Added some more comments.
- Commented the data structures in areadata.h and gamelogic.h.
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@ -9,30 +9,32 @@
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// -=[ Area/Paths: ]=-:
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// -=[ Area/Paths: ]=-:
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// ====================
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// ====================
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// Let the compiler know that we're going to define these types:
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typedef struct playerPath playerPath;
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typedef struct playerPath playerPath;
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typedef struct playerArea playerArea;
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typedef struct playerArea playerArea;
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// A path, which contains a name, and a pointer to the area which the player will travel to:
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struct playerPath
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struct playerPath
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{
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{
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char pathName[32];
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char pathName[32];
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playerArea * areaToJoin;
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playerArea * areaToJoin;
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};
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};
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// An area, containing a list of paths exiting from the area, and a name and description of the area:
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struct playerArea
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struct playerArea
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{
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{
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list * pathList;
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list * pathList;
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char areaName[32];
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char areaName[32];
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char areaDescription[MAX - 35];
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char areaDescription[MAX - 35];
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// playerPath * areaExits[16];
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};
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};
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// Create an area given a name and description:
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// Create an area given a name and description, returning a pointer to the new area:
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playerArea * createArea(char * nameString, char * descriptionString);
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playerArea * createArea(char * nameString, char * descriptionString);
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// Create a path between two areas given two areas and two strings:
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// Create a path between two areas given two areas and two strings, adding it to the both area's list of paths:
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int createPath(playerArea * fromArea, playerArea * toArea, char * fromDescription, char * toDescription);
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int createPath(playerArea * fromArea, playerArea * toArea, char * fromDescription, char * toDescription);
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// Create a one-way path between two areas given two areas and a string:
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// Create a one-way path between two areas given two areas and a string, adding it to the first area's list of paths:
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int createOneWayPath(playerArea * fromArea, playerArea * toArea, char * description);
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int createOneWayPath(playerArea * fromArea, playerArea * toArea, char * description);
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// TO BE IMPLEMENTED:
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// TO BE IMPLEMENTED:
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@ -12,6 +12,7 @@
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// -=[ Data Structures ]=-:
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// -=[ Data Structures ]=-:
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// ========================
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// ========================
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// An event for storing the information
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typedef struct commandEvent commandEvent;
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typedef struct commandEvent commandEvent;
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typedef struct commandEvent
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typedef struct commandEvent
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{
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{
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@ -83,6 +84,7 @@ int evaluateNextCommand(gameLogicParameters * parameters, commandQueue * queue);
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// -=[ Gameplay Primitives ]=-:
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// -=[ Gameplay Primitives ]=-:
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// ============================
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// ============================
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// The possible outcomes of a check or challenge:
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typedef enum outcome
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typedef enum outcome
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{
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{
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CRITICAL_FAILURE,
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CRITICAL_FAILURE,
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