Work in progress for advanced attributes...
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61280c9366
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@ -32,7 +32,7 @@ number_t randomize (number_t lower, number_t upper) {
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return ((number_t) rand () % (upper - lower) + lower);
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}
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bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current) {
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bundle_t * game_bundle (number_t minimum, number_t maximum, number_t current) {
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bundle_t * bundle = memorize ((number_t) sizeof (* bundle));
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bundle->minimum = minimum;
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@ -42,7 +42,7 @@ bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current)
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return (bundle);
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}
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symbol_t * format_symbol (number_t character, number_t colour, number_t effect) {
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symbol_t * game_symbol (number_t character, number_t colour, number_t effect) {
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symbol_t * symbol = memorize ((number_t) sizeof (* symbol));
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symbol->character = character;
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@ -116,16 +116,64 @@ skill_t * game_skill (string_t name, bundle_t * points, ...) {
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return (skill);
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}
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player_t * game_player (string_t name, symbol_t * symbol) {
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bot_t * game_bot (string_t name, symbol_t * symbol, bundle_t * health, bundle_t * mana, bundle_t * stamina) {
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bot_t * bot = memorize ((number_t) sizeof (* bot));
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string_copy ((bot->name = memorize (string_length (name) + 1)), name);
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bot->x = 0;
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bot->y = 0;
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memory_copy ((bot->symbol = memorize ((number_t) sizeof (* bot->symbol))), symbol, (number_t) sizeof (* symbol));
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memory_copy ((bot->health = memorize ((number_t) sizeof (* bot->health))), health, (number_t) sizeof (* health));
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memory_copy ((bot->mana = memorize ((number_t) sizeof (* bot->mana))), mana, (number_t) sizeof (* mana));
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memory_copy ((bot->stamina = memorize ((number_t) sizeof (* bot->stamina))), stamina, (number_t) sizeof (* stamina));
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return (bot);
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}
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player_t * game_player (string_t name, symbol_t * symbol, bundle_t * health, bundle_t * mana, bundle_t * stamina, ...) {
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va_list list;
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player_t * player = memorize ((number_t) sizeof (* player));
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string_copy ((player->name = memorize (string_length (name) + 1)), name);
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memory_copy ((player->symbol = memorize ((number_t) sizeof (* player->symbol))), symbol, (number_t) sizeof (* symbol));
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player->x = 3;
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player->y = 3;
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memory_copy ((player->symbol = memorize ((number_t) sizeof (* player->symbol))), symbol, (number_t) sizeof (* symbol));
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memory_copy ((player->health = memorize ((number_t) sizeof (* player->health))), health, (number_t) sizeof (* health));
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memory_copy ((player->mana = memorize ((number_t) sizeof (* player->mana))), mana, (number_t) sizeof (* mana));
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memory_copy ((player->stamina = memorize ((number_t) sizeof (* player->stamina))), stamina, (number_t) sizeof (* stamina));
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player->attribute_count = 0;
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player->skill_count = 0;
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va_start (list, stamina);
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for (;;) {
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attribute_t * attribute = (attribute_t *) va_arg (list, void *);
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if (attribute != NULL) {
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player->attribute_count += 1;
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player->attributes = memorize ((number_t) sizeof (attribute));
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player->attributes [player->attribute_count - 1] = attribute;
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} else break;
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}
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for (;;) {
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skill_t * skill = (skill_t *) va_arg (list, void *);
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if (skill != NULL) {
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player->skill_count += 1;
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player->skills = memorize ((number_t) sizeof (skill));
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player->skills [player->skill_count - 1] = skill;
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} else break;
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}
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va_end (list);
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return (player);
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}
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@ -215,6 +263,10 @@ procedure_t game_render_skill (number_t x, number_t y, ...) {
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va_end (list);
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}
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procedure_t game_render_bot (bot_t * bot) {
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curses_render_character ((char) bot->symbol->character, bot->symbol->colour, bot->symbol->effect, bot->x, bot->y);
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}
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procedure_t game_render_player (player_t * player) {
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curses_render_character ((char) player->symbol->character, player->symbol->colour, player->symbol->effect, player->x, player->y);
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}
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@ -63,15 +63,28 @@ typedef struct skill_t {
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action_t * positive;
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} skill_t;
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typedef struct bot_t {
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string_t name;
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number_t x;
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number_t y;
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symbol_t * symbol;
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bundle_t * health;
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bundle_t * mana;
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bundle_t * stamina;
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} bot_t;
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typedef struct player_t {
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string_t name;
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number_t x;
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number_t 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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string_t name;
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number_t x;
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number_t y;
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symbol_t * symbol;
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bundle_t * health;
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bundle_t * mana;
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bundle_t * stamina;
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number_t attribute_count;
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number_t skill_count;
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attribute_t * * attributes;
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skill_t * * skills;
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} player_t;
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typedef struct block_t {
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@ -96,22 +109,27 @@ typedef struct generator_t {
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extern memory_t memorize (number_t size);
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extern number_t randomize (number_t lower, number_t upper);
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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 bundle_t * game_bundle (number_t minimum, number_t maximum, number_t current);
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extern symbol_t * game_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 bot_t * game_bot (string_t name, symbol_t * symbol, bundle_t * health, bundle_t * mana, bundle_t * stamina);
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extern player_t * game_player (string_t name, symbol_t * symbol, bundle_t * health, bundle_t * mana, bundle_t * stamina, ...);
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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 (number_t x, number_t y, ...);
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extern procedure_t game_render_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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extern procedure_t game_render_bot (bot_t * bot);
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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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#endif
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@ -51,31 +51,48 @@ procedure_t play_game (procedure_t) {
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generator_t * rectangle_fill = game_generator (generate_rectangle_fill_function);
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generator_t * rectangle_line = game_generator (generate_rectangle_line_function);
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attribute_t * strength = game_attribute ("Strength", format_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0);
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attribute_t * edurance = game_attribute ("Edurance", format_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
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attribute_t * wisdom = game_attribute ("Wisdom", format_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0);
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attribute_t * agility = game_attribute ("Agility", format_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0);
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//~attribute_t * strength = game_attribute ("Strength", game_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0);
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//~attribute_t * edurance = game_attribute ("Edurance", game_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0);
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//~attribute_t * wisdom = game_attribute ("Wisdom", game_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0);
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//~attribute_t * agility = game_attribute ("Agility", game_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0);
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skill_t * blades = game_skill ("Blades", format_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0);
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skill_t * axes = game_skill ("Axes", format_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0);
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skill_t * bows = game_skill ("Bows", format_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0);
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skill_t * spears = game_skill ("Spears", format_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0);
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skill_t * puppet_magic = game_skill ("Puppet Magic", format_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0);
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skill_t * nature_magic = game_skill ("Nature Magic", format_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0);
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skill_t * rune_magic = game_skill ("Rune Magic", format_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0);
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skill_t * charm_magic = game_skill ("Charm Magic", format_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0);
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skill_t * blades = game_skill ("Blades", game_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0);
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skill_t * axes = game_skill ("Axes", game_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0);
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skill_t * bows = game_skill ("Bows", game_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0);
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skill_t * spears = game_skill ("Spears", game_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0);
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skill_t * puppet_magic = game_skill ("Puppet Magic", game_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0);
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skill_t * nature_magic = game_skill ("Nature Magic", game_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0);
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skill_t * rune_magic = game_skill ("Rune Magic", game_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0);
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skill_t * charm_magic = game_skill ("Charm Magic", game_bundle (10, 120, 0), GAME_ACTION_CAST_CHARM, 0);
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player_t * player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
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bot_t * goblin = game_bot ("Goblin", game_symbol ('g', COLOUR_RED, EFFECT_NORMAL), game_bundle (0, 11, 11), game_bundle (0, 3, 3), game_bundle (0, 23, 23));
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bot_t * hob_goblin = game_bot ("Hob Goblin", game_symbol ('g', COLOUR_RED, EFFECT_BOLD), game_bundle (0, 17, 17), game_bundle (0, 7, 7), game_bundle (0, 31, 31));
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bot_t * orc = game_bot ("Orc", game_symbol ('G', COLOUR_RED, EFFECT_NORMAL), game_bundle (0, 23, 23), game_bundle (0, 5, 5), game_bundle (0, 47, 47));
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bot_t * ogre = game_bot ("Ogre", game_symbol ('G', COLOUR_RED, EFFECT_BOLD), game_bundle (0, 37, 37), game_bundle (0, 2, 2), game_bundle (0, 83, 83));
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block_t * grass = game_block ("Grass", format_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE);
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block_t * stone_floor = game_block ("Stone Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
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block_t * stone_wall = game_block ("Stone Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
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player_t * player = game_player ("Riri", game_symbol ('@', COLOUR_CYAN, EFFECT_BOLD), game_bundle (0, 29, 29), game_bundle (0, 3, 3), game_bundle (0, 37, 37),
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//~strength, edurance, wisdom, agility, NULL,
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game_attribute ("Strength", game_bundle (1, 12, 0), GAME_ACTION_SWING_BLADE, GAME_ACTION_SWING_AXE, -GAME_ACTION_CAMP, 0),
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game_attribute ("Edurance", game_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0),
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game_attribute ("Wisdom", game_bundle (1, 12, 0), GAME_ACTION_CITE_RUNE, GAME_ACTION_CAST_CHARM, -GAME_ACTION_WALK, 0),
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game_attribute ("Agility", game_bundle (1, 12, 0), GAME_ACTION_SHOOT_ARROW, GAME_ACTION_THROW_SPEAR, -GAME_ACTION_WAIT, 0),
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NULL,
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blades, axes, bows, spears, puppet_magic, nature_magic, rune_magic, charm_magic, NULL);
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block_t * grass = game_block ("Grass", game_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE);
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block_t * stone_floor = game_block ("Stone Floor", game_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
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block_t * stone_wall = game_block ("Stone Wall", game_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
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world_t * world = game_world (300, 100, full_fill, 0, 0, 0, 0, grass,
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rectangle_fill, 5, 9, 2, 4, stone_floor,
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rectangle_line, 5, 9, 2, 4, stone_wall,
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NULL);
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//~player->attributes [0]->points->current = 7;
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//~player->attributes [1]->points->current = 3;
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//~player->attributes [2]->points->current = 5;
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//~player->attributes [3]->points->current = 3;
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curses_configure ();
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terminal_show_cursor (FALSE);
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@ -87,9 +104,11 @@ procedure_t play_game (procedure_t) {
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game_render_world (world, 0, 0, game_screen_offset, curses_screen_height);
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game_render_bot (goblin);
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game_render_player (player);
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game_render_attribute (game_screen_offset, 1, strength, edurance, wisdom, agility, NULL);
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game_render_attribute (game_screen_offset, 1, player->attributes [0], player->attributes [1], player->attributes [2], player->attributes [3], NULL);
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game_render_skill (game_screen_offset, 6, blades, axes, bows, spears, puppet_magic, nature_magic, rune_magic, charm_magic, NULL);
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