ensured commodore porting
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/**
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scoundrel.c: a C89 port of the Scoundrel roguelike card game
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using the official ruleset only
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See the README.md file for platform-specific build instructions
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Created by Luxferre in 2026, released into public domain
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#ifndef __CC65__
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#include <time.h>
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#endif
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/* UI choices */
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#define CH1 0
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#define CH2 1
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#define CH3 2
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#define CH4 3
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#define CH_R 4
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#define CH_Q 5
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#define CH_INVAL 6
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/**
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Deck/room representation:
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0 is empty (this value cannot be in the deck, only in the room),
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1 to 13 is a monster,
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14 to 22 is a weapon,
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23 to 31 is a potion
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Monster level: x + 1
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Weapon level: x - 12
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Potion level: x - 21
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*/
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/* Game stats */
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static char deck[] = {
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1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, /* monster pack 1 (clubs) */
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1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, /* monster pack 2 (spades) */
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14, 15, 16, 17, 18, 19, 20, 21, 22, /* weapon pack (diamonds) */
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23, 24, 25, 26, 27, 28, 29, 30, 31 /* potion pack (hearts) */
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}, room[] = {0, 0, 0, 0};
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static short deck_idx = 0, hp = 20,
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weapon = 0, durability = 0, can_run = 1,
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engaged = 0, potion_drank = 0, last_potion_val = 0;
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/* Output method */
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void print_msg(char *s) {
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puts(s);
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}
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/* Input method */
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char get_choice() {
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char c, res;
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printf("Your choice: ");
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scanf(" %c", &c);
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switch(c) {
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case 'a':
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case 'A':
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res = CH1;
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break;
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case 'b':
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case 'B':
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res = CH2;
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break;
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case 'c':
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case 'C':
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res = CH3;
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break;
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case 'd':
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case 'D':
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res = CH4;
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break;
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case 'r':
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case 'R':
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res = CH_R;
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break;
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case 'q':
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case 'Q':
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res = CH_Q;
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break;
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default:
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res = CH_INVAL;
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}
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return res;
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}
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/* Confirmation method */
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int confirm(char *prompt) {
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char c, d;
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printf("%s", prompt);
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c = getchar();
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scanf(" %c", &c);
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if(c == 'y' || c == 'Y') d = 1;
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else d = 0;
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return d;
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}
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/* Stats display method */
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void display_stats() {
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printf("---------------\nHP:%02d W:%02d D:%02d\n---------------\n",
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hp, weapon, durability);
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}
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/* Room display method */
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void display_room() {
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unsigned int i, v;
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for(i=0;i<4;i++) {
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v = room[i];
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if(v == 0) printf(" "); /* just 4 spaces */
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else if(v < 14) printf("M%02d ", v + 1);
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else if(v < 23) printf("W%02d ", v - 12);
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else printf("P%02d ", v - 21);
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}
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printf("\n a b c d");
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if(can_run) printf(" r)un->");
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printf("\n");
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}
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/* Array shuffle method */
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void shuffle(char *array, size_t n) {
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unsigned int i, j, t;
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if(n > 1) {
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for(i=n-1;i>0;i--) {
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j = (unsigned int) (rand()%(i+1));
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t = array[j];
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array[j] = array[i];
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array[i] = t;
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}
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}
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}
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/* Room item handling methods */
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void handle_monster(int val) {
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int healthlost = val;
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printf("You fight a %d-level monster.\n", val);
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if(weapon > 0 && val <= durability) {
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int weapondiff = val - weapon;
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if(weapondiff < 0) weapondiff = 0;
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printf("Without weapon: lose %d HP.\n", val);
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printf("With weapon: lose %d HP.\n", weapondiff);
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if(confirm("Use weapon? (y/n) ")) {
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healthlost = weapondiff;
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durability = val - 1;
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if(durability < 2) {
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print_msg("You lose your weapon.");
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durability = weapon = 0;
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}
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else printf("Your weapon's durability is now %d.\n", durability);
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}
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}
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hp -= healthlost;
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if(hp < 0) hp = 0;
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printf("You lost %d HP. New HP: %d.\n", healthlost, hp);
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}
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void handle_weapon(int val) {
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weapon = val;
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printf("You equip a %d-level weapon.\n", weapon);
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durability = 14; /* reset durability to max limit */
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}
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void handle_potion(int val) {
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if(potion_drank) {
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print_msg("You already drank a potion in this room. Discarding.");
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} else {
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potion_drank = 1;
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hp += val;
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if(hp > 20) hp = 20;
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printf("You drink a %d-level potion. New HP: %d.\n", val, hp);
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if(deck_idx >= sizeof(deck) || deck[deck_idx] == 0)
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last_potion_val = val;
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}
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}
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/* Main gameplay */
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int game() {
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unsigned int i;
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int score = 0; /* score storage */
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int item, room_sum; /* true item value */
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int last_room = 0, last_room_clr = 0; /* last room markers */
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char ch;
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deck_idx = 0; /* reset the deck index */
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/* Shuffle the deck */
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shuffle(deck, sizeof(deck));
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/* prepare all other parameters */
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hp = 20;
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can_run = 1;
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weapon = durability = engaged = 0;
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potion_drank = last_potion_val = 0;
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for(i=0;i<sizeof(room);i++) room[i] = 0; /* reset the room */
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while(hp > 0 && !last_room_clr) {
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/* fill in the new room unless engaged */
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if(!engaged) {
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for(i=0;i<sizeof(room);i++) {
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/* fill only if empty */
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if(!room[i]) {
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/* Check if deck is empty or exhausted */
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if(deck_idx >= sizeof(deck) || deck[deck_idx] == 0) {
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last_room = 1;
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can_run = 0;
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} else {
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room[i] = deck[deck_idx];
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deck[deck_idx] = 0; /* remove from deck */
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deck_idx++;
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/* Check immediately if that was the last card */
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if(deck_idx >= sizeof(deck) || deck[deck_idx] == 0) {
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last_room = 1;
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can_run = 0;
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}
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}
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}
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}
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}
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/* display the stats and room */
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display_stats();
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display_room();
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ch = get_choice();
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/* Logic validation */
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if(ch == CH_R) {
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if(!can_run || engaged) ch = CH_INVAL; /* Cannot run if disabled or engaged */
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} else if(ch < CH_R && !room[(int)ch]) {
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ch = CH_INVAL; /* empty item */
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}
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if(ch == CH_Q) {
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hp = 0;
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print_msg("Quitting...");
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break;
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} else if(ch == CH_INVAL) {
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print_msg("Invalid input!");
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continue;
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} else if(ch == CH_R) { /* run mechanics */
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/* Compact and rearrange the deck */
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char temp_deck[sizeof(deck)];
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int t_idx = 0;
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/* 1. Collect all valid remaining cards from deck */
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for(i=0; i<sizeof(deck); i++) {
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if(deck[i] != 0) temp_deck[t_idx++] = deck[i];
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}
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/* 2. Shuffle room cards and append to the end */
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shuffle(room, sizeof(room));
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for(i=0; i<sizeof(room); i++) {
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if(room[i] != 0) {
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temp_deck[t_idx++] = room[i];
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room[i] = 0; /* Clear room */
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}
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}
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/* 3. Rebuild deck */
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memset(deck, 0, sizeof(deck));
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for(i=0; i<t_idx; i++) deck[i] = temp_deck[i];
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/* 4. Reset state */
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deck_idx = 0; /* Reset index to start of compacted deck */
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can_run = 0; /* can't run twice in a row */
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engaged = 0;
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last_room = 0; /* Since we added cards, it's not the last room anymore */
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} else { /* engagement mechanics */
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engaged++; /* increase the amount of engaged cards */
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can_run = 0; /* Cannot run once engaged */
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item = room[(int)ch]; /* get the item from the room */
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room[(int)ch] = 0; /* mark the room slot as empty */
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/* Note: We do NOT put the item back in deck. It is consumed. */
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if(item < 14) { /* monster */
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handle_monster(item + 1);
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} else if(item < 23) { /* weapon */
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handle_weapon(item - 12);
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} else { /* potion */
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handle_potion(item - 21);
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}
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/* condition to move to the next room */
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room_sum = 0;
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for(i=0;i<sizeof(room);i++) room_sum += room[i];
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if(hp > 0) {
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if(room_sum == 0) {
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if(last_room) last_room_clr = 1;
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else {
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print_msg("Room clear, moving on...");
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engaged = 0;
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potion_drank = 0;
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can_run = 1;
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}
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} else if(!last_room && engaged == 3) {
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print_msg("Room clear, moving on...");
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engaged = 0;
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potion_drank = 0;
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can_run = 1;
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}
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}
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}
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}
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/* Score the result */
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if(hp > 0) { /* win */
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score = hp;
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if(hp == 20) score += last_potion_val;
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} else { /* fail */
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for(i=0;i<sizeof(room);i++)
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if(room[i] && room[i] < 14)
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score -= (room[i] + 1);
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for(i=0;i<sizeof(deck);i++)
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if(deck[i] && deck[i] < 14)
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score -= (deck[i] + 1);
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}
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return score;
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}
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/* Entry point */
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int main() {
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int score;
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#ifdef __CC65__
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_randomize();
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#else
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srand(time(NULL));
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#endif
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while(1) {
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print_msg("===============\nScoundrel--2026\n by Luxferre\n===============\n Good luck!");
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score = game();
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if(score > 0) {
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printf("You win! Your score: %d\n", score);
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} else {
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printf("You lose! Your score: %d\n", score);
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}
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if(!confirm("Play again? (y/n) ")) break;
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}
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return 0;
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}
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