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synced 2025-07-03 19:16:41 +02:00
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5e39e9c8ab
commit
471b35d605
2 changed files with 21 additions and 59 deletions
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@ -1,41 +0,0 @@
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{
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"maps": [
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{
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"fileName": "level0.tmx",
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"height": 192,
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"width": 384,
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"x": 0,
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"y": 0
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},
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{
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"fileName": "level1.tmx",
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"height": 192,
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"width": 384,
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"x": 384,
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"y": 0
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},
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{
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"fileName": "level2.tmx",
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"height": 192,
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"width": 384,
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"x": 0,
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"y": 192
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},
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{
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"fileName": "level3.tmx",
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"height": 192,
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"width": 384,
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"x": 384,
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"y": 192
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},
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{
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"fileName": "level4.tmx",
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"height": 192,
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"width": 384,
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"x": 384,
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"y": 384
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}
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],
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"onlyShowAdjacentMaps": false,
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"type": "world"
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}
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@ -22,13 +22,13 @@ void inventory_init(Inventory *inventory) {
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}
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void inventory_draw(Inventory *inventory, Player *player) {
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size_t i;
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char i;
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if(inventory->open) {
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dimage(0, 0, &inventory_img);
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for(i = 0; i < SLOT_NUM; i++) {
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dsubimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING, &items_img,
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inventory->slots[i].i * SLOT_W, 0, SLOT_W, SLOT_H,
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inventory->slots[(int)i].i * SLOT_W, 0, SLOT_W, SLOT_H,
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DIMAGE_NONE);
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if(i == inventory->selection) {
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dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
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@ -43,8 +43,8 @@ void inventory_draw(Inventory *inventory, Player *player) {
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}
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for(i = 0; i < 3; i++) {
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dsubimage(SLOT_X_EQUIPPED, SLOT_Y + i * SLOT_SPACING, &items_img,
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inventory->equipped[i].i * SLOT_W, 0, SLOT_W, SLOT_H,
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DIMAGE_NONE);
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inventory->equipped[(int)i].i * SLOT_W, 0, SLOT_W,
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SLOT_H, DIMAGE_NONE);
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}
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#if GINT_RENDER_RGB
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/* Render the player between the two swords if we are on cg. */
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@ -70,23 +70,26 @@ char inventory_add(Inventory *inventory, Item item) {
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void inventory_move_from_selected(Inventory *inventory) {
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if(inventory->selected < 0)
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return;
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Slot current = inventory->slots[inventory->selection];
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Slot new = inventory->slots[inventory->selected];
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inventory->slots[inventory->selection] = new;
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inventory->slots[inventory->selected] = current;
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Slot current = inventory->slots[(int)inventory->selection];
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Slot new = inventory->slots[(int)inventory->selected];
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inventory->slots[(int)inventory->selection] = new;
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inventory->slots[(int)inventory->selected] = current;
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}
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void inventory_use(Inventory *inventory, Player *player) {
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Item item = inventory->slots[inventory->selection].i;
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Item item = inventory->slots[(int)inventory->selection].i;
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(void)player;
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switch(item_types[item]) {
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case IT_TALISMAN:
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inventory->equipped[0] = inventory->slots[inventory->selection];
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inventory->equipped[0] = inventory->slots[(int)inventory->selection];
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break;
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case IT_ARMOR:
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inventory->equipped[1] = inventory->slots[inventory->selection];
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inventory->equipped[1] = inventory->slots[(int)inventory->selection];
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break;
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case IT_WEAPON:
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inventory->equipped[2] = inventory->slots[inventory->selection];
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inventory->equipped[2] = inventory->slots[(int)inventory->selection];
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break;
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case IT_FOOD:
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/* TODO */
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@ -94,26 +97,26 @@ void inventory_use(Inventory *inventory, Player *player) {
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default:
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break;
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}
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inventory->slots[inventory->selection].i = I_NONE;
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inventory->slots[inventory->selection].durability = 255;
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inventory->slots[(int)inventory->selection].i = I_NONE;
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inventory->slots[(int)inventory->selection].durability = 255;
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}
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void inventory_unequip(Inventory *inventory, ItemType type) {
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if(inventory->slots[inventory->selection].i)
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if(inventory->slots[(int)inventory->selection].i)
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return;
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switch(type) {
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case IT_TALISMAN:
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inventory->slots[inventory->selection] = inventory->equipped[0];
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inventory->slots[(int)inventory->selection] = inventory->equipped[0];
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inventory->equipped[0].i = I_NONE;
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inventory->equipped[0].durability = 255;
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break;
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case IT_ARMOR:
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inventory->slots[inventory->selection] = inventory->equipped[1];
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inventory->slots[(int)inventory->selection] = inventory->equipped[1];
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inventory->equipped[1].i = I_NONE;
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inventory->equipped[1].durability = 255;
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break;
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case IT_WEAPON:
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inventory->slots[inventory->selection] = inventory->equipped[2];
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inventory->slots[(int)inventory->selection] = inventory->equipped[2];
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inventory->equipped[2].i = I_NONE;
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inventory->equipped[2].durability = 255;
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break;
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