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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_HEADER
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#define CHAPTER_5_HEADER
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#include "chapter_0.h"
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#include "chapter_1.h"
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#include "chapter_2.h"
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#include "chapter_3.h"
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/*
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Okay, we're finally on chapter five, and now we'll write something fun, not serious and boring. Before the Great Flood, when our ancestors were riding dinosaurs, building
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pyramids, killing African men and mating with Asian women, people didn't have dedicated nor integrated graphical processing units, called GPUs. They only had their terminals,
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built inside some of their spaceships. And what did they do with them? They played terminal rogue-like games, similar to those that archeologists discovered in ancient Egypt,
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Syria, Sumeria, Greece and Atlantis. They were reconstructed around 50 years ago by some guy that made the game Rogue. So, all those myths, sagas and legends about Anubis,
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Gilgamesh, Achilles, Inana, Gaea, they were just playable characters or main characters in those games, with different statistics, skills, attributes and back-story. Now, lets
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make a simple terminal rogue-like game using what we wrote in previous chapters.
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First of all, lets talk briefly about keyword 'typedef' and why I hate to use it.
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*/
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typedef int number_t;
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typedef void procedure_t;
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typedef char * string_t;
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typedef void * memory_t;
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typedef enum action_t {
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GAME_ACTION_NONE,
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GAME_ACTION_WAIT, GAME_ACTION_WALK, GAME_ACTION_REST, GAME_ACTION_CAMP,
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GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR,
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GAME_ACTION_SUMMON_PUPPET, GAME_ACTION_CALL_NATURE, GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM,
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GAME_ACTION_COUNT
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} action_t;
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typedef struct bundle_t {
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number_t minimum, maximum, current;
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} bundle_t;
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typedef struct symbol_t {
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number_t character, colour, effect;
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} symbol_t;
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typedef struct attribute_t {
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string_t name;
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number_t positive_count, negative_count;
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bundle_t * points;
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action_t * positive;
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action_t * negative;
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} attribute_t;
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typedef struct skill_t {
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string_t name;
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number_t positive_count, learning_rate;
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bundle_t * points;
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action_t * positive;
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} skill_t;
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typedef struct player_t {
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string_t name;
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number_t x, y;
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symbol_t * symbol;
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//~bundle_t * health, * armour, * mana, * stamina;
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//~attribute_t strength, edurance, intelligence, agility;
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//~skill_t blades, axes, bows, spears;
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//~skill_t puppet_magic, nature_magic, rune_magic, charm_magic;
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} player_t;
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typedef struct block_t {
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string_t name;
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number_t collision, override;
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symbol_t * symbol;
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} block_t;
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typedef struct world_t {
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number_t width, height;
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block_t * * block;
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} world_t;
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typedef procedure_t (* generate_t) (world_t *, number_t, number_t, number_t, number_t, block_t *);
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typedef struct generator_t {
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generate_t generate;
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} generator_t;
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extern memory_t memorize (number_t size);
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extern bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current);
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extern symbol_t * format_symbol (number_t character, number_t colour, number_t effect);
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extern generator_t * game_generator (generate_t generator);
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extern attribute_t * game_attribute (string_t name, bundle_t * points, ...);
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extern skill_t * game_skill (string_t name, bundle_t * points, ...);
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extern player_t * game_player (string_t name, symbol_t * symbol);
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extern block_t * game_block (string_t name, symbol_t * symbol, number_t collision, number_t override);
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extern world_t * game_world (number_t width, number_t height, ...);
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extern procedure_t game_render_attribute (attribute_t * attribute, number_t x, number_t y);
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extern procedure_t game_render_skill (skill_t * skill, number_t x, number_t y);
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extern procedure_t game_render_player (player_t * player);
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extern procedure_t game_render_block (block_t * block, number_t x, number_t y);
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extern procedure_t game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height);
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extern procedure_t play_game (procedure_t);
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#endif
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