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+//
+// 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,
+ experience: u32,
+};
+
+pub fn main() void {
+ var glorp = Character{
+ .class = Class.wizard,
+ .gold = 10,
+ .health = 100,
+ .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:{})", .{
+ class_name,
+ c.gold,
+ c.health,
+ c.experience,
+ });
+}