// // Passing integer pointers around is generally not something you're going // to do. Integers are cheap to copy. // // But you know what IS useful? Pointers to structs: // // const Vertex = struct{ x: u32, y: u32, z: u32 }; // // var v1 = Vertex{ .x=3, .y=2, .z=5 }; // // var pv: *Vertex = &v1; // <-- a pointer to our struct // // Note that you don't need to dereference the "pv" pointer to access // the struct's fields: // // YES: pv.x // NO: pv.*.x // // We can write functions that take pointer arguments: // // fn foo(v: *Vertex) void { // v.x += 2; // v.y += 3; // v.z += 7; // } // // And pass references to them: // // foo(&v1); // // // Let's revisit our RPG example and make a printCharacter() function // that takes a Character pointer. // const std = @import("std"); const Class = enum { wizard, thief, bard, warrior, }; const Character = struct { class: Class, gold: u32, health: u8 = 100, // <--- You can also provide fields a default value! experience: u32, }; pub fn main() void { var glorp = Character{ .class = Class.wizard, .gold = 10, .experience = 20, }; // FIX ME! // Please pass our Character "glorp" to printCharacter(): printCharacter(???); } // Note how this function's "c" parameter is a pointer to a Character struct. fn printCharacter(c: *Character) void { // Here's something you haven't seen before: when switching an enum, you // don't have to write the full enum name. Zig understands that ".wizard" // means "Class.wizard" when we switch on a Class enum value: const class_name = switch (c.class) { .wizard => "Wizard", .thief => "Thief", .bard => "Bard", .warrior => "Warrior", }; std.debug.print("{s} (G:{} H:{} XP:{})\n", .{ class_name, c.gold, c.health, c.experience, }); }