From 512adabfdab10ee623def37bc9096a7efc44a848 Mon Sep 17 00:00:00 2001 From: KikooDX Date: Sun, 15 Aug 2021 03:46:49 +0200 Subject: [PATCH] PascalCase struct names --- include/animation.h | 16 ++++++++-------- include/character.h | 8 ++++---- include/engine.h | 24 ++++++++++++------------ include/map.h | 6 +++--- include/player.h | 6 +++--- src/animation.c | 16 ++++++++-------- src/character.c | 26 +++++++++++++------------- src/engine.c | 18 +++++++++--------- src/game.c | 2 +- src/main.c | 10 +++++----- src/map.c | 6 +++--- src/player.c | 4 ++-- 12 files changed, 71 insertions(+), 71 deletions(-) diff --git a/include/animation.h b/include/animation.h index cb8ec8e..4da234a 100644 --- a/include/animation.h +++ b/include/animation.h @@ -1,13 +1,13 @@ #pragma once #include -struct anim_data; +struct AnimData; -typedef int (anim_function_t)(struct anim_data *data, int init); +typedef int (anim_function_t)(struct AnimData *data, int init); anim_function_t anim_player_walking; anim_function_t anim_player_idle; -struct anim_frame +struct AnimFrame { /*the image*/ bopti_image_t *source; @@ -17,12 +17,12 @@ struct anim_frame int w, h; }; -struct anim_data +struct AnimData { /*the function to call to update the frame*/ anim_function_t *function; /*the anim frame*/ - struct anim_frame img; + struct AnimFrame img; /*if the animation needs to move*/ int dx, dy; /*the direction*/ @@ -34,8 +34,8 @@ struct anim_data }; /*draw the frame*/ -void dframe(int x, int y, struct anim_frame const frame); +void dframe(int x, int y, struct AnimFrame const frame); /*animation for player walking*/ -int anim_player_walking(struct anim_data *data, int init); +int anim_player_walking(struct AnimData *data, int init); /*animation for player doing nothing*/ -int anim_player_idle(struct anim_data *data, int init); \ No newline at end of file +int anim_player_idle(struct AnimData *data, int init); diff --git a/include/character.h b/include/character.h index 4bf4bbd..a015c59 100644 --- a/include/character.h +++ b/include/character.h @@ -1,6 +1,6 @@ #pragma once -struct character { +struct Character { /*the position of the character*/ int x, y; /*the name*/ @@ -10,8 +10,8 @@ struct character { }; /*draw the dialog of a specified character*/ -void draw_dialog(struct character *character); +void draw_dialog(struct Character *character); /*find the character using the player's position*/ -struct character* get_character_xy(struct character *characters[], int x, int y); +struct Character* get_character_xy(struct Character *characters[], int x, int y); /*get the characters for a specified map*/ -struct character** get_map_characters(int id); \ No newline at end of file +struct Character** get_map_characters(int id); diff --git a/include/engine.h b/include/engine.h index ba14751..43a81da 100644 --- a/include/engine.h +++ b/include/engine.h @@ -2,30 +2,30 @@ #define ENGINE_TICK 35 -struct game { +struct Game { /*the current map to display*/ - struct map *map; + struct Map *map; /*the player*/ - struct player *player; + struct Player *player; /*list of all the characters on the map*/ - struct character **characters; + struct Character **characters; /*the background color*/ int background; }; /*draw the current state of the game*/ -void engine_draw(struct game const *game); +void engine_draw(struct Game const *game); /*draw the map around the player*/ -void engine_draw_map_around_player(struct game const *game); +void engine_draw_map_around_player(struct Game const *game); /*draw the player*/ -void engine_draw_player(struct player const *player); +void engine_draw_player(struct Player const *player); /*move the player to the direction*/ -int engine_move(struct game *game, int direction); +int engine_move(struct Game *game, int direction); /*update the player animation*/ -void engine_tick(struct game *game, int dt); +void engine_tick(struct Game *game, int dt); /*set the background color*/ -void engine_set_background(struct game *game, int color); +void engine_set_background(struct Game *game, int color); /*make an interaction with something*/ -void engine_action(struct game const *game, int action); +void engine_action(struct Game const *game, int action); /*check the current position of the player. To perform action depends of his location*/ -void engine_check_position(struct game *game); \ No newline at end of file +void engine_check_position(struct Game *game); diff --git a/include/map.h b/include/map.h index ff7496c..71f6a30 100644 --- a/include/map.h +++ b/include/map.h @@ -3,7 +3,7 @@ #include #include "engine.h" -struct map { +struct Map { /*width, height and the number of layer of the map (max 2)*/ int w, h, nb_layer; /*the tileset to use*/ @@ -24,6 +24,6 @@ enum map_state { }; /*check if a tile is walkable*/ -int map_walkable(struct map const *map, int x, int y); +int map_walkable(struct Map const *map, int x, int y); /*get the tile under the player*/ -int map_get_player_tile(struct game const *game); \ No newline at end of file +int map_get_player_tile(struct Game const *game); diff --git a/include/player.h b/include/player.h index 329ef1f..1954640 100644 --- a/include/player.h +++ b/include/player.h @@ -3,7 +3,7 @@ #include "animation.h" #include "engine.h" -struct player { +struct Player { /*current position of the player on the map*/ int x, y; /*the direction the player facing to*/ @@ -14,8 +14,8 @@ struct player { int show_x, show_y; /*the current animation*/ int idle; - struct anim_data anim; + struct AnimData anim; }; /*return the info tile value the player is facing to*/ -int player_facing(struct game const *game); \ No newline at end of file +int player_facing(struct Game const *game); diff --git a/src/animation.c b/src/animation.c index 2c6055e..e8f9073 100644 --- a/src/animation.c +++ b/src/animation.c @@ -4,7 +4,7 @@ #include "engine.h" #include "game.h" -struct sheet +struct Sheet { /*the sheet image of the animation*/ bopti_image_t *img; @@ -15,14 +15,14 @@ struct sheet }; extern bopti_image_t img_spritesheet; -struct sheet const anim_player = { +struct Sheet const anim_player = { .img = &img_spritesheet, .frame_w = 16, .frame_h = 21, }; -static struct anim_frame anim_frame(struct sheet const *sheet, int col, int row) { - struct anim_frame f = { +static struct AnimFrame anim_frame(struct Sheet const *sheet, int col, int row) { + struct AnimFrame f = { .source = sheet->img, .left = sheet->frame_w * col, .top = sheet->frame_h * row, @@ -33,13 +33,13 @@ static struct anim_frame anim_frame(struct sheet const *sheet, int col, int row) } /*draw the frame*/ -void dframe(int x, int y, struct anim_frame const frame) { +void dframe(int x, int y, struct AnimFrame const frame) { dsubimage(x, y, frame.source, frame.left, frame.top, frame.w, frame.h, DIMAGE_NONE); } /*animation for player walking*/ -int anim_player_walking(struct anim_data *data, int init) { +int anim_player_walking(struct AnimData *data, int init) { if(init) { data->function = anim_player_walking; data->frame = 0; @@ -66,7 +66,7 @@ int anim_player_walking(struct anim_data *data, int init) { } /*animation for player doing nothing*/ -int anim_player_idle(struct anim_data *data, int init) { +int anim_player_idle(struct AnimData *data, int init) { if(init) { data->function = anim_player_idle; data->frame = 0; @@ -80,4 +80,4 @@ int anim_player_idle(struct anim_data *data, int init) { data->dy = 0; data->img = anim_frame(&anim_player, data->dir, data->frame); return 0; -} \ No newline at end of file +} diff --git a/src/character.c b/src/character.c index 0cf0254..2951ea1 100644 --- a/src/character.c +++ b/src/character.c @@ -5,7 +5,7 @@ #include "engine.h" #include "map.h" -struct character character_default = { +struct Character character_default = { .x = 0, .y = 0, .name = "default name", @@ -13,7 +13,7 @@ struct character character_default = { }; /*draw the dialog of a specified character*/ -void draw_dialog(struct character *character) { +void draw_dialog(struct Character *character) { drect(20,10,370,80,C_WHITE); dprint(25,20, C_BLACK, "(%d,%d)", character->x, character->y); dprint(25,40, C_BLACK, "%s", character->name); @@ -31,7 +31,7 @@ void draw_dialog(struct character *character) { } /*find the character using the player's position*/ -struct character* get_character_xy(struct character *characters[], int x, int y) { +struct Character* get_character_xy(struct Character *characters[], int x, int y) { int i = 0; while(strcmp(characters[i]->name,"default name") != 0) { if(characters[i]->x == x && characters[i]->y == y) return characters[i]; @@ -41,16 +41,16 @@ struct character* get_character_xy(struct character *characters[], int x, int y) } /*get the characters for a specified map*/ -struct character** get_map_characters(int id) { +struct Character** get_map_characters(int id) { if(id == 1) { - extern struct character character_Tituya; - extern struct character character_Lephenixnoir; - extern struct character character_Tituya2; - extern struct character character_KikooDX; - extern struct character character_Massena; - extern struct character character_PancarteVille; + extern struct Character character_Tituya; + extern struct Character character_Lephenixnoir; + extern struct Character character_Tituya2; + extern struct Character character_KikooDX; + extern struct Character character_Massena; + extern struct Character character_PancarteVille; - static struct character *characters[] = { + static struct Character *characters[] = { &character_Tituya, &character_Lephenixnoir, &character_Massena, @@ -61,6 +61,6 @@ struct character** get_map_characters(int id) { }; return characters; } - static struct character *characters[] = {}; + static struct Character *characters[] = {}; return characters; -} \ No newline at end of file +} diff --git a/src/engine.c b/src/engine.c index 1941414..3e160ce 100644 --- a/src/engine.c +++ b/src/engine.c @@ -9,14 +9,14 @@ #include "character.h" /*draw the current state of the game*/ -void engine_draw(struct game const *game) { +void engine_draw(struct Game const *game) { dclear(game->background); engine_draw_map_around_player(game); engine_draw_player(game->player); } /*draw the map around the player*/ -void engine_draw_map_around_player(struct game const *game) { +void engine_draw_map_around_player(struct Game const *game) { const int level_width = game->map->w; const int taillemap = game->map->w * game->map->h; const int posx = game->player->show_x; @@ -90,13 +90,13 @@ void engine_draw_map_around_player(struct game const *game) { } /*draw the player*/ -void engine_draw_player(struct player const *player) { +void engine_draw_player(struct Player const *player) { dframe(player->show_x * 16, player->show_y * 16 - 5, player->anim.img); //draw the player 5 pixel up dprint(1,1,C_BLACK,"%d:%d",player->x, player->y); } /*move the player to the direction*/ -int engine_move(struct game *game, int direction) { +int engine_move(struct Game *game, int direction) { int dx = (direction == DIR_RIGHT) - (direction == DIR_LEFT); int dy = (direction == DIR_DOWN) - (direction == DIR_UP); @@ -119,7 +119,7 @@ int engine_move(struct game *game, int direction) { } /*update the player animation*/ -void engine_tick(struct game *game, int dt) { +void engine_tick(struct Game *game, int dt) { game->player->anim.duration -= dt; if(game->player->anim.duration <= 0) { @@ -128,12 +128,12 @@ void engine_tick(struct game *game, int dt) { } /*set the background color*/ -void engine_set_background(struct game *game, int color) { +void engine_set_background(struct Game *game, int color) { game->background = color; } /*make an interaction with something*/ -void engine_action(struct game const *game, int action) { +void engine_action(struct Game const *game, int action) { if(action == ACTION_SHIFT) { if(player_facing(game) == TILE_CHARACTER) { int direction = game->player->direction; @@ -145,11 +145,11 @@ void engine_action(struct game const *game, int action) { } /*check the current position of the player. To perform action depends of his location*/ -void engine_check_position(struct game *game) { +void engine_check_position(struct Game *game) { int player_curr_tile = map_get_player_tile(game); if(player_curr_tile == TILE_DOOR) { engine_set_background(game, C_BLACK); } else { engine_set_background(game, C_WHITE); } -} \ No newline at end of file +} diff --git a/src/game.c b/src/game.c index a69dd3b..5ab6391 100644 --- a/src/game.c +++ b/src/game.c @@ -24,4 +24,4 @@ int get_inputs(void) { if(key == KEY_SHIFT) return ACTION_SHIFT; if(key == KEY_ALPHA) return ACTION_ALPHA; } -} \ No newline at end of file +} diff --git a/src/main.c b/src/main.c index 0f9c947..5c48aa9 100644 --- a/src/main.c +++ b/src/main.c @@ -10,9 +10,9 @@ #include #include -extern struct map map_1; +extern struct Map map_1; -struct map *maps[] = { +struct Map *maps[] = { &map_1, }; @@ -23,7 +23,7 @@ static int callback_tick(volatile int *tick) { int main(void) { /*Structure definition*/ - struct player player = { + struct Player player = { .x = 32, .y = 30, .show_x = 12, @@ -34,7 +34,7 @@ int main(void) { }; player.idle = !anim_player_idle(&player.anim, 1); - struct game game = { + struct Game game = { .map = maps[0], .player = &player, .background = C_WHITE @@ -67,4 +67,4 @@ int main(void) { if(t >= 0) timer_stop(t); return 0; -} \ No newline at end of file +} diff --git a/src/map.c b/src/map.c index 1b1cde1..6a7b3ec 100644 --- a/src/map.c +++ b/src/map.c @@ -3,13 +3,13 @@ #include "player.h" /*check if a tile is walkable*/ -int map_walkable(struct map const *map, int x, int y) { +int map_walkable(struct Map const *map, int x, int y) { int tile = map->info_map[x + map->w * y]; if(x < 0 || x > map->w-1 || y < 0 || y > map->h-1) return 0; return (tile != TILE_SOLID && tile != TILE_CHARACTER); } /*get the tile under the player*/ -int map_get_player_tile(struct game const *game) { +int map_get_player_tile(struct Game const *game) { return game->map->info_map[game->player->x + game->map->w * game->player->y]; -} \ No newline at end of file +} diff --git a/src/player.c b/src/player.c index e33ad10..0ad9d49 100644 --- a/src/player.c +++ b/src/player.c @@ -7,7 +7,7 @@ return the info tile value the player is facing to TILE_SOLID by default (out of bound) */ -int player_facing(struct game const *game) { +int player_facing(struct Game const *game) { int direction = game->player->direction; int dx = (direction == DIR_RIGHT) - (direction == DIR_LEFT); int dy = (direction == DIR_DOWN) - (direction == DIR_UP); @@ -20,4 +20,4 @@ int player_facing(struct game const *game) { return game->map->info_map[index]; } return TILE_SOLID; -} \ No newline at end of file +}