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https://codeberg.org/andyscott/ziglings.git
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99 lines
2.6 KiB
Zig
99 lines
2.6 KiB
Zig
//
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// As with integers, you can pass a pointer to a struct when you
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// will wish to modify that struct. Pointers are also useful when
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// you need to store a reference to a struct (a "link" to it).
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//
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// const Vertex = struct{ x: u32, y: u32, z: u32 };
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//
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// var v1 = Vertex{ .x=3, .y=2, .z=5 };
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//
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// var pv: *Vertex = &v1; // <-- a pointer to our struct
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//
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// Note that you don't need to dereference the "pv" pointer to access
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// the struct's fields:
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//
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// YES: pv.x
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// NO: pv.*.x
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//
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// We can write functions that take pointers to structs as
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// arguments. This foo() function modifies struct v:
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//
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// fn foo(v: *Vertex) void {
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// v.x += 2;
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// v.y += 3;
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// v.z += 7;
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// }
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//
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// And call them like so:
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//
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// foo(&v1);
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//
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// Let's revisit our RPG example and make a printCharacter() function
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// that takes a Character by reference and prints it...*and*
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// prints a linked "mentor" Character, if there is one.
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//
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const std = @import("std");
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const Class = enum {
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wizard,
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thief,
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bard,
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warrior,
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};
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const Character = struct {
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class: Class,
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gold: u32,
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health: u8 = 100, // You can provide default values
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experience: u32,
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// I need to use the '?' here to allow for a null value. But
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// I don't explain it until later. Please don't tell anyone.
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mentor: ?*Character = null,
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};
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pub fn main() void {
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var mighty_krodor = Character{
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.class = Class.wizard,
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.gold = 10000,
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.experience = 2340,
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};
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var glorp = Character{ // Glorp!
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.class = Class.wizard,
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.gold = 10,
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.experience = 20,
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.mentor = &mighty_krodor, // Glorp's mentor is the Mighty Krodor
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};
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// FIX ME!
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// Please pass Glorp to printCharacter():
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printCharacter(???);
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}
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// Note how this function's "c" parameter is a pointer to a Character struct.
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fn printCharacter(c: *Character) void {
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// Here's something you haven't seen before: when switching an enum, you
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// don't have to write the full enum name. Zig understands that ".wizard"
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// means "Class.wizard" when we switch on a Class enum value:
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const class_name = switch (c.class) {
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.wizard => "Wizard",
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.thief => "Thief",
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.bard => "Bard",
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.warrior => "Warrior",
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};
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std.debug.print("{s} (G:{} H:{} XP:{})\n", .{
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class_name,
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c.gold,
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c.health,
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c.experience,
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});
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// Checking an "optional" value and capturing it will be
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// explained later (this pairs with the '?' mentioned above.)
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if (c.mentor) |mentor| {
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std.debug.print(" Mentor: ", .{});
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printCharacter(mentor);
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}
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}
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