xungeons/xungeons.c

330 lines
12 KiB
C

#include <unistd.h>
#include <stdlib.h>
#include <string.h>
#include <termios.h>
#include <sys/ioctl.h>
#include <sys/types.h>
#include <sys/stat.h>
#define level_width_limit (128)
#define level_height_limit ( 64)
#define members ( 6)
#define items ( 36)
#define random(from, to) (rand () % (to - from + 1) + from)
#define minimum(a, b) ((a < b) ? a : b)
#define maximum(a, b) ((a > b) ? a : b)
#define clamp(x, a, b) ((x < a) ? a : (x > b) ? b : x)
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 char * point_name [points] = { "HP = ", "MP = ", "SP = ", "XP = " };
static char * attribute_name [attributes] = { "Strength : ", "Dexterity : ", "Agility : ", "Intelligence : " };
static char * skill_name [skills] = { "Fighting", "Blocking", "Shooting", "Spellcasting", "Evoking", "Trading", "Healing", "Lockpicking" };
static char * class_name [classes] = { "Warrior", "Mage", "Thief", "Priest", "Archer", "Alchemist", "Warlock", "Merchant" };
static struct {
char clip, style, colour, symbol;
} const tiles [] = {
{ 1, normal, white, ' ' },
{ 0, bold, grey, '.' },
{ 1, bold, grey, '#' },
{ 1, reverse, blue, '-' },
};
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 int screen_side;
static char * screen;
static int level_width;
static int level_height;
static char * level;
static void screen_put (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 screen_print (char style, char colour, char * text, int x, int y, int limit) {
int i;
for (i = 0; (text [i] != '\0') && (i < limit); ++i) {
screen_put (style, colour, text [i], x + i, y);
}
}
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");
screen_side = 32;
}
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 = clamp (player.x, 0, (char) level_width - 1);
player.y = clamp (player.y, 0, (char) level_height - 1);
}
static void generate_level (void) {
int room, i, j, x, y, width, height;
level_width = random (level_width_limit / 2, level_width_limit);
level_height = random (level_height_limit / 2, level_height_limit);
level = calloc ((unsigned long int) (level_width * level_height), sizeof (* level));
for (room = random (6, 18); room > 1; --room) {
width = random (5, level_width / 2);
height = random (5, level_height / 2);
x = random (1, level_width - width - 1);
y = random (1, level_height - height - 1);
for (i = 1; i < height - 1; ++i) {
for (j = 1; j < width - 1; ++j) {
level [(i + y) * level_width + (j + x)] = 1;
}
}
for (i = 0; i < height; ++i) {
level [(i + y) * level_width + x] = level [(i + y) * level_width + x + width - 1] = 2;
}
for (j = 0; j < width; ++j) {
level [y * level_width + j + x] = level [(y + height - 1) * level_width + j + x] = 2;
}
}
for (i = 1; i < level_height - 1; ++i) {
for (j = 1; j < level_width - 1; ++j) {
if (((level [i * level_width + (j - 1)] == 1) && (level [i * level_width + j] == 2) && (level [i * level_width + (j + 1)] == 1)) ||
((level [(i - 1) * level_width + j] == 1) && (level [i * level_width + j] == 2) && (level [(i + 1) * level_width + j] == 1))) {
level [i * level_width + j] = 1;
}
}
}
for (i = 0; i < level_height; ++i) {
level [i * level_width] = level [i * level_width + level_width - 1] = 3;
}
for (j = 0; j < level_width; ++j) {
level [j] = level [(level_height - 1) * level_width + j] = 3;
}
}
static void generate_party (void) {
int i, j;
player.coins = 0;
for (i = 0; i < items; ++i) {
player.inventory [i] = 0;
}
for (i = 0; i < members; ++i) {
player.weapon [i] = random (0, 3);
player.armour [i] = random (0, 3);
for (j = 0; j < points; ++j) {
player.point [i] [j] = random (12, 24);
}
for (j = 0; j < attributes; ++j) {
player.attribute [i] [j] = random (1, 4);
}
player.skill [i] = rand () % skills;
player.class [i] = rand () % classes;
}
do {
player.x = (char) (rand () % level_width);
player.y = (char) (rand () % level_height);
} while (level [player.y * level_width + player.x] != 1);
}
int main (void) {
int i, j, x, y;
srand (time (0));
initialize_screen ();
generate_level ();
generate_party ();
while (signal != 'Q') {
for (y = 0; y < screen_height; ++y) {
for (x = 0; x < screen_width; ++x) {
screen_put (tiles [0].style, tiles [0].colour, tiles [0].symbol, x, y);
}
}
for (y = maximum (0, player.y - screen_height / 2); (y < player.y + screen_height / 2) && (y < level_height); ++y) {
for (x = maximum (0, player.x - screen_width / 2); (x < player.x + screen_width / 2) && (x < level_width); ++x) {
i = (int) level [y * level_width + x];
screen_put (tiles [i].style, tiles [i].colour, tiles [i].symbol, screen_width / 2 + x - player.x, screen_height / 2 + y - player.y);
}
}
screen_put (bold, cyan, '@', screen_width / 2, screen_height / 2);
//~player.weapon [i] = random (0, 3);
//~player.armour [i] = random (0, 3);
//~for (j = 0; j < points; ++j) {
//~player.point [i] [j] = random (12, 24);
//~}
//~for (j = 0; j < attributes; ++j) {
//~player.attribute [i] [j] = random (1, 4);
//~}
//~player.skill [i] = rand () % skills;
//~player.class [i] = rand () % classes;
for (i = 0; i < members; ++i) {
screen_print (bold, blue, class_name [(int) player.class [i]], screen_width - screen_side, i * (2 + 1 + attributes + 1) + 0, screen_side);
screen_print (bold, white, skill_name [(int) player.skill [i]], screen_width - screen_side, i * (2 + 1 + attributes + 1) + 1, screen_side);
//~for (j = 0; j < points; ++j) {
//~int length = strlen (point_name [player.point [i]]);
//~screen_print (bold, white, point_name [j], screen_width - screen_side, i * (2 + 1 + attributes + 1) + 2 + j, screen_side);
//~screen_print (bold, white, player.point [i], screen_width - screen_side, i * (2 + 1 + attributes) + 2 + j, screen_side);
//~}
//~for (j = 0; j < attributes; ++j) {
//~screen_print (bold, white, attribute_name [j], screen_width - 24, i * (2 + 1 + attributes + 1) + 2 + 1 + j, screen_side);
//~}
screen_print (bold, white, "--------------------------------", screen_width - screen_side, i * (2 + 1 + attributes + 1) + 2 + 1 + attributes, screen_side);
}
synchronize_screen ();
}
free (level);
deinitialize_screen ();
return (0);
}