503 lines
13 KiB
C
503 lines
13 KiB
C
/**
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nescoundrel.c: a NES port of the Scoundrel roguelike card game
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using the official ruleset only
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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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#include "eznes.h"
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/* Constants section */
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#define GAME_WHITE 0
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#define GAME_RED 1
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#define GAME_YELLOW 2
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#define GAME_GREEN 3
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/* Sound section */
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void beep_start() {
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play_jingle(220, 440, 440, 660, 660, 880);
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}
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void beep_interact() {
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play_jingle(440, 660, 220, 880, 440, 660);
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}
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void beep_enemy() {
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play_jingle(440, 220, 220, 110, 110, 55);
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}
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void beep_weapon() {
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play_jingle(660, 880, 440, 880, 660, 880);
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}
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void beep_potion() {
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play_jingle(440, 660, 660, 990, 660, 880);
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}
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void beep_run() {
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play_jingle(660, 880, 440, 660, 220, 440);
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}
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void beep_win() {
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play_jingle(55, 110, 110, 220, 220, 440);
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delay_cycles(4000);
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play_jingle(440, 660, 660, 880, 880, 1760);
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delay_cycles(4000);
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play_jingle(880, 660, 660, 880, 880, 1760);
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}
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void beep_lose() {
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play_jingle(110, 55, 220, 110, 110, 55);
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delay_cycles(4000);
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play_jingle(110, 55, 110, 55, 110, 55);
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}
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void beep_err() {
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play_jingle(330, 220, 330, 220, 330, 220);
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}
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/* Main game logic */
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void game_startup() {
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u8 i, j, x = 0;
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init_game(NES_BLACK, NES_WHITE, NES_RED, NES_GREEN, NES_YELLOW);
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ppu_off();
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for(j=0;j<24;j+=4)
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for(i=3;i<32;i+=4)
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colorxy(i, j, 1 + ((++x) % 3));
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gotoxy(0, 2);
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cputs( \
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" _______ _______ _______ \r\n" \
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" | _ | _ | _ |\r\n" \
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" | 1___|. 1___|. | |\r\n" \
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" |____ |. |___|. | |\r\n" \
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" |: 1 |: 1 |: 1 |\r\n" \
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" |::.. . |::.. . |::.. . |\r\n" \
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" `-------`-------`-------'\r\n");
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cputs( \
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" ___ ___ ______ ______\r\n" \
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" | Y | _ \\| _ \\ \r\n" \
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" |. | |. | |. | \\ \r\n" \
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" |. | |. | |. | \\\r\n" \
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" |: 1 |: | |: 1 /\r\n" \
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" |::.. . |::.| |::.. . / \r\n" \
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" `-------`--- ---`------' \r\n");
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cputs( \
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" _______ _______ ___ \r\n" \
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" | _ | _ | | \r\n" \
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" |. l |. 1___|. | \r\n" \
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" |. _ |. __)_|. |___ \r\n" \
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" |: | |: 1 |: 1 |\r\n" \
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" |::.|:. |::.. . |::.. . |\r\n" \
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" `--- ---`-------`-------'");
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cputsxy(SCREEN_CENTER_X - 6, SCREEN_HEIGHT - 4, "Press Start");
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cputsxy(1, SCREEN_HEIGHT - 2, "Luxferre");
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cputsxy(SCREEN_WIDTH-5, SCREEN_HEIGHT - 2, "2026");
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ppu_on();
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wait_for_start_rand();
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beep_start();
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clrscr();
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}
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/* Win screen display */
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void win_screen(s16 score) {
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u8 i, j;
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clrscr();
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ppu_off();
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for(j=0;j<12;j+=4)
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for(i=3;i<32;i+=4)
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colorxy(i, j, 1 + (rand() % 3));
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cputsxy(0, 3, " ___ ___ ___ ______ \r\n" \
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" | Y | | _ \\ \r\n" \
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" |. | |. |. | |\r\n" \
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" |. / \\ |. |. | |\r\n" \
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" |: |: |: | |\r\n" \
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" |::.|:. |::.|::.| |\r\n" \
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" `--- ---`---`--- ---'");
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cputsxy(0, 12, " Congratulations! You made it\r\n through the dangerous\r\n dungeon alive!\r\n\r\n");
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cprintf(" Your score: %d\r\n\r\n", score);
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chlinexy(0, 17, SCREEN_WIDTH);
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cputs("Created by Luxferre in 2026\r\nReleased into public domain\r\n");
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cputs("\r\nOriginal concept by Zach Gage\r\nand Kurt Bieg, 2011");
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chlinexy(0, 23, SCREEN_WIDTH);
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cputsxy(10, 25, "Press Start");
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ppu_on();
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waitvsync();
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beep_win();
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wait_for_start();
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}
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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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/* main deck and room */
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static char deck[44], room[] = {0, 0, 0, 0};
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/* status message */
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static char status_msg[(SCREEN_WIDTH-1)];
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/* tracking variables */
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static s16 hp = 20;
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static u8 deck_idx = 0, rooms_cleared = 0,
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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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/* Input method */
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/* up 1, left 2, right 3, down 4, a run, start quit */
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u8 get_choice() {
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switch(joy_input_wait()) {
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case EZJOY_UP: return CH1;
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case EZJOY_LT: return CH2;
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case EZJOY_RT: return CH3;
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case EZJOY_DN: return CH4;
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case EZJOY_ST: return CH_Q;
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default: return CH_R;
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}
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}
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/* Draw a room character according to the index and value */
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void render_room_item(u8 i, u8 v) {
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u8 color, topleft_x, topleft_y, topright_x, bottomleft_y,
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text_x, text_y, cheight=7, cwidth=8, left_offset = 9;
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if(i == 0) {
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topleft_x = 8;
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topleft_y = 0;
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} else if(i == 1) {
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topleft_x = 0;
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topleft_y = 8;
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} else if(i == 2) {
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topleft_x = 16;
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topleft_y = 8;
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} else if(i == 3) {
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topleft_x = 8;
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topleft_y = 16;
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}
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topright_x = topleft_x + cwidth - 1;
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bottomleft_y = topleft_y + cheight - 1;
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text_x = topleft_x + 1;
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text_y = topleft_y + 2;
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if(v == 0) {} /* don't render anything */
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else {
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if(v < 14) {
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color = GAME_RED;
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} else if(v < 23) {
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color = GAME_YELLOW;
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} else {
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color = GAME_GREEN;
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}
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colorxy(topleft_x, topleft_y, color);
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colorxy(topleft_x+4, topleft_y, color);
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colorxy(topleft_x, topleft_y+4, color);
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colorxy(topleft_x+4, topleft_y+4, color);
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/* draw the rectangle */
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chlinexy(topleft_x + 1, topleft_y, cwidth - 2);
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chlinexy(topleft_x + 1, bottomleft_y, cwidth - 2);
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cvlinexy(topleft_x, topleft_y + 1, cheight - 2);
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cvlinexy(topright_x, topleft_y + 1, cheight - 2);
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/* draw text */
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gotoxy(text_x, text_y);
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if(v < 14) {
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cputs("ENEMY ");
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} else if(v < 23) {
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cputs("WEAPON");
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} else {
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cputs("POTION");
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}
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gotoxy(text_x, text_y+2);
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if(v < 14) cprintf("LVL %02d", v + 1);
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else if(v < 23) cprintf("LVL %02d", v - 12);
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else cprintf("LVL %02d", v - 21);
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}
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}
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/* Render main game screen */
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void render_main_scene() {
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u8 i, deck_count = 0, statbase = 17,
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room_start_x = 1,
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room_start_y = 1,
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room_end_x = statbase - 8,
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room_end_y = SCREEN_HEIGHT - 4,
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room_mid_x = room_start_x + ((room_end_x - room_start_x)>>1) - 1,
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room_mid_y = room_start_y + ((room_end_y - room_start_y)>>1) - 1;
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for(i=0;i<sizeof(deck);i++)
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if(deck[i]) deck_count++;
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clrscr();
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ppu_off();
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/* render the frames */
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chlinexy(0,SCREEN_HEIGHT-1,SCREEN_WIDTH);
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chlinexy(0,SCREEN_HEIGHT-3,SCREEN_WIDTH);
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/* render the room */
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for(i=0;i<4;i++) render_room_item(i, room[i]);
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cputsxy(10, 10, "DECK");
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gotoxy(11, 12);
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cprintf("%02d", deck_count);
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cvlinexy(9, 10, 3);
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cvlinexy(14, 10, 3);
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chlinexy(10, 9, 4);
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chlinexy(10, 13, 4);
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/* render stats */
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gotoxy(statbase, 1);
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cprintf("Health %02d", hp);
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gotoxy(statbase, 3);
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cprintf("Weapon %02d", weapon);
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gotoxy(statbase, 5);
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cprintf("Durability %02d", durability);
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cputsxy(statbase, 17, "Choose: D-Pad");
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cputsxy(statbase, 19, can_run ? "Run: A/B/SELECT" : "Cannot run!");
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gotoxy(statbase, 21);
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cprintf("Rooms clrd: %02d", rooms_cleared);
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/* render status message */
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gotoxy(1, SCREEN_HEIGHT-2);
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cprintf("%s", status_msg);
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ppu_on();
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waitvsync();
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}
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/* Confirmation method */
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u8 confirm(char *prompt) {
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u8 res = 2, statbase = SCREEN_WIDTH - 7;
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snprintf(status_msg, sizeof(status_msg), "%s", prompt);
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render_main_scene();
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gotoxy(statbase, SCREEN_HEIGHT-5);
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cprintf("A=YES");
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gotoxy(statbase, SCREEN_HEIGHT-4);
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cprintf("B=NO");
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while(res > 1) {
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switch(joy_input_wait()) {
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case EZJOY_A: res = 1; break;
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case EZJOY_B: res = 0; break;
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default: res = 2;
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}
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}
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beep_interact();
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return res;
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}
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/* Output method */
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void print_msg(char *s) {
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memset(status_msg, 0, sizeof(status_msg));
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strncpy(status_msg, s, sizeof(status_msg));
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render_main_scene();
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}
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/* Room item handling methods */
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s16 handle_monster(s16 val) {
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s16 healthlost = val;
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char monster_msg[(SCREEN_WIDTH-1)];
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beep_enemy();
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if(weapon > 0 && val <= durability) {
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s16 weapondiff = val - weapon;
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if(weapondiff < 0) weapondiff = 0;
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snprintf(monster_msg, sizeof(status_msg), "%d-level monster: use weapon?", val);
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if(confirm(monster_msg)) {
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healthlost = weapondiff;
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durability = val - 1;
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if(durability < 2) {
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durability = weapon = 0;
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}
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}
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} else {
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snprintf(status_msg, sizeof(status_msg), "You fight a %d-level monster.", val);
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}
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hp -= healthlost;
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if(hp < 0) hp = 0;
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snprintf(status_msg, sizeof(status_msg), "You lost %d HP. New HP: %d", healthlost, hp);
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return val;
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}
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void handle_weapon(u8 val) {
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weapon = val;
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snprintf(status_msg, sizeof(status_msg), "You equip a %d-level weapon.", weapon);
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durability = 14; /* reset durability to max limit */
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beep_weapon();
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}
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void handle_potion(u8 val) {
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if(potion_drank) {
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print_msg("Already drank a potion here.");
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beep_err();
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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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snprintf(status_msg, sizeof(status_msg), "You drink a %d-level potion.", val);
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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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beep_potion();
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}
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}
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/* Main gameplay */
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s16 game() {
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u16 i;
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s16 score = -208; /* score storage */
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s16 item, room_sum; /* true item value */
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s16 last_room = 0, last_room_clr = 0; /* last room markers */
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u8 ch;
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deck_idx = 0; /* reset the deck index */
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/* Prefill the deck */
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for(i=0;i<13;i++) deck[i] = deck[i+13] = i+1;
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for(i=26;i<44;i++) deck[i] = i - 12;
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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 = rooms_cleared = 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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print_msg("Good luck!"); /* reset the status message */
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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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render_main_scene();
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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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break;
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} else if(ch == CH_INVAL) {
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print_msg("Invalid input!");
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beep_err();
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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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s16 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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print_msg("You ran from the room.");
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beep_run();
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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[ch]; /* get the item from the room */
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room[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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score += 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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engaged = 0;
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potion_drank = 0;
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can_run = 1;
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rooms_cleared++;
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}
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} else if(!last_room && engaged == 3) {
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engaged = 0;
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potion_drank = 0;
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can_run = 1;
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rooms_cleared++;
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}
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}
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}
|
|
}
|
|
/* Score the result */
|
|
if(hp > 0) { /* win */
|
|
score = hp;
|
|
if(hp == 20) score += last_potion_val;
|
|
}
|
|
return score;
|
|
}
|
|
|
|
/* Entry point */
|
|
s16 main() {
|
|
s16 score;
|
|
game_startup();
|
|
while(1) {
|
|
score = game();
|
|
if(score > 0) {
|
|
win_screen(score);
|
|
break;
|
|
} else {
|
|
beep_lose();
|
|
snprintf(status_msg, sizeof(status_msg), "RIP! Score: %d. Restart?", score);
|
|
if(!confirm(status_msg)) break;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|