) (12 * screen_width * screen_height + 4)); + + signal = 0; + + read (STDIN_FILENO, & signal, sizeof (signal)); + + switch (signal) { + case 'k': { player.y -= 1; } break; + case 'j': { player.y += 1; } break; + case 'h': { player.x -= 1; } break; + case 'l': { player.x += 1; } break; + case 'y': { player.x -= 1; player.y -= 1; } break; + case 'u': { player.x += 1; player.y -= 1; } break; + case 'b': { player.x -= 1; player.y += 1; } break; + case 'n': { player.x += 1; player.y += 1; } break; + default: break; + } + + player.x = (player.x > level_width) ? (level_width - 1) : ((player.x < 0) ? 0 : player.x); + player.y = (player.y > level_height) ? (level_height - 1) : ((player.y < 0) ? 0 : player.y); +} + +static void generate_party (void) { + int i, j; + + player.x = 0; + player.y = 0; + player.coins = 0; + + for (i = 0; i < items; ++i) { + player.inventory [i] = 0; + } + + for (i = 0; i < members; ++i) { + player.weapon [i] = rand () % 3; + player.armour [i] = rand () % 3; + for (j = 0; j < points; ++j) { + player.point [i] [j] = rand () % 12 + 12; + } + for (j = 0; j < attributes; ++j) { + player.attribute [i] [j] = rand () % 6 + 1; + } + player.skill [i] = rand () % skills; + player.class [i] = rand () % classes; + } +} + +static void generate_level (void) { + +} + +int main (void) { + int x, y; + + initialize_screen (); + + generate_party (); + generate_level (); + + while (signal != 'Q') { + for (y = 0; y < screen_height; ++y) { + for (x = 0; x < screen_width - 1; ++x) { + screen_add (bold, grey, '.', x, y); + } + screen_add (bold, red, '#', x, y); + } + + screen_add (bold, cyan, '@', player.x, player.y); + + synchronize_screen (); + } + + deinitialize_screen (); + + return (0); +}