World map and more rendering...
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f0f98e1b7a
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f446a47e84
@ -24,7 +24,7 @@ static number_t game_set_screen_height (game_t * game, number_t height) { return
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#define MEMORY_LIMIT (1024 * 1024)
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static memory_t memorize (number_t size) {
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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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@ -35,7 +35,19 @@ static 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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static symbol_t * format_symbol (number_t character, number_t colour, number_t effect) {
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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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bundle = memorize ((number_t) sizeof (* bundle));
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bundle->minimum = minimum;
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bundle->maximum = maximum;
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bundle->current = 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 * symbol;
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symbol = memorize ((number_t) sizeof (* symbol));
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@ -47,33 +59,6 @@ static symbol_t * format_symbol (number_t character, number_t colour, number_t e
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return (symbol);
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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 = memorize ((number_t) sizeof (* skill));
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string_copy ((skill->name = memorize (string_length (name) + 1)), name);
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memory_copy ((skill->points = memorize ((number_t) sizeof (* skill->points))), points, (number_t) 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 = memorize ((number_t) 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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@ -83,7 +68,8 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) {
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attribute = memorize ((number_t) sizeof (* attribute));
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string_copy ((attribute->name = memorize (string_length (name) + 1)), name);
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string_copy ((attribute->name = memorize (string_length (name) + 1)), name);
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memory_copy ((attribute->points = memorize ((number_t) sizeof (* attribute->points))), points, (number_t) sizeof (* points));
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for (;;) {
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@ -105,23 +91,41 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) {
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return (attribute);
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}
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//~block_t * game_block (string_t name, symbol_t * symbol) {
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//~block_t * block;
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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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//~block = memorize ((number_t) sizeof (* block));
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va_start (list, points);
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//~string_copy ((block->name = memorize (string_length (name) + 1)), name);
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//~memory_copy ((block->symbol = memorize ((number_t) sizeof (* block->symbol))), symbol, (number_t) sizeof (* symbol));
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skill = memorize ((number_t) sizeof (* skill));
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//~return (block);
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//~}
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string_copy ((skill->name = memorize (string_length (name) + 1)), name);
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memory_copy ((skill->points = memorize ((number_t) sizeof (* skill->points))), points, (number_t) 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 = memorize ((number_t) 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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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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string_copy ((player->name = memorize (string_length (name) + 1)), name);
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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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@ -130,14 +134,42 @@ player_t * game_player (string_t name, symbol_t * symbol) {
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return (player);
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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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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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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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block = memorize ((number_t) sizeof (* block));
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string_copy ((block->name = memorize (string_length (name) + 1)), name);
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memory_copy ((block->symbol = memorize ((number_t) sizeof (* block->symbol))), symbol, (number_t) sizeof (* symbol));
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block->collision = collision;
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block->override = override;
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return (block);
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}
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world_t * game_world (number_t width, number_t height, block_t * floor, block_t * wall) {
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world_t * world;
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number_t x, y;
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world = memorize ((number_t) sizeof (* world));
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world->width = width;
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world->height = height;
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world->block = memorize (width * height * (number_t) sizeof (* world->block));
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for (y = 0; y < height; ++y) {
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for (x = 0; x < width; ++x) {
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world->block [y * width + x] = floor;
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}
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}
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world->block [6] = wall;
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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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@ -150,56 +182,89 @@ void game_render_attribute (attribute_t * attribute, number_t x, number_t 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 };
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bundle_t attribute_points = { 1, 12, 0 };
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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_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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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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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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game_render_block (world->block [(j + y) * world->width + (i + x)], i, j);
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}
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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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//~world_t * world;
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block_t * floor, * wall;
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world_t * world;
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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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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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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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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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player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
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floor = game_block ("Floor", format_symbol ('.', COLOUR_GREY, EFFECT_BOLD), FALSE, FALSE);
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wall = game_block ("Wall", format_symbol ('#', COLOUR_GREY, EFFECT_BOLD), TRUE, FALSE);
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world = game_world (80, 24, floor, wall);
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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, 0, 0);
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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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//~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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//~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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//~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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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 'w': player->y -= 1; break;
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@ -45,14 +45,6 @@ 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 skill_t {
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string_t name;
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number_t positive_count;
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number_t 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 attribute_t {
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string_t name;
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number_t positive_count, negative_count;
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@ -60,11 +52,12 @@ typedef struct attribute_t {
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action_t * positive, * negative;
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} attribute_t;
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//~typedef struct block_t {
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//~string_t name;
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//~symbol_t * symbol;
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//~number_t collision;
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//~} block_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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@ -76,18 +69,34 @@ typedef struct player_t {
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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 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 struct block_t {
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string_t name;
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symbol_t * symbol;
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number_t collision;
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number_t override;
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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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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 skill_t * game_skill (string_t name, bundle_t * points, ...);
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extern attribute_t * game_attribute (string_t name, bundle_t * points, ...);
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//~extern block_t * game_block (string_t name, symbol_t * symbol);
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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, block_t * floor, block_t * wall);
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extern void game_render_skill (skill_t * skill, number_t x, number_t y);
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extern void game_render_attribute (attribute_t * attribute, number_t x, number_t y);
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extern void game_render_skill (skill_t * skill, number_t x, number_t y);
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extern void game_render_player (player_t * player);
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extern void game_render_block (block_t * block, number_t x, number_t y);
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extern void game_render_world (world_t * world, number_t x, number_t y, number_t width, number_t height);
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extern void play_game (void);
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