#include #include #include #include #include #include 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_loop (L3TDEGamePtr game); void l3tde_game_init (void) { L3TDEGamePtr game = l3tde_game_create_default_game (); initscr (); start_color (); curs_set (0); raw (); keypad (stdscr, TRUE); noecho (); l3tde_game_loop (game); endwin (); } void l3tde_game_loop (L3TDEGamePtr game) { int input; while (1) { clear (); l3tde_game_render_game (game); input = getch (); bool end_game = 0; switch (input) { case KEY_UP: if (game->y_pos) { (game->y_pos)--; } break; case KEY_DOWN: if (game->current_map ->nodes_y_len -1 > game->y_pos) { (game->y_pos)++; } break; case KEY_RIGHT: if (game->current_map ->nodes_x_len -1 > game->x_pos) { (game->x_pos)++; } break; case KEY_LEFT: if (game->x_pos) { (game->x_pos)--; } break; case 'q': end_game = 1; } if (end_game) break; } } 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; int current_pos_map_x, current_pos_map_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); fprintf (stderr, "%ld %ld\n", 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; inodes[i][j]; L3TDEMapTerrainPtr terrain = node->terrain; char symbol = terrain->symbol; init_pair(1, terrain->foreground, terrain->background); attron (COLOR_PAIR (1)); mvprintw (printing_y, printing_x, "%c", symbol); attroff (COLOR_PAIR (1)); } } current_pos_map_x = game->x_pos - start_node_x; current_pos_map_y = game->y_pos - start_node_y; attron (A_BOLD); mvprintw (current_pos_map_y, current_pos_map_x, "@"); attroff (A_BOLD); } 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 - 1; } 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 = 200; 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, '.', COLOR_GREEN, 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 () { }