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@@ -15,15 +15,17 @@ 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 void generate_fill_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) { |
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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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(void) width; |
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(void) height; |
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(void) x; |
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(void) y; |
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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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@@ -32,7 +34,7 @@ static void generate_fill_function (world_t * world, number_t width, number_t he |
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} |
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} |
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static void generate_rectangle_function (world_t * world, number_t width, number_t height, number_t x, number_t y, block_t * block) { |
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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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@@ -42,6 +44,20 @@ static void generate_rectangle_function (world_t * world, number_t width, number |
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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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@@ -184,8 +200,6 @@ world_t * game_world (number_t width, number_t height, ...) { |
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number_t w, h, x, y; |
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block_t * block; |
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//~number_t i, j; |
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world = memorize ((number_t) sizeof (* world)); |
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world->width = width; |
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@@ -198,7 +212,7 @@ world_t * game_world (number_t width, number_t height, ...) { |
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for (;;) { |
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generator = (generator_t *) va_arg (list, void *); |
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if (generator != (generator_t *) 0XDEADBEEF) { |
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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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@@ -209,48 +223,40 @@ world_t * game_world (number_t width, number_t height, ...) { |
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} else break; |
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} |
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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 * width + i] = terrain; |
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//~} |
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//~} |
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//~world->block [6] = wall; |
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va_end (list); |
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return (world); |
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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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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_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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curses_render_string (format_to_string (attribute->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x + 20, y); |
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curses_render_string (format_to_string (attribute->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x + 24, y); |
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curses_render_string (format_to_string (attribute->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x + 28, y); |
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x + 32, y); |
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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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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_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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curses_render_string (format_to_string (skill->points->minimum, 0, 10, 4, ' '), COLOUR_RED, EFFECT_NORMAL, x + 20, y); |
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curses_render_string (format_to_string (skill->points->current, 0, 10, 4, ' '), COLOUR_WHITE, EFFECT_NORMAL, x + 24, y); |
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curses_render_string (format_to_string (skill->points->maximum, 0, 10, 4, ' '), COLOUR_GREEN, EFFECT_NORMAL, x + 28, y); |
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curses_render_string (" ]", COLOUR_GREY, EFFECT_BOLD, x + 32, y); |
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} |
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void game_render_player (player_t * player) { |
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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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void game_render_block (block_t * block, number_t x, number_t y) { |
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procedure_t game_render_block (block_t * block, number_t x, number_t y) { |
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curses_render_character ((char) block->symbol->character, block->symbol->colour, block->symbol->effect, x, y); |
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} |
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void game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height) { |
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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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@@ -260,41 +266,35 @@ void game_render_world (world_t * world, number_t x, number_t y, number_t width, |
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} |
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} |
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void play_game (void) { |
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player_t * player; |
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block_t * grass, * stone_floor, * stone_wall; |
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world_t * world; |
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generator_t * fill, * rectangle; |
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attribute_t * strength, * edurance, * wisdom, * agility; |
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skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic; |
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fill = game_generator (generate_fill_function); |
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rectangle = game_generator (generate_rectangle_function); |
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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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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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edurance = game_attribute ("Edurance", format_bundle (1, 12, 0), GAME_ACTION_WALK, GAME_ACTION_CAMP, -GAME_ACTION_REST, 0); |
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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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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", 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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blades = game_skill ("Blades", format_bundle (10, 120, 0), GAME_ACTION_SWING_BLADE, 0); |
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axes = game_skill ("Axes", format_bundle (10, 120, 0), GAME_ACTION_SWING_AXE, 0); |
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bows = game_skill ("Bows", format_bundle (10, 120, 0), GAME_ACTION_SHOOT_ARROW, 0); |
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spears = game_skill ("Spears", format_bundle (10, 120, 0), GAME_ACTION_THROW_SPEAR, 0); |
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puppet_magic = game_skill ("Puppet Magic", format_bundle (10, 120, 0), GAME_ACTION_SUMMON_PUPPET, 0); |
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nature_magic = game_skill ("Nature Magic", format_bundle (10, 120, 0), GAME_ACTION_CALL_NATURE, 0); |
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rune_magic = game_skill ("Rune Magic", format_bundle (10, 120, 0), GAME_ACTION_CITE_RUNE, 0); |
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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", 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 = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD)); |
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player_t * player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD)); |
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grass = game_block ("Grass", format_symbol (',', COLOUR_GREEN, EFFECT_BOLD), FALSE, FALSE); |
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stone_floor = game_block ("Stone Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE); |
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stone_wall = game_block ("Stone Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE); |
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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 = game_world (80, 24, fill, 0, 0, 0, 0, grass, |
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rectangle, 20, 10, 2, 4, stone_wall, |
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(generator_t *) 0XDEADBEEF); |
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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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NULL); |
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curses_configure (); |
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@@ -319,16 +319,16 @@ void play_game (void) { |
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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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game_render_world (world, 40, 0, curses_screen_width, curses_screen_height); |
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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; break; |
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case SIGNAL_ARROW_DOWN: player->y += 1; break; |
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case SIGNAL_ARROW_LEFT: player->x -= 1; break; |
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case SIGNAL_ARROW_RIGHT: player->x += 1; break; |
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default: break; |
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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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