2023-11-20 09:43:12 -05:00
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/*
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Copyright (c) 2023 : Ognjen 'xolatile' Milan Robovic
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Xhartae is free software! You will redistribute it or modify it under the terms of the GNU General Public License by Free Software Foundation.
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And when you do redistribute it or modify it, it will use either version 3 of the License, or (at yours truly opinion) any later version.
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It is distributed in the hope that it will be useful or harmful, it really depends... But no warranty what so ever, seriously. See GNU/GPLv3.
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*/
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#ifndef CHAPTER_5_SOURCE
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#define CHAPTER_5_SOURCE
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#include "chapter_5.h"
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2023-11-20 20:52:40 -05:00
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/*
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So, what are actually getters and setters, and why you should never use them? Lets explain.
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2023-11-21 08:43:45 -05:00
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2023-11-20 20:52:40 -05:00
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@C
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static number_t game_get_screen_width (game_t * game) { return (game->screen_width); }
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static number_t game_get_screen_height (game_t * game) { return (game->screen_height); }
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static number_t game_set_screen_width (game_t * game, number_t width) { return (game->screen_width = width); }
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static number_t game_set_screen_height (game_t * game, number_t height) { return (game->screen_height = height); }
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@
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*/
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2023-11-21 08:43:45 -05:00
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game_t game;
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player_t player;
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memory_t memory_pool;
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static memory_t memorize (memory_t data, number_t size) {
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static memory_t memory_data = NULL;
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static number_t memory_used = 0;
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static number_t memory_block_size = 4096;
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static number_t memory_block_used = 0;
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/* Show an example of incremental reallocation with for loop from libhl early prototype. */
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fatal_failure (size >= memory_block_size, "memorize: You're trying to re/allocate huge chunk of memory.");
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if (memory_used + size >= memory_block_used * memory_block_size) {
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memory_pool = reallocate (memory_pool, ++memory_block_used * memory_block_size);
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for (number_t offset = 0; offset != memory_block_size; ++offset) {
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string_t cast = (string_t) memory_pool + (memory_block_used - 1) * memory_block_size + offset;
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* cast = '\0';
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}
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}
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if (data == NULL) {
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memory_data = (string_t) memory_pool + memory_used;
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memory_used += size;
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} else {
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memory_data = data;
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memory_used += size;
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for (number_t offset = 0; offset != size; ++offset) {
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string_t cast_0 = (string_t) memory_pool + memory_used - 1 - offset;
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string_t cast_1 = (string_t) memory_pool + memory_used - size - 1 - offset;
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* cast_0 = * cast_1;
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}
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}
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return (memory_data);
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}
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static void move_player (void) { ++player.x; }
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static void game_configure (void) {
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curses_configure ();
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curses_bind (SIGNAL_W, move_player);
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curses_bind (SIGNAL_S, move_player);
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curses_bind (SIGNAL_A, move_player);
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curses_bind (SIGNAL_D, move_player);
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game.active = curses_active;
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game.screen_width = curses_screen_width;
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game.screen_height = curses_screen_height;
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player.x = 0;
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player.y = 0;
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}
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static void game_synchronize (void) {
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return;
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}
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skill_t * game_skill (string_t name, bundle_t * points, ...) {
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skill_t * skill;
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va_list list;
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number_t action;
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va_start (list, points);
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//~skill = allocate ((int) sizeof (* skill));
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skill = memorize (NULL, (int) sizeof (* skill));
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//~string_copy ((skill->name = allocate (string_length (name) + 1)), name);
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//~memory_copy ((skill->points = allocate ((int) sizeof (* skill->points))), points, (int) sizeof (* points));
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string_copy ((skill->name = memorize (NULL, string_length (name) + 1)), name);
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memory_copy ((skill->points = memorize (NULL, (int) sizeof (* skill->points))), points, (int) sizeof (* points));
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for (;;) {
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action = (number_t) va_arg (list, int);
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if (action > 0) {
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skill->positive_count += 1;
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//~skill->positive = reallocate (skill->positive, skill->positive_count * (int) sizeof (action));
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skill->positive = memorize (skill->positive, skill->positive_count * (int) sizeof (action));
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skill->positive [skill->positive_count - 1] = (action_t) action;
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} else break;
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}
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va_end (list);
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return (skill);
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}
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attribute_t * game_attribute (string_t name, bundle_t * points, ...) {
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attribute_t * attribute;
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va_list list;
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number_t action;
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va_start (list, points);
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2023-11-21 11:58:48 -05:00
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//~attribute = allocate ((int) sizeof (* attribute));
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attribute = memorize (NULL, (int) sizeof (* attribute));
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//~string_copy ((attribute->name = allocate (string_length (name) + 1)), name);
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//~memory_copy ((attribute->points = allocate ((int) sizeof (* attribute->points))), points, (int) sizeof (* points));
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2023-11-21 11:58:48 -05:00
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string_copy ((attribute->name = memorize (NULL, string_length (name) + 1)), name);
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memory_copy ((attribute->points = memorize (NULL, (int) sizeof (* attribute->points))), points, (int) sizeof (* points));
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for (;;) {
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action = (number_t) va_arg (list, int);
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if (action > 0) {
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attribute->positive_count += 1;
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//~attribute->positive = reallocate (attribute->positive, attribute->positive_count * (int) sizeof (action));
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attribute->positive = memorize (attribute->positive, attribute->positive_count * (int) sizeof (action));
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attribute->positive [attribute->positive_count - 1] = (action_t) action;
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} else if (action < 0) {
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attribute->negative_count += 1;
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//~attribute->negative = reallocate (attribute->negative, attribute->negative_count * (int) sizeof (action));
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attribute->negative = memorize (attribute->negative, attribute->negative_count * (int) sizeof (action));
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attribute->negative [attribute->negative_count - 1] = (action_t) -action;
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} else {
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break;
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}
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}
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va_end (list);
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return (attribute);
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}
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void game_render_skill (skill_t * skill, number_t x, number_t y) {
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curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
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curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 18, y);
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curses_render_string (format_to_string (skill->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x = 22, y);
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curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y);
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curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y);
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y);
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}
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void game_render_attribute (attribute_t * attribute, number_t x, number_t y) {
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curses_render_string (attribute->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
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curses_render_string ("[ ", COLOUR_GREY, EFFECT_BOLD, x + 18, y);
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curses_render_string (format_to_string (attribute->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x = 22, y);
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curses_render_string (format_to_string (attribute->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x = 26, y);
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curses_render_string (format_to_string (attribute->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x = 30, y);
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x = 34, y);
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}
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void play_game (void) {
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bundle_t skill_points = { 10, 120, 0, 0 };
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bundle_t attribute_points = { 1, 12, 0, 0 };
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skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
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attribute_t * strength, * edurance, * wisdom, * agility;
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strength = game_attribute ("Strength", & attribute_points, GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0);
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edurance = game_attribute ("Edurance", & attribute_points, GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
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wisdom = game_attribute ("Wisdom", & attribute_points, GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0);
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agility = game_attribute ("Agility", & attribute_points, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0);
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blades = game_skill ("Blades", & skill_points, GAME_ACTION_SWING_BLADE, 0);
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axes = game_skill ("Axes", & skill_points, GAME_ACTION_SWING_AXE, 0);
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bows = game_skill ("Bows", & skill_points, GAME_ACTION_SHOOT_ARROW, 0);
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spears = game_skill ("Spears", & skill_points, GAME_ACTION_THROW_SPEAR, 0);
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puppet_magic = game_skill ("Puppet Magic", & skill_points, GAME_ACTION_SUMMON_PUPPET, 0);
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nature_magic = game_skill ("Nature Magic", & skill_points, GAME_ACTION_CALL_NATURE, 0);
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rune_magic = game_skill ("Rune Magic", & skill_points, GAME_ACTION_CITE_RUNE, 0);
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charm_magic = game_skill ("Charm Magic", & skill_points, GAME_ACTION_CAST_CHARM, 0);
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game_configure ();
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while (curses_active) {
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curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
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curses_render_string ("Attributes:", COLOUR_WHITE, EFFECT_BOLD, 0, 0);
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game_render_attribute (strength, 2, 1);
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game_render_attribute (edurance, 2, 2);
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game_render_attribute (wisdom, 2, 3);
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game_render_attribute (agility, 2, 4);
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curses_render_string ("Skills:", COLOUR_WHITE, EFFECT_BOLD, 0, 5);
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game_render_skill (blades, 2, 6);
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game_render_skill (axes, 2, 7);
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game_render_skill (bows, 2, 8);
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game_render_skill (spears, 2, 9);
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game_render_skill (puppet_magic, 2, 10);
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game_render_skill (nature_magic, 2, 11);
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game_render_skill (rune_magic, 2, 12);
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game_render_skill (charm_magic, 2, 13);
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curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player.x, player.y);
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curses_synchronize ();
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game_synchronize ();
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}
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//~strength->name = deallocate (strength->name); strength->points = deallocate (strength->points);strength->positive = deallocate (strength->positive); strength->negative = deallocate (strength->negative); strength = deallocate (strength);
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//~edurance->name = deallocate (edurance->name); edurance->points = deallocate (edurance->points);edurance->positive = deallocate (edurance->positive); edurance->negative = deallocate (edurance->negative); edurance = deallocate (edurance);
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//~wisdom->name = deallocate (wisdom->name); wisdom->points = deallocate (wisdom->points); wisdom->positive = deallocate (wisdom->positive); wisdom->negative = deallocate (wisdom->negative); wisdom = deallocate (wisdom);
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//~agility->name = deallocate (agility->name); agility->points = deallocate (agility->points); agility->positive = deallocate (agility->positive); agility->negative = deallocate (agility->negative); agility = deallocate (agility);
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//~blades->name = deallocate (blades->name); blades->points = deallocate (blades->points);blades->positive = deallocate (blades->positive); blades = deallocate (blades);
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//~axes->name = deallocate (axes->name); axes->points = deallocate (axes->points);axes->positive = deallocate (axes->positive); axes = deallocate (axes);
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//~bows->name = deallocate (bows->name); bows->points = deallocate (bows->points); bows->positive = deallocate (bows->positive); bows = deallocate (bows);
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//~spears->name = deallocate (spears->name); spears->points = deallocate (spears->points); spears->positive = deallocate (spears->positive); spears = deallocate (spears);
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//~puppet_magic->name = deallocate (puppet_magic->name); puppet_magic->points = deallocate (puppet_magic->points);puppet_magic->positive = deallocate (puppet_magic->positive); puppet_magic = deallocate (puppet_magic);
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//~nature_magic->name = deallocate (nature_magic->name); nature_magic->points = deallocate (nature_magic->points);nature_magic->positive = deallocate (nature_magic->positive); nature_magic = deallocate (nature_magic);
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//~rune_magic->name = deallocate (rune_magic->name); rune_magic->points = deallocate (rune_magic->points); rune_magic->positive = deallocate (rune_magic->positive); rune_magic = deallocate (rune_magic);
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//~charm_magic->name = deallocate (charm_magic->name); charm_magic->points = deallocate (charm_magic->points); charm_magic->positive = deallocate (charm_magic->positive); charm_magic = deallocate (charm_magic);
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memory_pool = deallocate (memory_pool);
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}
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#endif
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