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@@ -15,49 +15,8 @@ It is distributed in the hope that it will be useful or harmful, it really depen |
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So, what are actually getters and setters, and why you should never use them? Lets explain. |
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*/ |
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#define UNUSED(variable) (void) variable |
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#define MEMORY_LIMIT (1024 * 1024) |
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static procedure_t generate_full_fill_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) { |
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number_t i, j; |
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UNUSED (width); |
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UNUSED (height); |
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UNUSED (x); |
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UNUSED (y); |
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for (j = 0; j < world->height; ++j) { |
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for (i = 0; i < world->width; ++i) { |
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world->block [j * world->width + i] = block; |
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} |
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} |
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} |
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static procedure_t generate_rectangle_fill_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) { |
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number_t i, j; |
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for (j = 0; j < height; ++j) { |
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for (i = 0; i < width; ++i) { |
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world->block [(j + y) * world->width + (i + x)] = block; |
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} |
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} |
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} |
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static procedure_t generate_rectangle_line_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) { |
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number_t o; |
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for (o = 0; o < width; ++o) { |
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world->block [world->width * y + o + x] = block; |
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world->block [world->width * (height - 1 + y) + o + x] = block; |
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} |
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for (o = 0; o < height; ++o) { |
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world->block [world->width * (y + o) + x] = block; |
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world->block [world->width * (y + o) + width - 1 + x] = block; |
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} |
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} |
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memory_t memorize (number_t size) { |
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static string_t memory_store [MEMORY_LIMIT] = { 0 }; |
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static number_t memory_count = 0; |
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@@ -69,10 +28,12 @@ memory_t memorize (number_t size) { |
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return ((memory_t) ((string_t) memory_store + memory_count - size)); |
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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 * bundle; |
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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 = memorize ((number_t) sizeof (* bundle)); |
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bundle_t * format_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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bundle->maximum = maximum; |
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@@ -82,9 +43,7 @@ bundle_t * format_bundle (number_t minimum, number_t maximum, number_t current) |
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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 * symbol; |
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symbol = memorize ((number_t) sizeof (* symbol)); |
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symbol_t * symbol = memorize ((number_t) sizeof (* symbol)); |
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symbol->character = character; |
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symbol->colour = colour; |
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@@ -94,9 +53,7 @@ symbol_t * format_symbol (number_t character, number_t colour, number_t effect) |
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} |
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generator_t * game_generator (generate_t function) { |
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generator_t * generator; |
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generator = memorize ((number_t) sizeof (* generator)); |
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generator_t * generator = memorize ((number_t) sizeof (* generator)); |
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generator->generate = function; |
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@@ -104,10 +61,9 @@ generator_t * game_generator (generate_t function) { |
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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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va_list list; |
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attribute = memorize ((number_t) sizeof (* attribute)); |
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attribute_t * attribute = memorize ((number_t) sizeof (* attribute)); |
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string_copy ((attribute->name = memorize (string_length (name) + 1)), name); |
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@@ -135,10 +91,9 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) { |
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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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va_list list; |
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skill = memorize ((number_t) sizeof (* skill)); |
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skill_t * skill = memorize ((number_t) sizeof (* skill)); |
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string_copy ((skill->name = memorize (string_length (name) + 1)), name); |
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@@ -162,9 +117,7 @@ skill_t * game_skill (string_t name, bundle_t * points, ...) { |
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} |
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player_t * game_player (string_t name, symbol_t * symbol) { |
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player_t * player; |
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player = memorize ((number_t) sizeof (* player)); |
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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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@@ -177,9 +130,7 @@ player_t * game_player (string_t name, symbol_t * symbol) { |
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} |
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block_t * game_block (string_t name, symbol_t * symbol, number_t collision, number_t override) { |
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block_t * block; |
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block = memorize ((number_t) sizeof (* block)); |
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block_t * block = memorize ((number_t) sizeof (* block)); |
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string_copy ((block->name = memorize (string_length (name) + 1)), name); |
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@@ -192,13 +143,9 @@ block_t * game_block (string_t name, symbol_t * symbol, number_t collision, numb |
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} |
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world_t * game_world (number_t width, number_t height, ...) { |
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world_t * world; |
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va_list list; |
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generator_t * generator; |
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number_t w, h, x, y; |
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block_t * block; |
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va_list list; |
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world = memorize ((number_t) sizeof (* world)); |
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world_t * world = memorize ((number_t) sizeof (* world)); |
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world->width = width; |
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world->height = height; |
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@@ -208,14 +155,14 @@ world_t * game_world (number_t width, number_t height, ...) { |
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va_start (list, height); |
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for (;;) { |
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generator = (generator_t *) va_arg (list, void *); |
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generator_t * generator = (generator_t *) va_arg (list, void *); |
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if (generator != NULL) { |
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w = (number_t) va_arg (list, int); |
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h = (number_t) va_arg (list, int); |
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x = (number_t) va_arg (list, int); |
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y = (number_t) va_arg (list, int); |
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block = (block_t *) va_arg (list, void *); |
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number_t w = (number_t) va_arg (list, int); |
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number_t h = (number_t) va_arg (list, int); |
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number_t x = (number_t) va_arg (list, int); |
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number_t y = (number_t) va_arg (list, int); |
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block_t * block = (block_t *) va_arg (list, void *); |
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generator->generate (world, w, h, x, y, block); |
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} else break; |
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@@ -227,7 +174,8 @@ world_t * game_world (number_t width, number_t height, ...) { |
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} |
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procedure_t 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_CYAN, EFFECT_NORMAL, x + 0, y); |
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curses_render_string (attribute->name, COLOUR_CYAN, EFFECT_NORMAL, x + 3, 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 + 20, y); |
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@@ -237,7 +185,8 @@ procedure_t game_render_attribute (attribute_t * attribute, number_t x, number_t |
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} |
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procedure_t 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_CYAN, EFFECT_NORMAL, x + 0, y); |
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curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x + 3, 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 + 20, y); |
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@@ -255,82 +204,11 @@ procedure_t game_render_block (block_t * block, number_t x, number_t y) { |
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} |
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procedure_t game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height) { |
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number_t i, j; |
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for (j = 0; (j < height) && (j < world->height); ++j) { |
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for (i = 0; (i < width) && (i < world->width); ++i) { |
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for (number_t j = 0; (j < height) && (j < world->height); ++j) { |
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for (number_t i = 0; (i < width) && (i < world->width); ++i) { |
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game_render_block (world->block [j * world->width + i], i + x, j + y); |
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} |
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} |
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} |
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procedure_t play_game (procedure_t) { |
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generator_t * full_fill = game_generator (generate_full_fill_function); |
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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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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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player_t * player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD)); |
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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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world_t * world = game_world (80, 24, 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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0); |
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curses_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, 80, 0); |
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game_render_attribute (strength, 82, 1); |
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game_render_attribute (edurance, 82, 2); |
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game_render_attribute (wisdom, 82, 3); |
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game_render_attribute (agility, 82, 4); |
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curses_render_string ("Skills:", COLOUR_WHITE, EFFECT_BOLD, 80, 5); |
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game_render_skill (blades, 82, 6); |
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game_render_skill (axes, 82, 7); |
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game_render_skill (bows, 82, 8); |
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game_render_skill (spears, 82, 9); |
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game_render_skill (puppet_magic, 82, 10); |
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game_render_skill (nature_magic, 82, 11); |
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game_render_skill (rune_magic, 82, 12); |
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game_render_skill (charm_magic, 82, 13); |
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game_render_world (world, 0, 0, curses_screen_width, curses_screen_height); |
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game_render_player (player); |
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switch (curses_character) { |
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case SIGNAL_ARROW_UP: player->y -= 1; limit (& player->y, 0, world->height - 1); break; |
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case SIGNAL_ARROW_DOWN: player->y += 1; limit (& player->y, 0, world->height - 1); break; |
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case SIGNAL_ARROW_LEFT: player->x -= 1; limit (& player->x, 0, world->width - 1); break; |
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case SIGNAL_ARROW_RIGHT: player->x += 1; limit (& player->x, 0, world->width - 1); break; |
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default: break; |
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} |
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curses_synchronize (); |
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} |
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} |
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#endif |