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			100 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Zig
		
	
	
	
	
	
			
		
		
	
	
			100 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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