game.h
| 1 | #ifndef GAME_H |
| 2 | #define GAME_H |
| 3 | #include <stddef.h> |
| 4 | #include <stdbool.h> |
| 5 | #include <assert.h> |
| 6 | #include <helper.h> |
| 7 | #include <darray.h> |
| 8 | |
| 9 | #define MAX(x,y) (x >= y ? x : y) |
| 10 | #define MIN(x,y) (x <= y ? x : y) |
| 11 | |
| 12 | #define ORC (struct monster)\ |
| 13 | {\ |
| 14 | .symbol = 'O',\ |
| 15 | .name = "Zog Zog", \ |
| 16 | .id = m_id++, .current_hp = 10, .max_hp = 10, .dmg = 1,\ |
| 17 | .level = 5 , .xp = 0, .items = darray_new(), .isplayer = false\ |
| 18 | } |
| 19 | |
| 20 | #define EMPTYFIELD (struct object)\ |
| 21 | {\ |
| 22 | .type = NOOBJ,\ |
| 23 | .symbol = ' ',\ |
| 24 | } |
| 25 | #define WALLFIELD (struct object)\ |
| 26 | {\ |
| 27 | .type = WALL,\ |
| 28 | .symbol = '#',\ |
| 29 | } |
| 30 | |
| 31 | extern unsigned m_id; |
| 32 | |
| 33 | enum objtype {NOOBJ = 0, MONSTER, ITEM, WALL, TARGET}; |
| 34 | enum itemtype {NOITEM = 0, EQUIP, USE}; |
| 35 | |
| 36 | struct equip |
| 37 | { |
| 38 | unsigned hp; |
| 39 | unsigned dmg; |
| 40 | bool isequipped; |
| 41 | }; |
| 42 | |
| 43 | struct use |
| 44 | { |
| 45 | unsigned restorehp; |
| 46 | }; |
| 47 | |
| 48 | struct object |
| 49 | { |
| 50 | enum objtype type; |
| 51 | char symbol; |
| 52 | }; |
| 53 | |
| 54 | struct item |
| 55 | { |
| 56 | struct object o; |
| 57 | const char *name; |
| 58 | enum itemtype type; |
| 59 | union |
| 60 | { |
| 61 | struct equip e; |
| 62 | struct use u; |
| 63 | }u; |
| 64 | }; |
| 65 | |
| 66 | |
| 67 | struct monster |
| 68 | { |
| 69 | char symbol; |
| 70 | const char *name; |
| 71 | unsigned id; |
| 72 | unsigned current_hp; |
| 73 | unsigned max_hp; |
| 74 | unsigned dmg; |
| 75 | unsigned level; |
| 76 | unsigned xp; |
| 77 | darray(struct item) items; |
| 78 | bool isplayer; |
| 79 | }; |
| 80 | |
| 81 | struct field |
| 82 | { |
| 83 | union |
| 84 | { |
| 85 | struct object ground; |
| 86 | struct item it; |
| 87 | } *u; |
| 88 | struct monster m; |
| 89 | bool has_monster; |
| 90 | }; |
| 91 | |
| 92 | struct game |
| 93 | { |
| 94 | struct field *map; |
| 95 | size_t xs, ys; |
| 96 | }; |
| 97 | |
| 98 | static inline struct field *game_at(const struct game *g, struct point p) |
| 99 | { |
| 100 | return &g->map[p.y * g->xs + p.x]; |
| 101 | } |
| 102 | |
| 103 | static inline struct game create_game(size_t y, size_t x) |
| 104 | { |
| 105 | size_t res = y * x; |
| 106 | if (y != 0 && res / y != x) { |
| 107 | assert(false); |
| 108 | } |
| 109 | struct game ret; |
| 110 | ret.map = xmalloc(x * y * sizeof(*ret.map)); |
| 111 | ret.xs = x; |
| 112 | ret.ys = y; |
| 113 | |
| 114 | for(size_t i = 0; i < x*y; i++) |
| 115 | { |
| 116 | ret.map[i].u = xmalloc(sizeof(*ret.map[i].u)); |
| 117 | ret.map[i].has_monster = false; |
| 118 | } |
| 119 | |
| 120 | return ret; |
| 121 | } |
| 122 | |
| 123 | static inline void delete_game(struct game *g) |
| 124 | { |
| 125 | for(size_t y = 0; y < g->ys; y++) |
| 126 | { |
| 127 | for(size_t x = 0; x < g->xs; x++) |
| 128 | { |
| 129 | if(game_at(g, (struct point){y,x})->has_monster) |
| 130 | darray_free(game_at(g, (struct point){y,x})->m.items); |
| 131 | free(game_at(g, (struct point){y,x})->u); |
| 132 | } |
| 133 | } |
| 134 | free(g->map); |
| 135 | } |
| 136 | |
| 137 | enum action {MOVE, SPAWN, QUIT, INVENTORY, REDRAW, INVALID}; |
| 138 | enum direction {UP,DOWN,LEFT,RIGHT}; |
| 139 | |
| 140 | struct choice |
| 141 | { |
| 142 | enum action a; |
| 143 | union |
| 144 | { |
| 145 | enum direction d; |
| 146 | }u; |
| 147 | }; |
| 148 | |
| 149 | //returns a point that is relative to p in the direction d |
| 150 | static inline struct point relative(struct point p, enum direction d) |
| 151 | { |
| 152 | switch(d) |
| 153 | { |
| 154 | case UP: |
| 155 | return (struct point){p.y - 1, p.x}; |
| 156 | case DOWN: |
| 157 | return (struct point){p.y + 1, p.x}; |
| 158 | case LEFT: |
| 159 | return (struct point){p.y, p.x - 1}; |
| 160 | case RIGHT: |
| 161 | return (struct point){p.y, p.x + 1}; |
| 162 | default: |
| 163 | assert(false); |
| 164 | } |
| 165 | } |
| 166 | |
| 167 | static inline bool in_bounds(struct game *g, struct point p) |
| 168 | { |
| 169 | if(p.y >= 0 && (size_t)p.y < g->ys && p.x >= 0 && (size_t)p.x < g->xs) |
| 170 | return true; |
| 171 | else |
| 172 | return false; |
| 173 | } |
| 174 | |
| 175 | //randomly puts an enemy in an empty spot on the map |
| 176 | static inline void spawn_enemy(struct game *g) |
| 177 | { |
| 178 | while(true) |
| 179 | { |
| 180 | struct point p = {randrange(0, g->ys), randrange(0, g->xs)}; |
| 181 | if(in_bounds(g, p) && game_at(g, p)->u->ground.type != WALL && !game_at(g, p)->has_monster) { |
| 182 | game_at(g, p)->m = ORC; |
| 183 | game_at(g, p)->has_monster = true; |
| 184 | break; |
| 185 | } |
| 186 | } |
| 187 | } |
| 188 | |
| 189 | void loop(); //main game loop |
| 190 | |
| 191 | #endif |
| 192 |