Adding first map print routine.

This commit is contained in:
sergiotarxz 2021-12-08 12:55:26 +01:00
parent 9dde2827ed
commit 98fe29c9aa
4 changed files with 209 additions and 56 deletions

18
include/l3tde/game.h Normal file
View File

@ -0,0 +1,18 @@
#pragma once
#include <l3tde/map.h>
typedef struct {
L3TDEMapPtr current_map;
size_t x_pos, y_pos;
} L3TDEGame;
typedef L3TDEGame *L3TDEGamePtr;
void l3tde_game_init (void);
L3TDEGamePtr
l3tde_game_create (L3TDEMapPtr current_map,
size_t x_pos, size_t y_pos);
void
l3tde_game_destroy (L3TDEGamePtr game);

View File

@ -8,6 +8,7 @@ l3tdedeps = [
sources = [
'src/main.c',
'src/game.c',
'src/map.c',
'src/map/warp.c',
'src/map/node.c',

188
src/game.c Normal file
View File

@ -0,0 +1,188 @@
#include <stdlib.h>
#include <stdlib.h>
#include <ncurses.h>
#include <string.h>
#include <l3tde/game.h>
#include <l3tde/map.h>
static L3TDEMapPtr
l3tde_game_create_default_map (void);
static L3TDEGamePtr
l3tde_game_create_default_game (void);
void
l3tde_game_render_game (L3TDEGamePtr game);
static size_t
l3tde_game_render_game_get_start_node (size_t current_pos,
size_t nodes_len, size_t max);
static void
l3tde_game_render_game_get_start_nodes (L3TDEGamePtr game,
int max_x, int max_y, size_t *x, size_t *y);
void
l3tde_game_init (void) {
L3TDEGamePtr game = l3tde_game_create_default_game ();
initscr ();
raw ();;
keypad (stdscr, TRUE);
noecho ();
l3tde_game_render_game (game);;
getch ();
refresh ();
endwin ();
}
void
l3tde_game_render_game (L3TDEGamePtr game) {
size_t start_node_x, start_node_y;
size_t max_node_x, max_node_y;
size_t nodes_x_len, nodes_y_len;
int max_x, max_y;
getmaxyx(stdscr, max_y, max_x);
L3TDEMapPtr current_map = game->current_map;
nodes_x_len = current_map->nodes_x_len;
nodes_y_len = current_map->nodes_y_len;
l3tde_game_render_game_get_start_nodes (game,
max_x, max_y, &start_node_x, &start_node_y);
max_node_x = start_node_x + max_x;
max_node_y = start_node_y + max_y;
if (max_node_x > nodes_x_len) {
max_node_x = nodes_x_len;
}
if (max_node_y > nodes_y_len) {
max_node_y = nodes_y_len;
}
int printing_x = 0;
for (size_t i = start_node_x; i<max_node_x; i++, printing_x++) {
int printing_y = 0;
for (size_t j = start_node_y; j<max_node_y; j++, printing_y++) {
L3TDEMapNodePtr node = current_map->nodes[i][j];
L3TDEMapTerrainPtr terrain = node->terrain;
char symbol = terrain->symbol;
mvprintw (printing_y, printing_x, "%c", symbol);
}
}
}
static void
l3tde_game_render_game_get_start_nodes (L3TDEGamePtr game,
int max_x, int max_y, size_t *x, size_t *y) {
size_t nodes_x_len, nodes_y_len;
size_t current_pos_x, current_pos_y;
L3TDEMapPtr current_map = game->current_map;
current_pos_x = game->x_pos;
current_pos_y = game->y_pos;
nodes_x_len = current_map->nodes_x_len;
nodes_y_len = current_map->nodes_y_len;
*x = l3tde_game_render_game_get_start_node (current_pos_x,
nodes_x_len, max_x);
*y = l3tde_game_render_game_get_start_node (current_pos_y,
nodes_y_len, max_y);
}
static size_t
l3tde_game_render_game_get_start_node (size_t current_pos,
size_t nodes_len, size_t max) {
int center = max / 2;
size_t draw_center;
size_t start_pos;
if (current_pos < center) {
draw_center = center;
} else if (nodes_len - current_pos >= center ) {
draw_center = nodes_len - center;
} else {
draw_center = current_pos;
}
if (center > draw_center) {
start_pos = 0;
} else {
start_pos = draw_center - center;
}
return start_pos;
}
static L3TDEGamePtr
l3tde_game_create_default_game (void) {
L3TDEMapPtr map = l3tde_game_create_default_map ();
L3TDEGamePtr game = l3tde_game_create (map, 0, 0);
return game;
}
static L3TDEMapPtr
l3tde_game_create_default_map (void) {
L3TDEMapNodePtr **nodes;
L3TDEMapHeaderPtr header;
L3TDEMapTerrainPtr terrain;
L3TDEMapPtr map;
const char *terrain_name = "grass";
const char *header_name = "all_green";
const char *header_description = "This is dummy map where all is green.";
size_t nodes_len = 80;
size_t terrain_name_len = strlen (terrain_name);
size_t header_name_len = strlen (header_name);
size_t header_descrition_len = strlen (header_description);
nodes = malloc (sizeof *nodes * nodes_len);
header = l3tde_map_header_create (
header_name, header_name_len,
header_description, header_descrition_len);
terrain = l3tde_map_terrain_create (
terrain_name, terrain_name_len, '.', 0, 0);
for (int i = 0; i < nodes_len; i++) {
nodes[i] = malloc (sizeof **nodes * nodes_len);
L3TDEMapNodePtr *y_nodes = nodes[i];
for (int j = 0; j < nodes_len; j++) {
y_nodes[j] = l3tde_map_node_create (terrain,
L3TDE_MAP_NODE_NAVIGATION_WALKABLE);
}
}
map = l3tde_map_create (header, nodes, nodes_len, nodes_len, NULL, 0);
return map;
}
L3TDEGamePtr
l3tde_game_create (L3TDEMapPtr map,
size_t x, size_t y) {
L3TDEGamePtr self = malloc (sizeof *self);
self->current_map = map;
self->x_pos = x;
self->y_pos = y;
return self;
}
void
l3tde_game_destroy (L3TDEGamePtr self) {
if (self->current_map) {
l3tde_map_destroy (self->current_map);
self->current_map = NULL;
}
free (self);
}
void l3tde_game_render () {
}

View File

@ -1,60 +1,6 @@
#include <stdlib.h>
#include <ncurses.h>
#include <string.h>
#include <l3tde/map.h>
#include <l3tde/map/terrain.h>
#include <l3tde/map/node.h>
#include <l3tde/map/header.h>
#include <l3tde/game.h>
int
main () {
L3TDEMapNodePtr **nodes;
L3TDEMapHeaderPtr header;
L3TDEMapTerrainPtr terrain;
L3TDEMapPtr map;
const char *terrain_name = "grass";
const char *header_name = "all_green";
const char *header_description = "This is dummy map where all is green.";
size_t nodes_len = 80;
size_t terrain_name_len = strlen (terrain_name);
size_t header_name_len = strlen (header_name);
size_t header_descrition_len = strlen (header_description);
nodes = malloc (sizeof *nodes * nodes_len);
header = l3tde_map_header_create (
header_name, header_name_len,
header_description, header_descrition_len);
terrain = l3tde_map_terrain_create (
terrain_name, terrain_name_len, '.', 0, 0);
for (int i = 0; i < nodes_len; i++) {
nodes[i] = malloc (sizeof **nodes * nodes_len);
L3TDEMapNodePtr *y_nodes = nodes[i];
for (int j = 0; j < nodes_len; j++) {
y_nodes[j] = l3tde_map_node_create (terrain,
L3TDE_MAP_NODE_NAVIGATION_WALKABLE);
}
}
map = l3tde_map_create (header, nodes, nodes_len, nodes_len, NULL, 0);
initscr ();
raw ();;
keypad (stdscr, TRUE);
noecho ();
refresh ();
endwin ();
l3tde_map_destroy (map);
l3tde_map_terrain_destroy (terrain);
map = NULL;
terrain = NULL;
return 0;
l3tde_game_init ();
}