Modularize rendering
parent
149848dbfa
commit
76d78db559
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@ -1,4 +1,4 @@
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plugins/apple/apple.so: plugins/apple/apple.c plugins/game/game.h
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plugins/apple/apple.so: plugins/apple/apple.c plugins/game/game.h plugins/score/score.h
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cc -g -shared -fpic -o plugins/apple/apple.so plugins/apple/apple.c
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PLUGINS := ${PLUGINS} plugins/apple/apple.so
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@ -1,6 +1,7 @@
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#include <stddef.h>
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#include <stdlib.h>
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#include "../game/game.h"
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#include "../score/score.h"
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static struct entity apple;
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@ -1 +1,2 @@
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game
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score
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@ -1,4 +1,4 @@
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plugins/fireball/fireball.so: plugins/fireball/fireball.c plugins/game/game.h
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plugins/fireball/fireball.so: plugins/fireball/fireball.c plugins/game/game.h plugins/movement/movement.h
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cc -g -shared -fpic -o plugins/fireball/fireball.so plugins/fireball/fireball.c
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PLUGINS := ${PLUGINS} plugins/fireball/fireball.so
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@ -8,15 +8,12 @@
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#include <time.h>
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#include <signal.h>
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#include <termios.h>
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#include <sys/ioctl.h>
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#include <math.h>
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#include <pthread.h>
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#include "game.h"
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#define MAKEBUF(type) type *buf = malloc(sizeof(type)); *buf = arg;
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bool running = true;
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double damage_overlay = 0.0;
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int score = 0;
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/* Shared variables */
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struct color black = {0, 0, 0};
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@ -32,16 +29,20 @@ struct list *entities = & (struct list) {
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.next = NULL,
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};
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/* Private variables */
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struct entity *entity_collision_map[MAP_WIDTH][MAP_HEIGHT] = {{NULL}};
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struct list *air_functions = NULL;
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static bool running = true;
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static double damage_overlay = 0.0;
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static struct color damage_overlay_color;
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struct input_handler *input_handlers[256] = {NULL};
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static struct list *air_functions = NULL;
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static struct input_handler *input_handlers[256] = {NULL};
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static struct entity *render_entities[LIGHT * 2 + 1][LIGHT * 2 + 1];
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static struct list *render_components = NULL;
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void quit()
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{
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running = false;
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}
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/* Helper functions */
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struct color get_color(const char *str)
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{
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@ -50,44 +51,104 @@ struct color get_color(const char *str)
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return (struct color) {r, g, b};
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}
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bool is_outside(int x, int y)
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void set_color(struct color color, bool bg)
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{
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return x >= MAP_WIDTH || x < 0 || y >= MAP_HEIGHT || y < 0;
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printf("\e[%u;2;%u;%u;%um", bg ? 48 : 38, color.r, color.g, color.b);
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}
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void light_color(struct color *color, double light)
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{
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color->r *= light;
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color->g *= light;
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color->b *= light;
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}
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void mix_color(struct color *color, struct color other, double ratio)
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{
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double ratio_total = ratio + 1;
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color->r = (color->r + other.r * ratio) / ratio_total;
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color->g = (color->g + other.g * ratio) / ratio_total;
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color->b = (color->b + other.b * ratio) / ratio_total;
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}
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void dir_to_xy(enum direction dir, int *x, int *y)
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{
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switch (dir) {
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case UP:
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(*y)--;
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break;
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case LEFT:
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(*x)--;
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break;
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case DOWN:
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(*y)++;
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break;
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case RIGHT:
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(*x)++;
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break;
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}
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}
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struct list *add_element(struct list *list, void *element)
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{
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struct list **ptr;
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for (ptr = &list; *ptr != NULL; ptr = &(*ptr)->next)
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;
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*ptr = malloc(sizeof(struct list));
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(*ptr)->element = element;
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(*ptr)->next = NULL;
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return list;
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}
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int clamp(int v, int min, int max)
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{
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return v < min ? min : v > max ? max : v;
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}
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int max(int a, int b)
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{
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return a > b ? a : b;
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}
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int min(int a, int b)
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{
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return a < b ? a : b;
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}
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/* Game-related utility functions */
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void quit()
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{
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running = false;
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}
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bool player_dead()
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{
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return player.health <= 0;
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}
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/* Map functions */
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struct node get_node(int x, int y)
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{
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return is_outside(x, y) ? (struct node) {&outside} : map[x][y];
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}
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bool is_outside(int x, int y)
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{
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return x >= MAP_WIDTH || x < 0 || y >= MAP_HEIGHT || y < 0;
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}
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bool is_solid(int x, int y)
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{
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return get_node(x, y).material->solid;
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}
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bool move(struct entity *entity, int xoff, int yoff)
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{
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int x, y;
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x = entity->x + xoff;
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y = entity->y + yoff;
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if (is_solid(x, y)) {
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if (entity->on_collide)
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entity->on_collide(entity, x, y);
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return false;
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} else if (entity->collide_with_entities && entity_collision_map[x][y]) {
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if (entity->on_collide_with_entity)
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entity->on_collide_with_entity(entity, entity_collision_map[x][y]);
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return false;
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} else {
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entity_collision_map[entity->x][entity->y] = NULL;
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entity->x = x;
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entity->y = y;
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entity_collision_map[entity->x][entity->y] = entity;
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return true;
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}
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}
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/* Entity functions */
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bool spawn(struct entity def, int x, int y, void *data)
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{
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@ -114,6 +175,30 @@ bool spawn(struct entity def, int x, int y, void *data)
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return true;
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}
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bool move(struct entity *entity, int xoff, int yoff)
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{
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int x, y;
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x = entity->x + xoff;
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y = entity->y + yoff;
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if (is_solid(x, y)) {
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if (entity->on_collide)
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entity->on_collide(entity, x, y);
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return false;
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} else if (entity->collide_with_entities && entity_collision_map[x][y]) {
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if (entity->on_collide_with_entity)
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entity->on_collide_with_entity(entity, entity_collision_map[x][y]);
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return false;
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} else {
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entity_collision_map[entity->x][entity->y] = NULL;
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entity->x = x;
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entity->y = y;
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entity_collision_map[entity->x][entity->y] = entity;
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return true;
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}
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}
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void add_health(struct entity *entity, int health)
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{
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bool was_alive = entity->health > 0;
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@ -129,71 +214,27 @@ void add_health(struct entity *entity, int health)
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entity->on_death(entity);
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}
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void add_score(int s)
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/* Register callback functions */
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void register_air_function(struct generator_function arg)
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{
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score += s;
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}
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bool player_dead()
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{
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return player.health <= 0;
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}
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struct list *add_element(struct list *list, void *element)
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{
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struct list **ptr;
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for (ptr = &list; *ptr != NULL; ptr = &(*ptr)->next)
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;
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*ptr = malloc(sizeof(struct list));
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(*ptr)->element = element;
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(*ptr)->next = NULL;
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return list;
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}
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void register_air_function(struct generator_function func)
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{
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struct generator_function *buf = malloc(sizeof(struct generator_function));
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*buf = func;
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MAKEBUF(struct generator_function);
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air_functions = add_element(air_functions, buf);
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}
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void register_input_handler(unsigned char c, struct input_handler handler)
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void register_input_handler(unsigned char c, struct input_handler arg)
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{
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if (input_handlers[c])
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return;
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struct input_handler *buf = malloc(sizeof(struct input_handler));
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*buf = handler;
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MAKEBUF(struct input_handler);
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input_handlers[c] = buf;
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}
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void dir_to_xy(enum direction dir, int *x, int *y)
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void register_render_component(void (*arg)(struct winsize ws))
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{
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switch (dir) {
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case UP:
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(*y)--;
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break;
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case LEFT:
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(*x)--;
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break;
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case DOWN:
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(*y)++;
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break;
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case RIGHT:
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(*x)++;
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break;
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}
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}
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int clamp(int v, int min, int max)
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{
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return v < min ? min : v > max ? max : v;
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}
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render_components = add_element(render_components, arg);
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};
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/* Player */
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/* Rendering */
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void set_color(struct color color, bool bg)
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{
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printf("\e[%u;2;%u;%u;%um", bg ? 48 : 38, color.r, color.g, color.b);
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}
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void light_color(struct color *color, double light)
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{
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color->r *= light;
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color->g *= light;
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color->b *= light;
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}
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void mix_color(struct color *color, struct color other, double ratio)
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{
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double ratio_total = ratio + 1;
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color->r = (color->r + other.r * ratio) / ratio_total;
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color->g = (color->g + other.g * ratio) / ratio_total;
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color->b = (color->b + other.b * ratio) / ratio_total;
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}
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static bool render_color(struct color color, double light, bool bg)
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{
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if (light <= 0.0) {
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@ -301,7 +321,7 @@ static bool render_color(struct color color, double light, bool bg)
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return false;
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} else {
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if (damage_overlay > 0.0)
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mix_color(&color, get_color("#F20000"), damage_overlay * 2.0);
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mix_color(&color, damage_overlay_color, damage_overlay * 2.0);
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light_color(&color, light);
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@ -310,21 +330,14 @@ static bool render_color(struct color color, double light, bool bg)
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}
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}
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static void render(render_entity_list entity_list)
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static void render_map(struct winsize ws)
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{
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printf("\e[2J\e[0;0H");
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struct winsize ws;
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ioctl(STDIN_FILENO, TIOCGWINSZ, &ws);
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int cols = ws.ws_col / 2 - LIGHT * 2;
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int rows = ws.ws_row / 2 - LIGHT;
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int cols_left = ws.ws_col - cols - (LIGHT * 2 + 1) * 2;
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int rows_left = ws.ws_row - rows - (LIGHT * 2 + 1);
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set_color(black, true);
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for (int i = 0; i < rows; i++)
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for (int i = 0; i < ws.ws_col; i++)
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printf(" ");
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@ -346,7 +359,8 @@ static void render(render_entity_list entity_list)
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render_color(node.material->color, light, true);
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struct entity *entity = entity_list[x + LIGHT][y + LIGHT];
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struct entity *entity = render_entities[x + LIGHT][y + LIGHT];
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render_entities[x + LIGHT][y + LIGHT] = NULL;
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if (entity && render_color(entity->color, light, false))
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printf("%s", entity->texture);
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@ -363,42 +377,34 @@ static void render(render_entity_list entity_list)
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for (int i = 0; i < rows_left + 1; i++)
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for (int i = 0; i < ws.ws_col; i++)
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printf(" ");
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printf("\e[0;0H\e[39m");
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printf("\e[32m\e[3mScore:\e[23m %d\e[39m", score);
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printf("\e[0;0");
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for (int i = 0; i < rows; i++)
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printf("\n");
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printf("\t\e[1mInventory\e[22m\n\n");
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printf("\t0x\t\e[3mNothing\e[23m\n");
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printf("\e[0;0H");
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for (int i = 0; i < ws.ws_row - 2; i++)
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printf("\n");
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int hearts_cols = ws.ws_col / 2 - player.max_health;
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for (int i = 0; i < hearts_cols; i++)
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printf(" ");
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set_color((struct color) {255, 0, 0}, false);
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for (int i = 0; i < player.max_health; i++) {
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if (i >= player.health)
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set_color(get_color("#5A5A5A"), false);
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printf("\u2665 ");
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}
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printf("\e[39m\n");
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static void render()
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{
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printf("\e[2J");
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struct winsize ws;
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ioctl(STDIN_FILENO, TIOCGWINSZ, &ws);
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for (struct list *ptr = render_components; ptr != NULL; ptr = ptr->next) {
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printf("\e[0m\e[0;0H");
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set_color(black, true);
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((void (*)(struct winsize ws)) ptr->element)(ws);
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}
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fflush(stdout);
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}
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/* Input */
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static void handle_interrupt(int signal)
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{
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(void) signal;
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quit();
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}
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static void handle_input(unsigned char c)
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{
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struct input_handler *handler = input_handlers[c];
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@ -407,15 +413,6 @@ static void handle_input(unsigned char c)
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handler->callback();
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}
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/* Multithreading */
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static void handle_interrupt(int signal)
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{
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(void) signal;
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running = false;
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}
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static void *input_thread(void *unused)
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{
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(void) unused;
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@ -428,6 +425,103 @@ static void *input_thread(void *unused)
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/* Main Game */
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void game()
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{
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srand(time(0));
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struct sigaction sa;
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sa.sa_handler = &handle_interrupt;
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sigaction(SIGINT, &sa, NULL);
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generate_corridor_random(player.x, player.y);
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for (int i = 0; i < 50; i++)
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generate_corridor_random(rand() % MAP_WIDTH, rand() % MAP_HEIGHT);
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struct termios oldtio, newtio;
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tcgetattr(STDIN_FILENO, &oldtio);
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newtio = oldtio;
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newtio.c_lflag &= ~(ICANON | ECHO);
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tcsetattr(STDIN_FILENO, TCSANOW, &newtio);
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printf("\e[?1049h\e[?25l");
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pthread_t input_thread_id;
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pthread_create(&input_thread_id, NULL, &input_thread, NULL);
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struct timespec ts, ts_old;
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clock_gettime(CLOCK_REALTIME, &ts_old);
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while (running) {
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clock_gettime(CLOCK_REALTIME, &ts);
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double dtime = (double) (ts.tv_sec - ts_old.tv_sec) + (double) (ts.tv_nsec - ts_old.tv_nsec) / 1000000000.0;
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ts_old = ts;
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bool dead = player_dead();
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if (! dead && damage_overlay > 0.0) {
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damage_overlay -= dtime;
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if (damage_overlay < 0.0)
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damage_overlay = 0.0;
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}
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for (struct list **ptr = &entities; *ptr != NULL; ) {
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struct entity *entity = (*ptr)->element;
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if (entity->remove) {
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assert(entity != &player);
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struct list *next = (*ptr)->next;
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if (entity->on_remove)
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entity->on_remove(entity);
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||||
|
||||
if (entity->meta)
|
||||
free(entity->meta);
|
||||
|
||||
if (entity->collide_with_entities)
|
||||
entity_collision_map[entity->x][entity->y] = NULL;
|
||||
|
||||
free(entity);
|
||||
free(*ptr);
|
||||
|
||||
*ptr = next;
|
||||
continue;
|
||||
}
|
||||
|
||||
int dx, dy;
|
||||
|
||||
dx = entity->x - player.x;
|
||||
dy = entity->y - player.y;
|
||||
|
||||
bool visible = abs(dx) <= LIGHT && abs(dy) <= LIGHT;
|
||||
|
||||
if (visible)
|
||||
render_entities[dx + LIGHT][dy + LIGHT] = entity;
|
||||
|
||||
if (! dead && entity->on_step)
|
||||
entity->on_step(entity, (struct entity_step_data) {
|
||||
.dtime = dtime,
|
||||
.visible = visible,
|
||||
.dx = dx,
|
||||
.dy = dy,
|
||||
});
|
||||
|
||||
ptr = &(*ptr)->next;
|
||||
}
|
||||
|
||||
render();
|
||||
|
||||
// there is no such thing as glfwSwapBuffers, so we just wait 1 / 60 seconds to prevent artifacts
|
||||
usleep(1000000 / 60);
|
||||
}
|
||||
|
||||
printf("\e[?1049l\e[?25h");
|
||||
tcsetattr(STDIN_FILENO, TCSANOW, &oldtio);
|
||||
}
|
||||
|
||||
/* Initializer function */
|
||||
|
||||
__attribute__ ((constructor)) static void init()
|
||||
{
|
||||
wall = (struct material) {
|
||||
|
@ -476,103 +570,10 @@ __attribute__ ((constructor)) static void init()
|
|||
.run_if_dead = true,
|
||||
.callback = &quit,
|
||||
});
|
||||
}
|
||||
|
||||
void game()
|
||||
{
|
||||
srand(time(0));
|
||||
register_render_component(&render_map);
|
||||
|
||||
struct sigaction sa;
|
||||
sa.sa_handler = &handle_interrupt;
|
||||
sigaction(SIGINT, &sa, NULL);
|
||||
|
||||
generate_corridor_random(player.x, player.y);
|
||||
|
||||
for (int i = 0; i < 50; i++)
|
||||
generate_corridor_random(rand() % MAP_WIDTH, rand() % MAP_HEIGHT);
|
||||
|
||||
struct termios oldtio, newtio;
|
||||
tcgetattr(STDIN_FILENO, &oldtio);
|
||||
newtio = oldtio;
|
||||
newtio.c_lflag &= ~(ICANON | ECHO);
|
||||
tcsetattr(STDIN_FILENO, TCSANOW, &newtio);
|
||||
|
||||
printf("\e[?1049h\e[?25l");
|
||||
|
||||
pthread_t input_thread_id;
|
||||
pthread_create(&input_thread_id, NULL, &input_thread, NULL);
|
||||
|
||||
struct timespec ts, ts_old;
|
||||
clock_gettime(CLOCK_REALTIME, &ts_old);
|
||||
|
||||
while (running) {
|
||||
clock_gettime(CLOCK_REALTIME, &ts);
|
||||
double dtime = (double) (ts.tv_sec - ts_old.tv_sec) + (double) (ts.tv_nsec - ts_old.tv_nsec) / 1000000000.0;
|
||||
ts_old = ts;
|
||||
|
||||
bool dead = player_dead();
|
||||
|
||||
if (! dead && damage_overlay > 0.0) {
|
||||
damage_overlay -= dtime;
|
||||
|
||||
if (damage_overlay < 0.0)
|
||||
damage_overlay = 0.0;
|
||||
}
|
||||
|
||||
render_entity_list render_list = {{NULL}};
|
||||
|
||||
for (struct list **ptr = &entities; *ptr != NULL; ) {
|
||||
struct entity *entity = (*ptr)->element;
|
||||
|
||||
if (entity->remove) {
|
||||
assert(entity != &player);
|
||||
struct list *next = (*ptr)->next;
|
||||
|
||||
if (entity->on_remove)
|
||||
entity->on_remove(entity);
|
||||
|
||||
if (entity->meta)
|
||||
free(entity->meta);
|
||||
|
||||
if (entity->collide_with_entities)
|
||||
entity_collision_map[entity->x][entity->y] = NULL;
|
||||
|
||||
free(entity);
|
||||
free(*ptr);
|
||||
|
||||
*ptr = next;
|
||||
continue;
|
||||
}
|
||||
|
||||
int dx, dy;
|
||||
|
||||
dx = entity->x - player.x;
|
||||
dy = entity->y - player.y;
|
||||
|
||||
bool visible = abs(dx) <= LIGHT && abs(dy) <= LIGHT;
|
||||
|
||||
if (visible)
|
||||
render_list[dx + LIGHT][dy + LIGHT] = entity;
|
||||
|
||||
if (! dead && entity->on_step)
|
||||
entity->on_step(entity, (struct entity_step_data) {
|
||||
.dtime = dtime,
|
||||
.visible = visible,
|
||||
.dx = dx,
|
||||
.dy = dy,
|
||||
});
|
||||
|
||||
ptr = &(*ptr)->next;
|
||||
}
|
||||
|
||||
render(render_list);
|
||||
|
||||
// there is no such thing as glfwSwapBuffers, so we just wait 1 / 60 seconds to prevent artifacts
|
||||
usleep(1000000 / 60);
|
||||
}
|
||||
|
||||
printf("\e[?1049l\e[?25h");
|
||||
tcsetattr(STDIN_FILENO, TCSANOW, &oldtio);
|
||||
damage_overlay_color = get_color("#F20000");
|
||||
}
|
||||
|
||||
/* Use later */
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#define _GAME_H_
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <sys/ioctl.h>
|
||||
#define MAP_HEIGHT 1000
|
||||
#define MAP_WIDTH 1000
|
||||
#define LIGHT 10
|
||||
|
@ -59,8 +60,6 @@ struct list
|
|||
struct list *next;
|
||||
};
|
||||
|
||||
typedef struct entity *render_entity_list[LIGHT * 2 + 1][LIGHT * 2 + 1];
|
||||
|
||||
struct generator_function
|
||||
{
|
||||
int chance;
|
||||
|
@ -81,8 +80,6 @@ enum direction
|
|||
RIGHT,
|
||||
};
|
||||
|
||||
extern int score;
|
||||
|
||||
extern struct color black;
|
||||
|
||||
extern struct material wall;
|
||||
|
@ -96,27 +93,29 @@ extern struct list *entities;
|
|||
|
||||
extern struct entity *entity_collision_map[MAP_WIDTH][MAP_HEIGHT];
|
||||
|
||||
extern struct list *air_functions;
|
||||
|
||||
extern struct input_handler *input_handlers[256];
|
||||
|
||||
void quit();
|
||||
struct color get_color(const char *str);
|
||||
bool is_outside(int x, int y);
|
||||
struct node get_node(int x, int y);
|
||||
bool is_solid(int x, int y);
|
||||
bool move(struct entity *entity, int xoff, int yoff);
|
||||
bool spawn(struct entity def, int x, int y, void *data);
|
||||
void add_health(struct entity *entity, int health);
|
||||
void add_score(int s);
|
||||
bool player_dead();
|
||||
void set_color(struct color color, bool bg);
|
||||
void light_color(struct color *color, double light);
|
||||
void mix_color(struct color *color, struct color other, double ratio);
|
||||
void register_air_function(struct generator_function func);
|
||||
void register_input_handler(unsigned char c, struct input_handler handler);
|
||||
void dir_to_xy(enum direction dir, int *x, int *y);
|
||||
int clamp(int v, int max, int min);
|
||||
struct list *add_element(struct list *list, void *element);
|
||||
int clamp(int v, int max, int min);
|
||||
int max(int a, int b);
|
||||
int min(int a, int b);
|
||||
|
||||
void quit();
|
||||
bool player_dead();
|
||||
|
||||
struct node get_node(int x, int y);
|
||||
bool is_outside(int x, int y);
|
||||
bool is_solid(int x, int y);
|
||||
|
||||
bool spawn(struct entity def, int x, int y, void *data);
|
||||
bool move(struct entity *entity, int xoff, int yoff);
|
||||
void add_health(struct entity *entity, int health);
|
||||
|
||||
void register_air_function(struct generator_function arg);
|
||||
void register_input_handler(unsigned char c, struct input_handler arg);
|
||||
void register_render_component(void (*arg)(struct winsize ws));
|
||||
|
||||
#endif
|
||||
|
|
|
@ -0,0 +1,4 @@
|
|||
plugins/healthbar/healthbar.so: plugins/healthbar/healthbar.c plugins/game/game.h
|
||||
cc -g -shared -fpic -o plugins/healthbar/healthbar.so plugins/healthbar/healthbar.c
|
||||
|
||||
PLUGINS := ${PLUGINS} plugins/healthbar/healthbar.so
|
|
@ -0,0 +1 @@
|
|||
game
|
|
@ -0,0 +1,30 @@
|
|||
#include <stdio.h>
|
||||
#include "../game/game.h"
|
||||
|
||||
static struct color red = {255, 0, 0};
|
||||
static struct color gray;
|
||||
|
||||
static void render_healthbar(struct winsize ws)
|
||||
{
|
||||
int y = max(ws.ws_row - 2, 0);
|
||||
int x = max(ws.ws_col / 2 - player.max_health, 0);
|
||||
|
||||
printf("\e[%u;%uH", y, x);
|
||||
|
||||
set_color(red, false);
|
||||
|
||||
int health = max(player.health, 0);
|
||||
|
||||
for (int i = 0; i < player.max_health; i++) {
|
||||
if (i == health)
|
||||
set_color(gray, false);
|
||||
printf("♥ ");
|
||||
}
|
||||
}
|
||||
|
||||
__attribute__ ((constructor)) static void init()
|
||||
{
|
||||
gray = get_color("#5A5A5A");
|
||||
|
||||
register_render_component(&render_healthbar);
|
||||
}
|
|
@ -1,4 +1,4 @@
|
|||
plugins/monster/monster.so: plugins/monster/monster.c plugins/game/game.h
|
||||
plugins/monster/monster.so: plugins/monster/monster.c plugins/game/game.h plugins/score/score.h
|
||||
cc -g -shared -fpic -o plugins/monster/monster.so plugins/monster/monster.c
|
||||
|
||||
PLUGINS := ${PLUGINS} plugins/monster/monster.so
|
||||
|
|
|
@ -1 +1,2 @@
|
|||
game
|
||||
score
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include <stdlib.h>
|
||||
#include <stddef.h>
|
||||
#include "../game/game.h"
|
||||
#include "../score/score.h"
|
||||
|
||||
static struct entity monster;
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
plugins/movement/movement.so: plugins/movement/movement.c plugins/game/game.h
|
||||
plugins/movement/movement.so: plugins/movement/movement.c plugins/movement/movement.h plugins/game/game.h
|
||||
cc -g -shared -fpic -o plugins/movement/movement.so plugins/movement/movement.c
|
||||
|
||||
PLUGINS := ${PLUGINS} plugins/movement/movement.so
|
||||
|
|
|
@ -0,0 +1,4 @@
|
|||
plugins/score/score.so: plugins/score/score.c plugins/score/score.h plugins/game/game.h
|
||||
cc -g -shared -fpic -o plugins/score/score.so plugins/score/score.c
|
||||
|
||||
PLUGINS := ${PLUGINS} plugins/score/score.so
|
|
@ -0,0 +1 @@
|
|||
game
|
|
@ -0,0 +1,26 @@
|
|||
#include <stdio.h>
|
||||
#include "../game/game.h"
|
||||
|
||||
static int score = 0;
|
||||
|
||||
void add_score(int s)
|
||||
{
|
||||
score += s;
|
||||
}
|
||||
|
||||
int get_score()
|
||||
{
|
||||
return score;
|
||||
}
|
||||
|
||||
static void render_score(struct winsize ws)
|
||||
{
|
||||
(void) ws;
|
||||
|
||||
printf("\e[32m\e[3mScore:\e[23m %d", score);
|
||||
}
|
||||
|
||||
__attribute__ ((constructor)) static void init()
|
||||
{
|
||||
register_render_component(&render_score);
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
#ifndef _SCORE_H_
|
||||
#define _SCORE_H_
|
||||
|
||||
void add_score(int s);
|
||||
int get_score();
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue