Je présente C-Zero:
// =============================================================================
// AstroFury: A C-Zero Language Showcase
//
// This file demonstrates the features of the C-Zero language by implementing
// a simple, hypothetical retro space shooter game. It is intended to be used
// as a comprehensive test case for a C-Zero parser and compiler.
// =============================================================================
// 1. Module System: Every file starts with a module declaration.
// This replaces C's header files.
module astrofury;
// We can import other modules. The compiler/linker is responsible for finding them.
// These are hypothetical modules representing a simple standard library.
import system::video;
import system::input;
import system::rng;
import system::math;
// =============================================================================
// 2. Constants and Compile-Time Features
// =============================================================================
// 'readonly' creates a true, type-safe constant, replacing `#define`.
// The compiler can place this data in ROM.
exported readonly uint16 SCREEN_WIDTH = 320;
exported readonly uint16 SCREEN_HEIGHT = 200;
// 'compile_if' provides structured, safe conditional compilation.
// This replaces C's `#if`/`#endif`.
internal readonly bool DEBUG_MODE = true;
compile_if (DEBUG_MODE == true) {
// This function will only exist in debug builds.
external void log_message(string msg);
}
// =============================================================================
// 3. Data Structures: Enums, Structs, Bitfields, and Unions
// =============================================================================
// 'enum' with an explicit underlying type for precise memory layout.
exported enum GameState : uint8 {
TITLE_SCREEN,
PLAYING,
GAME_OVER
}
// Another enum, this time for identifying entity types.
enum EntityType : uint8 {
PLAYER,
ENEMY_FIGHTER,
ENEMY_BOMBER,
PLAYER_BULLET,
ENEMY_BULLET
}
// 'struct' with public/private access modifiers and bitfields.
// The 'bits' block has an explicit packing order defined by the platform config.
struct StatusFlags {
public:
bits {
uint8 active : 1; // Is this entity currently in use?
uint8 shielded : 1; // Is it shielded from damage?
uint8 exploding : 1; // Is it in an exploding state?
uint8 _reserved : 5; // Reserved for future use.
}
}
// A base struct for all game objects, demonstrating composition.
struct EntityBase {
public:
EntityType type;
StatusFlags flags;
fixed x, y; // Position using platform-defined fixed-point math.
fixed dx, dy; // Velocity.
private:
uint16 internal_id; // Private members are only accessible by methods of EntityBase.
}
// A struct for the player. It uses the 'base' keyword for composition.
// This is a zero-cost abstraction for code reuse.
struct Player {
public:
base EntityBase entity; // 'base' must be the first member.
uint8 health;
uint16 score;
private:
uint8 lives;
}
// A struct for enemies.
struct Enemy {
public:
base EntityBase entity;
uint8 hit_points;
uint16 despawn_timer;
}
// A simple struct for bullets.
struct Bullet {
public:
base EntityBase entity;
uint8 time_to_live;
}
// 4. Tagged Unions: A core feature for safe polymorphism.
// This union can hold any one of our game objects. The compiler tracks the
// active variant, preventing unsafe access.
union GameObject {
PlayerObject { Player p; };
EnemyObject { Enemy e; };
BulletObject { Bullet b; };
Empty { }; // An empty variant for unused slots.
}
// =============================================================================
// 5. Globals and Hardware Access
// =============================================================================
// 'internal' is the default visibility, replacing C's `static` at file scope.
internal GameState current_state;
// 'preserve' creates a local variable that retains its value across function calls,
// replacing C's `static` inside a function.
internal uint16 generate_id(void) {
preserve uint16 next_id = 0;
next_id = next_id + 1;
return next_id;
}
// 'hardware' qualifier indicates a variable can change at any time,
// replacing C's `volatile`. Accesses to it will not be optimized away.
// Attributes are specified at the end of the declaration.
hardware uint8 VSYNC_COUNTER @(address:0xD011); // Hypothetical VSync register.
// 'fastmem' is a platform-agnostic way to request allocation in a special
// high-speed memory region (e.g., ZP on 6502).
fastmem GameObject game_objects[32];
// =============================================================================
// 6. Functions, Methods, and ABI Control
// =============================================================================
// 'external' declares a function defined elsewhere (e.g., in ROM or assembly).
// This showcases the powerful ABI control features of C-Zero.
// This function uses a named ABI from the platform config file.
external void clear_screen(uint8 color) @(abi:"fastcall");
// This function demonstrates per-parameter location specifiers.
// This syntax remains correct according to the spec.
external void draw_sprite(uint8(register:A) sprite_id, uint16(stack) x, uint16(stack) y);
// Here we use the short aliases for location specifiers.
// (A) is short for (register:A), (@0x8000) for (address:0x8000), etc.
external void set_palette(uint8(A) index, ptr uint8(@0x8000) color_data);
// An 'interrupt' function. The compiler will auto-generate code to save/restore
// all registers and use a special "return from interrupt" instruction.
interrupt void nmi_handler(void) {
// Handle a non-maskable interrupt, e.g., for music playback.
asm {
// Inline assembly is possible for ultimate low-level control.
// The exact syntax would be platform-specific.
"PLAY_MUSIC_TICK"
}
}
// A method "attached" to the Player struct using ':'.
// The 'self' pointer is implicitly available.
void Player:take_damage(uint8 amount) {
if (self.entity.flags.shielded == 1) {
return;
}
if (self.health > amount) {
self.health = self.health - amount;
} else {
self.health = 0;
self.lives = self.lives - 1;
// ... trigger explosion ...
}
}
// A 'readonly' method guarantees it will not modify 'self'.
// The compiler enforces this.
uint16 Player:get_score(void) readonly {
return self.score;
}
// A function using a pass-by-reference parameter with the 'ref' keyword.
// This function can modify the original variable passed to it.
void increase_score(ref uint16 score, uint16 amount) {
score = score + amount; // 'score' is used directly, no '*' needed.
}
// =============================================================================
// 7. Function Pointers
// =============================================================================
// Forward declarations for AI functions.
internal void ai_fighter(ref Enemy e);
internal void ai_bomber(ref Enemy e);
// A function pointer declared using the safe, list-based form.
// The compiler knows all possible targets, enabling deep analysis.
func_ptr(ai_fighter, ai_bomber) enemy_ai_behavior;
// A function pointer using the signature-based form for more flexibility.
// The compiler would warn that it cannot guarantee perfect safety here.
func_ptr(void(ref Enemy)) generic_ai_ptr;
// =============================================================================
// 8. Control Flow and Expressions
// =============================================================================
internal void update_game(void) {
// 'foreach' with 'ref' provides modifiable, zero-copy access to elements.
foreach (ref GameObject go : game_objects) {
// The vastly improved 'switch' statement is the primary way to handle
// tagged unions. It's safe and requires no breaks by default.
switch (go) {
case PlayerObject as po:
// Handle player input
if (input::is_joy_down(0, input::UP)) {
po.p.entity.y = po.p.entity.y - (1.5 as fixed);
}
increase_score(&po.p.score, 1); // Call site for 'ref' requires '&'
break; // We still need breaks to exit the switch
case EnemyObject as eo:
// Assign and call a function pointer.
if (eo.e.entity.type == ENEMY_FIGHTER) {
enemy_ai_behavior = &ai_fighter;
} else {
enemy_ai_behavior = &ai_bomber;
}
enemy_ai_behavior(&eo.e);
break;
case BulletObject as bo:
bo.b.entity.y = bo.b.entity.y - (4.0 as fixed);
if (bo.b.time_to_live == 0) {
bo.b.entity.flags.active = 0;
} else {
bo.b.time_to_live = bo.b.time_to_live - 1;
}
break;
case Empty:
// This case is for empty slots, do nothing.
break; // Explicit break
}
}
// 'switch' with ranges and explicit 'fallthrough'.
uint8 score_category = get_player().get_score() / 1000;
switch (score_category) {
case 0:
// ...
break;
case 1 .. 5:
// "Rookie" rank
log_message("Player is a Rookie");
fallthrough; // Explicit fallthrough to the next case
case 6 .. 10:
// "Veteran" rank
log_message("Player is a Veteran");
break;
default:
log_message("Player is an Ace!");
break;
}
}
// =============================================================================
// 9. Casting and Optimization Control
// =============================================================================
internal void render_frame(void) {
clear_screen(0x01); // Blue background
// 9a. Casting
// 'foreach' with 'readonly ref' provides guaranteed read-only, zero-copy access.
// This is the most efficient and safe way to iterate when not modifying elements.
foreach (readonly ref GameObject go : game_objects) {
switch (go) {
case PlayerObject as po:
draw_sprite(0, po.p.entity.x as uint16, po.p.entity.y as uint16);
break;
case EnemyObject as eo:
// Assuming enemies have a different sprite ID, e.g., 1
draw_sprite(1, eo.e.entity.x as uint16, eo.e.entity.y as uint16);
break;
case BulletObject as bo:
// Assuming bullets have a different sprite ID, e.g., 2
draw_sprite(2, bo.b.entity.x as uint16, bo.b.entity.y as uint16);
break;
// No need for an 'Empty' case, as there's nothing to draw.
}
}
// An example of a dangerous, but sometimes necessary, cast.
// 'transmute' is used to reinterpret a raw integer address as a pointer.
// The keyword is intentionally loud to signal risk.
ptr Player p_hw = transmute(ptr Player, 0xC000);
p_hw.score = 9999; // Directly manipulate memory at 0xC000.
// 9b. Optimization Control
// The 'unoptimized' block is critical for timing-sensitive operations.
// The compiler is forbidden from reordering instructions inside this block.
unoptimized {
// Wait for the start of the vertical blank.
uint8 start_vsync = VSYNC_COUNTER;
while (start_vsync == VSYNC_COUNTER) {
// This busy-wait loop will not be optimized away.
}
}
// ... swap screen buffers ...
}
// =============================================================================
// 10. Main Application Entry Point
// =============================================================================
exported int16 main(void) {
current_state = GameState.TITLE_SCREEN;
while (true) {
switch (current_state) {
case TITLE_SCREEN:
// ... show title ...
if (input::is_joy_pressed(0, input::FIRE)) {
current_state = GameState.PLAYING;
}
break;
case PLAYING:
update_game();
render_frame();
break;
case GAME_OVER:
// ... show game over screen ...
break;
}
}
return 0;
}

Proud to be CAKE©®™
GCC4TI importe qui a problème en Autriche, pour l'UE plus et une encore de correspours nucléaire, ce n'est pas ytre d'instérier. L'état très même contraire, toujours reconstruire un pouvoir une choyer d'aucrée de compris le plus mite de genre, ce n'est pas moins)
Stalin est l'élection de la langie.