Simple text-based inventory manipulater












0












$begingroup$


I was bored so I crapped out a simple game that responds to commands and manipulates an inventory.



I am interested in other possible ways to handle the inventory,
and I think I went overboard with the linked lists



#include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>

#include <time.h>
#include <editline/readline.h>
#include <editline/history.h>

typedef struct command_args {
struct command_args* next;
char* arg;
} command_args_t;


void command_add_item(command_args_t, uint8_t);
void command_show_inventory(command_args_t, uint8_t);
void command_bye(command_args_t, uint8_t);

typedef void (*command_func_t)(command_args_t, uint8_t);


#define COMMAND_NUMBER 3
char* command_table = {
"add",
"inventory",
"bye"
};

command_func_t command_func_table = {
&command_add_item,
&command_show_inventory,
&command_bye
};

#define ADD_ARGS 4

#define WEAPON 0x0001
#define ARMOR 0x0002
#define MAGIC 0x0004
#define MISC 0x0008

typedef struct items {
struct items* next;
char* name;
uint16_t price;
uint8_t weight;
uint8_t type;
} items;

typedef struct player {
uint16_t coins;
uint8_t health;
items i;
} player;

player hero;

items* inventory_current = &hero.i;
void add_item(char* name, uint16_t price, uint8_t weight, uint8_t type) {
inventory_current->next = (items*)malloc(sizeof(items));
inventory_current->next->name = strdup(name);
inventory_current->next->price = price;
inventory_current->next->weight = weight;
inventory_current->next->type = type;
inventory_current->next->next = NULL;

inventory_current = inventory_current->next;

return;
}

void command_add_item(command_args_t args, uint8_t argc) {
if(argc < ADD_ARGS) {
printf("[!] you're missing somethingn");
return;
}

printf("tName: %sn", args.arg);
printf("tPrice: %s", args.next->arg);
printf("tWeight: %s", args.next->next->arg);
printf("tType: %sn", args.next->next->next->arg);

add_item(args.arg, atoi(args.next->arg), atoi(args.next->next->arg), atoi(args.next->next->next->arg));

return;
}

void show_inventory() {
items* current = &hero.i;
for(; current; current = current->next) {
printf("tINVENTORYn");
printf("ttName: %sn", current->name);
printf("ttPrice: %d", current->price);
printf("tt Weight: %d", current->weight);
printf("ttType: %dn", current->type);
}

return;
}

void command_show_inventory(command_args_t _args, uint8_t _argc) {
show_inventory();
}

void command_bye(command_args_t _args, uint8_t _argc) {
exit(0);
}


void process_input(char* input) {
char* term;
command_func_t command = NULL;
command_args_t args;
uint8_t argc;

term = strtok(input, " ");

for(size_t i = 0; i < COMMAND_NUMBER; i++) {
if(strcmp(term ,command_table[i]) == 0) {
command = command_func_table[i];
break;
}
}

if(!command) {
printf("How should I know how to do that?n");
return;
}

args.next = malloc(sizeof(command_args_t));
command_args_t* current = &args;
for(argc = 0; term = strtok(NULL, " "); argc++) {
current->next = malloc(sizeof(command_args_t));
current->arg = term;
current = current->next;
}
current->next = NULL;

command(args, argc);
}

int main() {
srand(time(NULL));

hero.health = 100;
hero.coins = 10;
hero.i.name = "Inventory";
hero.i.weight = 0;
hero.i.price = 0;
hero.i.type = MISC;
hero.i.next = NULL;

//add_item("Inventory", 0, 0, MISC);

char* input;
while(input = readline("> ")) {
if(input == "") continue;
add_history(input);
process_input(input);
free(input);
}
}








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    0












    $begingroup$


    I was bored so I crapped out a simple game that responds to commands and manipulates an inventory.



    I am interested in other possible ways to handle the inventory,
    and I think I went overboard with the linked lists



    #include <stdio.h>
    #include <stdint.h>
    #include <stdlib.h>
    #include <string.h>

    #include <time.h>
    #include <editline/readline.h>
    #include <editline/history.h>

    typedef struct command_args {
    struct command_args* next;
    char* arg;
    } command_args_t;


    void command_add_item(command_args_t, uint8_t);
    void command_show_inventory(command_args_t, uint8_t);
    void command_bye(command_args_t, uint8_t);

    typedef void (*command_func_t)(command_args_t, uint8_t);


    #define COMMAND_NUMBER 3
    char* command_table = {
    "add",
    "inventory",
    "bye"
    };

    command_func_t command_func_table = {
    &command_add_item,
    &command_show_inventory,
    &command_bye
    };

    #define ADD_ARGS 4

    #define WEAPON 0x0001
    #define ARMOR 0x0002
    #define MAGIC 0x0004
    #define MISC 0x0008

    typedef struct items {
    struct items* next;
    char* name;
    uint16_t price;
    uint8_t weight;
    uint8_t type;
    } items;

    typedef struct player {
    uint16_t coins;
    uint8_t health;
    items i;
    } player;

    player hero;

    items* inventory_current = &hero.i;
    void add_item(char* name, uint16_t price, uint8_t weight, uint8_t type) {
    inventory_current->next = (items*)malloc(sizeof(items));
    inventory_current->next->name = strdup(name);
    inventory_current->next->price = price;
    inventory_current->next->weight = weight;
    inventory_current->next->type = type;
    inventory_current->next->next = NULL;

    inventory_current = inventory_current->next;

    return;
    }

    void command_add_item(command_args_t args, uint8_t argc) {
    if(argc < ADD_ARGS) {
    printf("[!] you're missing somethingn");
    return;
    }

    printf("tName: %sn", args.arg);
    printf("tPrice: %s", args.next->arg);
    printf("tWeight: %s", args.next->next->arg);
    printf("tType: %sn", args.next->next->next->arg);

    add_item(args.arg, atoi(args.next->arg), atoi(args.next->next->arg), atoi(args.next->next->next->arg));

    return;
    }

    void show_inventory() {
    items* current = &hero.i;
    for(; current; current = current->next) {
    printf("tINVENTORYn");
    printf("ttName: %sn", current->name);
    printf("ttPrice: %d", current->price);
    printf("tt Weight: %d", current->weight);
    printf("ttType: %dn", current->type);
    }

    return;
    }

    void command_show_inventory(command_args_t _args, uint8_t _argc) {
    show_inventory();
    }

    void command_bye(command_args_t _args, uint8_t _argc) {
    exit(0);
    }


    void process_input(char* input) {
    char* term;
    command_func_t command = NULL;
    command_args_t args;
    uint8_t argc;

    term = strtok(input, " ");

    for(size_t i = 0; i < COMMAND_NUMBER; i++) {
    if(strcmp(term ,command_table[i]) == 0) {
    command = command_func_table[i];
    break;
    }
    }

    if(!command) {
    printf("How should I know how to do that?n");
    return;
    }

    args.next = malloc(sizeof(command_args_t));
    command_args_t* current = &args;
    for(argc = 0; term = strtok(NULL, " "); argc++) {
    current->next = malloc(sizeof(command_args_t));
    current->arg = term;
    current = current->next;
    }
    current->next = NULL;

    command(args, argc);
    }

    int main() {
    srand(time(NULL));

    hero.health = 100;
    hero.coins = 10;
    hero.i.name = "Inventory";
    hero.i.weight = 0;
    hero.i.price = 0;
    hero.i.type = MISC;
    hero.i.next = NULL;

    //add_item("Inventory", 0, 0, MISC);

    char* input;
    while(input = readline("> ")) {
    if(input == "") continue;
    add_history(input);
    process_input(input);
    free(input);
    }
    }








    share









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      0












      0








      0





      $begingroup$


      I was bored so I crapped out a simple game that responds to commands and manipulates an inventory.



      I am interested in other possible ways to handle the inventory,
      and I think I went overboard with the linked lists



      #include <stdio.h>
      #include <stdint.h>
      #include <stdlib.h>
      #include <string.h>

      #include <time.h>
      #include <editline/readline.h>
      #include <editline/history.h>

      typedef struct command_args {
      struct command_args* next;
      char* arg;
      } command_args_t;


      void command_add_item(command_args_t, uint8_t);
      void command_show_inventory(command_args_t, uint8_t);
      void command_bye(command_args_t, uint8_t);

      typedef void (*command_func_t)(command_args_t, uint8_t);


      #define COMMAND_NUMBER 3
      char* command_table = {
      "add",
      "inventory",
      "bye"
      };

      command_func_t command_func_table = {
      &command_add_item,
      &command_show_inventory,
      &command_bye
      };

      #define ADD_ARGS 4

      #define WEAPON 0x0001
      #define ARMOR 0x0002
      #define MAGIC 0x0004
      #define MISC 0x0008

      typedef struct items {
      struct items* next;
      char* name;
      uint16_t price;
      uint8_t weight;
      uint8_t type;
      } items;

      typedef struct player {
      uint16_t coins;
      uint8_t health;
      items i;
      } player;

      player hero;

      items* inventory_current = &hero.i;
      void add_item(char* name, uint16_t price, uint8_t weight, uint8_t type) {
      inventory_current->next = (items*)malloc(sizeof(items));
      inventory_current->next->name = strdup(name);
      inventory_current->next->price = price;
      inventory_current->next->weight = weight;
      inventory_current->next->type = type;
      inventory_current->next->next = NULL;

      inventory_current = inventory_current->next;

      return;
      }

      void command_add_item(command_args_t args, uint8_t argc) {
      if(argc < ADD_ARGS) {
      printf("[!] you're missing somethingn");
      return;
      }

      printf("tName: %sn", args.arg);
      printf("tPrice: %s", args.next->arg);
      printf("tWeight: %s", args.next->next->arg);
      printf("tType: %sn", args.next->next->next->arg);

      add_item(args.arg, atoi(args.next->arg), atoi(args.next->next->arg), atoi(args.next->next->next->arg));

      return;
      }

      void show_inventory() {
      items* current = &hero.i;
      for(; current; current = current->next) {
      printf("tINVENTORYn");
      printf("ttName: %sn", current->name);
      printf("ttPrice: %d", current->price);
      printf("tt Weight: %d", current->weight);
      printf("ttType: %dn", current->type);
      }

      return;
      }

      void command_show_inventory(command_args_t _args, uint8_t _argc) {
      show_inventory();
      }

      void command_bye(command_args_t _args, uint8_t _argc) {
      exit(0);
      }


      void process_input(char* input) {
      char* term;
      command_func_t command = NULL;
      command_args_t args;
      uint8_t argc;

      term = strtok(input, " ");

      for(size_t i = 0; i < COMMAND_NUMBER; i++) {
      if(strcmp(term ,command_table[i]) == 0) {
      command = command_func_table[i];
      break;
      }
      }

      if(!command) {
      printf("How should I know how to do that?n");
      return;
      }

      args.next = malloc(sizeof(command_args_t));
      command_args_t* current = &args;
      for(argc = 0; term = strtok(NULL, " "); argc++) {
      current->next = malloc(sizeof(command_args_t));
      current->arg = term;
      current = current->next;
      }
      current->next = NULL;

      command(args, argc);
      }

      int main() {
      srand(time(NULL));

      hero.health = 100;
      hero.coins = 10;
      hero.i.name = "Inventory";
      hero.i.weight = 0;
      hero.i.price = 0;
      hero.i.type = MISC;
      hero.i.next = NULL;

      //add_item("Inventory", 0, 0, MISC);

      char* input;
      while(input = readline("> ")) {
      if(input == "") continue;
      add_history(input);
      process_input(input);
      free(input);
      }
      }








      share









      $endgroup$




      I was bored so I crapped out a simple game that responds to commands and manipulates an inventory.



      I am interested in other possible ways to handle the inventory,
      and I think I went overboard with the linked lists



      #include <stdio.h>
      #include <stdint.h>
      #include <stdlib.h>
      #include <string.h>

      #include <time.h>
      #include <editline/readline.h>
      #include <editline/history.h>

      typedef struct command_args {
      struct command_args* next;
      char* arg;
      } command_args_t;


      void command_add_item(command_args_t, uint8_t);
      void command_show_inventory(command_args_t, uint8_t);
      void command_bye(command_args_t, uint8_t);

      typedef void (*command_func_t)(command_args_t, uint8_t);


      #define COMMAND_NUMBER 3
      char* command_table = {
      "add",
      "inventory",
      "bye"
      };

      command_func_t command_func_table = {
      &command_add_item,
      &command_show_inventory,
      &command_bye
      };

      #define ADD_ARGS 4

      #define WEAPON 0x0001
      #define ARMOR 0x0002
      #define MAGIC 0x0004
      #define MISC 0x0008

      typedef struct items {
      struct items* next;
      char* name;
      uint16_t price;
      uint8_t weight;
      uint8_t type;
      } items;

      typedef struct player {
      uint16_t coins;
      uint8_t health;
      items i;
      } player;

      player hero;

      items* inventory_current = &hero.i;
      void add_item(char* name, uint16_t price, uint8_t weight, uint8_t type) {
      inventory_current->next = (items*)malloc(sizeof(items));
      inventory_current->next->name = strdup(name);
      inventory_current->next->price = price;
      inventory_current->next->weight = weight;
      inventory_current->next->type = type;
      inventory_current->next->next = NULL;

      inventory_current = inventory_current->next;

      return;
      }

      void command_add_item(command_args_t args, uint8_t argc) {
      if(argc < ADD_ARGS) {
      printf("[!] you're missing somethingn");
      return;
      }

      printf("tName: %sn", args.arg);
      printf("tPrice: %s", args.next->arg);
      printf("tWeight: %s", args.next->next->arg);
      printf("tType: %sn", args.next->next->next->arg);

      add_item(args.arg, atoi(args.next->arg), atoi(args.next->next->arg), atoi(args.next->next->next->arg));

      return;
      }

      void show_inventory() {
      items* current = &hero.i;
      for(; current; current = current->next) {
      printf("tINVENTORYn");
      printf("ttName: %sn", current->name);
      printf("ttPrice: %d", current->price);
      printf("tt Weight: %d", current->weight);
      printf("ttType: %dn", current->type);
      }

      return;
      }

      void command_show_inventory(command_args_t _args, uint8_t _argc) {
      show_inventory();
      }

      void command_bye(command_args_t _args, uint8_t _argc) {
      exit(0);
      }


      void process_input(char* input) {
      char* term;
      command_func_t command = NULL;
      command_args_t args;
      uint8_t argc;

      term = strtok(input, " ");

      for(size_t i = 0; i < COMMAND_NUMBER; i++) {
      if(strcmp(term ,command_table[i]) == 0) {
      command = command_func_table[i];
      break;
      }
      }

      if(!command) {
      printf("How should I know how to do that?n");
      return;
      }

      args.next = malloc(sizeof(command_args_t));
      command_args_t* current = &args;
      for(argc = 0; term = strtok(NULL, " "); argc++) {
      current->next = malloc(sizeof(command_args_t));
      current->arg = term;
      current = current->next;
      }
      current->next = NULL;

      command(args, argc);
      }

      int main() {
      srand(time(NULL));

      hero.health = 100;
      hero.coins = 10;
      hero.i.name = "Inventory";
      hero.i.weight = 0;
      hero.i.price = 0;
      hero.i.type = MISC;
      hero.i.next = NULL;

      //add_item("Inventory", 0, 0, MISC);

      char* input;
      while(input = readline("> ")) {
      if(input == "") continue;
      add_history(input);
      process_input(input);
      free(input);
      }
      }






      c linked-list shell





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      asked 9 mins ago









      Meme myself and a very creepyMeme myself and a very creepy

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