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No commits in common. "3af2f2fd21f4b9a08e093a6d27f55c78f7eb6760" and "97aac296262d6ffddd75d6a993c4f57c1eb2e9aa" have entirely different histories.
3af2f2fd21
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97aac29626
5 changed files with 68 additions and 88 deletions
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@ -5,6 +5,5 @@ project('playergame', 'c',
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]
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)
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cursesdep = dependency('curses')
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#pdcursesdep = [dependency('pdcurses'), dependency('SDL')]
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executable('playergame', 'src/main.c', dependencies: cursesdep)
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112
src/main.c
112
src/main.c
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@ -3,68 +3,25 @@
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#include "linux.h" //TODO make this detect and change depending on os
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#include "maptest.h"
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#include "map.h"
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//######################################################
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//######################################################
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//######################################################
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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struct entity {
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int x;
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int y;
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int xold; //i kinda dont like tbid xold yold shit
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int yold;
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char under_char; //the char that is under the entity so when it moves off of it it wont be erased
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char under_charold;
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}
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player = {0, 0, 0, 0, ' ', ' '},
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enemy = {24, 16, 0, 0, ' ', ' '},
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debugent_x = {0, 0, 0, 0, ' ', ' '},
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debugent_y = {0, 0, 0, 0, ' ', ' '};
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//HOLY FUCK MOVE THIS NOW!!! TODO
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//######################################################
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//######################################################
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//######################################################
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//######################################################
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#include "movement.h"
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int scrwidth = 80;
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int scrheight = 40;
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int render_border (int width, int height) {
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// width++;
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// height--;
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width++;
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height++;
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// int widthold = width;
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int heightold = height;
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while(height >= 0){
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while(height > 0){
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zom_putcharat(width, height, '&');
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height--;
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}
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height = heightold;
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while(width >= 0){
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while(width > 0){
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zom_putcharat(width, height, '&');
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width--;
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}
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@ -82,6 +39,19 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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//here it js being stolen from curses
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bool gamerun = true;
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struct entity {
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int x;
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int y;
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int xold; //i kinda dont like tbid xold yold shit
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int yold;
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char under_char; //the char that is under the entity so when it moves off of it it wont be erased
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char under_charold;
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}
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player = {0, 0, 0, 0, ' ', ' '},
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enemy = {24, 16, 0, 0, ' ', ' '},
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debugent_x = {0, 0, 0, 0, ' ', ' '},
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debugent_y = {0, 0, 0, 0, ' ', ' '};
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zom_scrinit();
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@ -107,19 +77,31 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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switch (zom_getch()) {
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case 'a':
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attempt_move(&player, 1, 2);
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if (attempt_move(player.x, player.y, 1, 2) == 1) {
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player.x--;
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player.under_char = readmap(player.x, player.y);
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}
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break;
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case 'w':
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attempt_move(&player, 1, 1);
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if (attempt_move(player.x, player.y, 1, 1) == 1) {
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player.y--;
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player.under_char = readmap(player.x, player.y);
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}
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break;
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case 'd':
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attempt_move(&player, 1, 0);
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if (attempt_move(player.x, player.y, 1, 0) == 1) {
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player.x++;
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player.under_char = readmap(player.x, player.y);
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}
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break;
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case 's':
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attempt_move(&player, 1, 3);
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if (attempt_move(player.x, player.y, 1, 3) == 1) {
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player.y++;
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player.under_char = readmap(player.x, player.y);
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}
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break;
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case 'q':
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@ -131,9 +113,8 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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break;
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//debug case
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case 'l':
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// debugent_x.x++;
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debugent_x.x++;
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debugent_y.y++;
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all_entity(&debugent_x);
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break;
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}
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//game logic not kb dependent
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@ -152,6 +133,31 @@ int main( int argc, char *argv[] ) { //yoinked from the internet argc is number
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} else {enemy.y++;}
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}
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/*
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TODO clean this shit up
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this should apply to everything not just the player
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it should also be generalized to all entitys using a for loop or somthing
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*/
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//anti go off screen
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if (player.x < 0) {
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player.x = 0;
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}
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if (player.x > 80) {
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player.x = 80;
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}
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if (player.y < 0) {
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player.y = 0;
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}
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if (player.y > 40) {
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player.y = 40;
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}
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prevtime = currenttime;
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}
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14
src/map.h
14
src/map.h
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@ -1,22 +1,10 @@
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char readmap(int x, int y) {
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if (x > (mapwidth - 1)) {
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return '&';
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}
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if (y > (mapheight - 1)) {
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return '&';
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}
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if (x < 0) {
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return '&';
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}
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if (y < 0) {
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return '&';
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}
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return maptest[y][x]; //TODO make it be able to rrad feom multiple maps but idk how to do that
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}
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int render_map(void) {
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int x;
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int y;
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//I think this is broken but maybe with with the border code idk TODO fix
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for(y = 0; y < 40; y++) {
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for(x = 0; x < 80; x++) {
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zom_putcharat(x, y, readmap(x, y));
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@ -1,6 +1,4 @@
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//TODO make this read from a file instead of from this array pile
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int mapwidth = 80;
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int mapheight = 40;
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char maptest[40][80] = {
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{'1', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '2'},
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{'2', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', '2'},
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@ -1,53 +1,42 @@
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//TODO fix this bug
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//there is a bug with the units arg
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//it doesnt check weather EVERY spot in its path is vaiid so it allows the possibity of going thru walls if units is more than 1
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int attempt_move(struct entity *fuck, int units, int direction) {
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int xfuture = fuck->x;
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int yfuture = fuck->y;
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int attempt_move(int x, int y, int units, int direction) {
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int xfuture = x;
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int yfuture = y;
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switch (direction) {
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case 0: // right
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xfuture = xfuture + units;
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if (readmap(xfuture, fuck->y) == '&') {
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if (readmap(xfuture, y) == '&') {
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return 0;
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}
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else {
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fuck->x++;
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fuck->under_char = readmap(fuck->x, fuck->y);
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return 1;
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}
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case 1: // up
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yfuture = yfuture - units; // we subtract because moving up
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if (readmap(fuck->x, yfuture) == '&') {
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if (readmap(x, yfuture) == '&') {
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return 0;
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}
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else {
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fuck->y--;
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fuck->under_char = readmap(fuck->x, fuck->y);
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return 1;
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}
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case 2: // left
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xfuture = xfuture - units;
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if (readmap(xfuture, fuck->y) == '&') {
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if (readmap(xfuture, y) == '&') {
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return 0;
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}
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else {
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fuck->x--;
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fuck->under_char = readmap(fuck->x, fuck->y);
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return 1;
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}
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case 3: // down
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yfuture = yfuture + units;
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if (readmap(fuck->x, yfuture) == '&') {
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if (readmap(x, yfuture) == '&') {
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return 0;
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}
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else {
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fuck->y++;
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fuck->under_char = readmap(fuck->x, fuck->y);
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return 1;
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}
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}
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return 0;
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}
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void all_entity(struct entity *fuck) {
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fuck->x++;
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}
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