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======Exercise 19: A Simple Object System======
I learned C before I learned Object Oriented Programming, so it helped
me to build an OOP system in C to understand the basics of what OOP
meant. You are probably the kind of person who learned an OOP language
before you learned C, so this kind of bridge might help you as well. In
this exercise, you will build a simple object system, but also learn
more about the C Pre-Processor or CPP.
This exercise will build a simple game where you kill a Minotaur in a
small little castle. Nothing fancy, just four rooms and a bad guy. This
project will also be a multi-file project, and look more like a real C
software project than your previous ones. This is why I'm introducing
the CPP here because you need it to start using multiple files in your
own software.
======How The CPP Works======
The C Pre-Processor is a template processing system. It's a highly
targeted one that helps make C easier to work with, but it does this by
having a syntax aware templating mechanism. Traditionally people just
used the CPP to store constants and make "macros" to simplify
repetitive coding. In modern C you'll actually use the CPP as a code
generator to create templated pieces of code.
How the CPP works is you give it one file, usually a .c file, and it
processes various bits of text starting with the # (octothorpe)
character. When it encounters one of these it performs a specific
replacement on the text of the input file. It's main advantage though
is it can include other files, and then augment its list of macros
based on that file's contents.
A quick way to see what the CPP does is take the last exercise and run
this:
cpp ex18.c | less
It will be a huge amount of output, but scroll through it and you'll
see the contents of the other files you included with #include. Scroll
down to the original code and you can see how the cpp is altering the
source based on various #define macros in the header files.
The C compiler is so tightly integrated with cpp that it just runs this
for you and understands how it works intimately. In modern C, the cpp
system is so integral to C's function that you might as well just
consider it to be part of the language.
In the remaining sections, we'll be using more of the CPP syntax and
explaining it as we go.
======The Prototype Object System======
The OOP system we'll create is a simple "prototype" style object system
more like JavaScript. Instead of classes, you start with prototypes
that have fields set, and then use those as the basis of creating other
object instances. This "classless" design is much easier to implement
and work with than a traditional class based one.
======The Object Header File======
I want to put the data types and function declarations into a separate
header file named object.h. This is standard C practice and it lets you
ship binary libraries but still let the programmer compile against it.
In this file I have several advanced CPP techniques I'm going to
quickly describe and then have you see in action later:
#ifndef _object_h
#define _object_h
typedef enum {
NORTH, SOUTH, EAST, WEST
} Direction;
typedef struct {
char *description;
int (*init)(void *self);
void (*describe)(void *self);
void (*destroy)(void *self);
void *(*move)(void *self, Direction direction);
int (*attack)(void *self, int damage);
} Object;
int Object_init(void *self);
void Object_destroy(void *self);
void Object_describe(void *self);
void *Object_move(void *self, Direction direction);
int Object_attack(void *self, int damage);
void *Object_new(size_t size, Object proto, char *description);
#define NEW(T, N) Object_new(sizeof(T), T##Proto, N)
#define _(N) proto.N
#endif
Taking a look at this file, you can see we have a few new pieces of
syntax you haven't encountered before:
#ifndef
You've seen a #define for making simple constants, but the CPP
can also do logic and remove sections of code. This #ifndef is
"if not defined" and checks if there's already a #define
_object_h and if there is it skips all of this code. I do this
so that we can include this file any time we want and not worry
about it defining things multiple times.
#define
With the above #ifndef shielding this file from we then add the
_object_h define so that any attempts to include it later cause
the above to skip.
#define NEW(T,N)
This makes a macro, and it works like a template function that
spits out the code on the right, whenever you write use the
macro on the left. This one is simply making a short version of
the normal way we'll call Object_new and avoids potential errors
with calling it wrong. The way the macro works is the T and N
parameters to NEW are "injected" into the line of code on the
right. The syntax T##Proto says to "concat Proto at the end of
T", so if you had NEW(Room, "Hello.") then it'd make RoomProto
there.
#define _(N)
This macro is a bit of "syntactic sugar" for the object system
and basically helps you write obj->proto.blah as simply
obj->_(blah). It's not necessary, but it's a fun little trick
that I'll use later.
======The Object Source File======
The object.h file is declaring functions and data types that are
defined (created) in the object.c, so that's next:
#include
#include
#include
#include "object.h"
#include
void Object_destroy(void *self)
{
Object *obj = self;
if(obj) {
if(obj->description) free(obj->description);
free(obj);
}
}
void Object_describe(void *self)
{
Object *obj = self;
printf("%s.\n", obj->description);
}
int Object_init(void *self)
{
// do nothing really
return 1;
}
void *Object_move(void *self, Direction direction)
{
printf("You can't go that direction.\n");
return NULL;
}
int Object_attack(void *self, int damage)
{
printf("You can't attack that.\n");
return 0;
}
void *Object_new(size_t size, Object proto, char *description)
{
// setup the default functions in case they aren't set
if(!proto.init) proto.init = Object_init;
if(!proto.describe) proto.describe = Object_describe;
if(!proto.destroy) proto.destroy = Object_destroy;
if(!proto.attack) proto.attack = Object_attack;
if(!proto.move) proto.move = Object_move;
// this seems weird, but we can make a struct of one size,
// then point a different pointer at it to "cast" it
Object *el = calloc(1, size);
*el = proto;
// copy the description over
el->description = strdup(description);
// initialize it with whatever init we were given
if(!el->init(el)) {
// looks like it didn't initialize properly
el->destroy(el);
return NULL;
} else {
// all done, we made an object of any type
return el;
}
}
There's really nothing new in this file, except one tiny little trick.
The function Object_new uses an aspect of how structs work by putting
the base prototype at the beginning of the struct. When you look at the
ex19.h header later, you'll see how I make the first field in the
struct an Object. Since C puts the fields in a struct in order, and
since a pointer just points at a chunk of memory, I can "cast" a
pointer to anything I want. In this case, even though I'm taking a
potentially larger block of memory from calloc, I'm using a Object
pointer to work with it.
I explain this a bit better when we write the ex19.h file since it's
easier to understand when you see it being used.
That creates your base object system, but you'll need a way to compile
it and link it into your ex19.c file to create a complete program. The
object.c file on its own doesn't have a main so it isn't enough to make
a full program. Here's a Makefile that will do this based on the one
you've been using:
======CFLAGS=-Wall -g======
all: ex19
ex19: object.o
clean:
rm -f ex19
This Makefile is doing nothing more than saying that ex19 depends on
object.o. Remember how make knows how to build different kinds of files
by their extensions? Doing this tells make the following:
* When I say run make the default all should just build ex19.
* When you build ex19, you need to also build object.o and include it
in the build.
* make can't see anything in the file for object.o, but it does see
an object.c file, and it knows how to turn a .c into a .o, so it
does that.
* Once it has object.o built it then runs the correct compile command
to build ex19 from ex19.c and object.o.
======The Game Implementation======
Once you have those files you just need to implement the actual game
using the object system, and first step is putting all the data types
and function declarations in a ex19.h file:
#ifndef _ex19_h
#define _ex19_h
#include "object.h"
struct Monster {
Object proto;
int hit_points;
};
typedef struct Monster Monster;
int Monster_attack(void *self, int damage);
int Monster_init(void *self);
struct Room {
Object proto;
Monster *bad_guy;
struct Room *north;
struct Room *south;
struct Room *east;
struct Room *west;
};
typedef struct Room Room;
void *Room_move(void *self, Direction direction);
int Room_attack(void *self, int damage);
int Room_init(void *self);
struct Map {
Object proto;
Room *start;
Room *location;
};
typedef struct Map Map;
void *Map_move(void *self, Direction direction);
int Map_attack(void *self, int damage);
int Map_init(void *self);
#endif
That sets up three new Objects you'll be using: Monster, Room, and Map.
Taking a look at object.c:52 you can see where I use a pointer Object
*el = calloc(1, size). Go back and look at the NEW macro in object.h
and you can see that it is getting the sizeof another struct, say Room,
and I allocate that much. However, because I've pointed a Object
pointer at this block of memory, and because I put an Object proto
field at the front of Room, I'm able to treat a Room like it's an
Object.
The way to break this down is like so:
* I call NEW(Room, "Hello.") which the CPP expands as a macro into
Object_new(sizeof(Room), RoomProto, "Hello.").
* This runs, and inside Object_new I allocate a piece of memory
that's Room in size, but point a Object *el pointer at it.
* Since C puts the Room.proto field first, that means the el pointer
is really only pointing at enough of the block of memory to see a
full Object struct. It has no idea that it's even called proto.
* It then uses this Object *el pointer to set the contents of the
piece of memory correctly with *el = proto;. Remember that you can
copy structs, and that *el means "the value of whatever el points
at", so this means "assign the proto struct to whatever el points
at".
* Now that this mystery struct is filled in with the right data from
proto, the function can then call init or destroy on the Object,
but the cool part is whoever called this function can change these
out for whatever ones they want.
And with that, we have a way to get this one function to construct new
types, and give them new functions to change their behavior. This may
seem like "hackery" but it's stock C and totally valid. In fact there's
quite a few standard system functions that work this same way, and
we'll be using some of them for converting addresses in network code.
With the function definitions and data structures written out I can now
actually implement the game with four rooms and a minotaur to beat up:
#include
#include
#include
#include
#include
#include "ex19.h"
int Monster_attack(void *self, int damage)
{
Monster *monster = self;
printf("You attack %s!\n", monster->_(description));
monster->hit_points -= damage;
if(monster->hit_points > 0) {
printf("It is still alive.\n");
return 0;
} else {
printf("It is dead!\n");
return 1;
}
}
int Monster_init(void *self)
{
Monster *monster = self;
monster->hit_points = 10;
return 1;
}
======Object MonsterProto = {======
.init = Monster_init,
.attack = Monster_attack
};
void *Room_move(void *self, Direction direction)
{
Room *room = self;
Room *next = NULL;
if(direction == NORTH && room->north) {
printf("You go north, into:\n");
next = room->north;
} else if(direction == SOUTH && room->south) {
printf("You go south, into:\n");
next = room->south;
} else if(direction == EAST && room->east) {
printf("You go east, into:\n");
next = room->east;
} else if(direction == WEST && room->west) {
printf("You go west, into:\n");
next = room->west;
} else {
printf("You can't go that direction.");
next = NULL;
}
if(next) {
next->_(describe)(next);
}
return next;
}
int Room_attack(void *self, int damage)
{
Room *room = self;
Monster *monster = room->bad_guy;
if(monster) {
monster->_(attack)(monster, damage);
return 1;
} else {
printf("You flail in the air at nothing. Idiot.\n");
return 0;
}
}
======Object RoomProto = {======
.move = Room_move,
.attack = Room_attack
};
void *Map_move(void *self, Direction direction)
{
Map *map = self;
Room *location = map->location;
Room *next = NULL;
next = location->_(move)(location, direction);
if(next) {
map->location = next;
}
return next;
}
int Map_attack(void *self, int damage)
{
Map* map = self;
Room *location = map->location;
return location->_(attack)(location, damage);
}
int Map_init(void *self)
{
Map *map = self;
// make some rooms for a small map
Room *hall = NEW(Room, "The great Hall");
Room *throne = NEW(Room, "The throne room");
Room *arena = NEW(Room, "The arena, with the minotaur");
Room *kitchen = NEW(Room, "Kitchen, you have the knife now");
// put the bad guy in the arena
arena->bad_guy = NEW(Monster, "The evil minotaur");
// setup the map rooms
hall->north = throne;
throne->west = arena;
throne->east = kitchen;
throne->south = hall;
arena->east = throne;
kitchen->west = throne;
// start the map and the character off in the hall
map->start = hall;
map->location = hall;
return 1;
}
======Object MapProto = {======
.init = Map_init,
.move = Map_move,
.attack = Map_attack
};
int process_input(Map *game)
{
printf("\n> ");
char ch = getchar();
getchar(); // eat ENTER
int damage = rand() % 4;
switch(ch) {
case -1:
printf("Giving up? You suck.\n");
return 0;
break;
case 'n':
game->_(move)(game, NORTH);
break;
case 's':
game->_(move)(game, SOUTH);
break;
case 'e':
game->_(move)(game, EAST);
break;
case 'w':
game->_(move)(game, WEST);
break;
case 'a':
game->_(attack)(game, damage);
break;
case 'l':
printf("You can go:\n");
if(game->location->north) printf("NORTH\n");
if(game->location->south) printf("SOUTH\n");
if(game->location->east) printf("EAST\n");
if(game->location->west) printf("WEST\n");
break;
default:
printf("What?: %d\n", ch);
}
return 1;
}
int main(int argc, char *argv[])
{
// simple way to setup the randomness
srand(time(NULL));
// make our map to work with
Map *game = NEW(Map, "The Hall of the Minotaur.");
printf("You enter the ");
game->location->_(describe)(game->location);
while(process_input(game)) {
}
return 0;
}
Honestly there isn't much in this that you haven't seen, and only you
might need to understand how I'm using the macros I made from the
headers files. Here's the important key things to study and understand:
* Implementing a prototype involves creating its version of the
functions, and then creating a single struct ending in "Proto".
Look at MonsterProto, RoomProto and MapProto.
* Because of how Object_new is implemented, if you don't set a
function in your prototype, then it will get the default
implementation created in object.c.
* In Map_init I create the little world, but more importantly I use
the NEW macro from object.h to build all of the objects. To get
this concept in your head, try replacing the NEW usage with direct
Object_new calls to see how it's being translated.
* Working with these objects involves calling functions on them, and
the _(N) macro does this for me. If you look at the code
monster->_(attack)(monster, damage) you see that I'm using the
macro, which gets replaced with monster->proto.attack(monster,
damage). Study this transformation again by rewriting these calls
back to their original. Also, if you get stuck then run cpp
manually to see what it's going to do.
* I'm using two new functions srand and rand, which setup a simple
random number generator good enough for the game. I also use time
to initialize the random number generator. Research those.
* I use a new function getchar that gets a single character from the
stdin. Research it.
======What You Should See======
Here's me playing my own game:
$ make ex19
cc -Wall -g -c -o object.o object.c
cc -Wall -g ex19.c object.o -o ex19
$ ./ex19
======You enter the The great Hall.======
> l
======You can go:======
======NORTH======
> n
======You go north, into:======
======The throne room.======
> l
======You can go:======
======SOUTH======
======EAST======
======WEST======
> e
======You go east, into:======
======Kitchen, you have the knife now.======
> w
======You go west, into:======
======The throne room.======
> s
======You go south, into:======
======The great Hall.======
> n
======You go north, into:======
======The throne room.======
> w
======You go west, into:======
======The arena, with the minotaur.======
> a
======You attack The evil minotaur!======
======It is still alive.======
> a
======You attack The evil minotaur!======
======It is dead!======
> ^D
======Giving up? You suck.======
$
======Auditing The Game======
As an exercise for you I have left out all of the assert checks I
normally put into a piece of software. You've seen me use assert to
make sure a program is running correctly, but now I want you to go back
and do the following:
* Look at each function you've defined, one file at a time.
* At the top of each function, add asserts that make sure the input
parameters are correct. For example, in Object_new you want a
assert(description != NULL).
* Go through each line of the function, and find any functions being
called. Read the documentation (man page) for that function, and
confirm what it returns for an error. Add another assert to check
that the error didn't happen. For example, in Object_new you need
one after the call to calloc that does assert(el != NULL).
* If a function is expected to return a value, either make sure it
returns an error value (like NULL), or have an assert to make sure
that the returned variable isn't invalid. For example, in
Object_new, you need to have assert(el != NULL) again before the
last return since that part can never be NULL.
* For every if-statement you write, make sure there's an else clause
unless that if is an error check that causes an exit.
* For every switch-statement you write, make sure that there's a
default case that handles anything you didn't anticipate.
Take your time going through every line of the function and find any
errors you make. Remember that the point of this exercise is to stop
being a "coder" and switch your brain into being a "hacker". Try to see
how you could break it, then write code to prevent it or abort early if
you can.
======Extra Credit======
* Update the Makefile so that when you do make clean it will also
remove the object.o file.
* Write a test script that works the game in different ways and
augment the Makefile so you can run make test and it'll thrash the
game with your script.
* Add more rooms and monsters to the game.
* Put the game mechanics into a third file, compile it to .o, and
then use that to write another little game. If you're doing it
right you should only have a new Map and a main function in the new
game.
Copyright (C) 2010 Zed. A. Shaw
Credits