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1a652762e3
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1a652762e3 | ||
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b26cf53e91 | ||
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5dab7f9f18 |
11 changed files with 245 additions and 44 deletions
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@ -74,6 +74,8 @@ set(ASSETS_cg
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assets-cg/font.png
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assets-cg/inventory.png
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assets-cg/items.png
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assets-cg/selection.png
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assets-cg/selected.png
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)
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set(ASSETS_cg_EGA64
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@ -88,6 +90,8 @@ set(ASSETS_fx
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assets-fx/SGN_Icon.png
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assets-fx/player_face.png
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assets-fx/font.png
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assets-fx/selection.png
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assets-fx/selected.png
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# ...
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)
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@ -17,6 +17,14 @@ SGN_Icon.png:
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type: bopti-image
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name: SGN_Icon_img
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selection.png:
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type: bopti-image
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name: selection_img
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selected.png:
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type: bopti-image
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name: selected_img
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font.png:
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name: fontRPG
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type: font
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@ -142,7 +142,7 @@ def convert_map(input: str, output: str, params: dict, target):
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indoor = int(input_map.get_property("indoor"))
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except Exception as e:
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# Show a warning
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print(f"WARNING: Indoor property not found.\n")
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print(f"WARNING: Indoor property not found.")
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if indoor:
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# Get the indoor tileset
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20
src/config.h
20
src/config.h
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@ -25,9 +25,15 @@
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/* The size of the player */
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#define P_WIDTH 16
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#define P_HEIGHT 16
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/*Max number of dynamic NPCs.*/
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/* Max number of dynamic NPCs. */
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#define NPC_STACK_SIZE 256
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/* The position of the slots in the inventory */
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#define SLOT_Y 87
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#define SLOT_X_EQUIPPED 222
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#define SLOT_X 272
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#define SLOT_W 28
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#define SLOT_H 27
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#define SLOT_SPACING 32
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#else
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/* The tile size */
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#define T_HEIGHT 8
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@ -38,9 +44,15 @@
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/* The player size */
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#define P_WIDTH 8
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#define P_HEIGHT 8
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/*Max number of "dynamic" NPCs. We are starved for static ram on fx !*/
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/* Max number of "dynamic" NPCs. We are starved for static ram on fx ! */
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#define NPC_STACK_SIZE 32
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/* The position of the slots in the inventory */
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#define SLOT_Y 24
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#define SLOT_X_EQUIPPED 72
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#define SLOT_X 88
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#define SLOT_W 8
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#define SLOT_H 8
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#define SLOT_SPACING 12
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#endif
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/* SPEED should NOT be 8 or bigger: it may cause bugs when handling
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61
src/game.c
61
src/game.c
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@ -36,6 +36,11 @@ void game_init(Game *game) {
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events_init_handler(&game->handler);
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events_bind_variable(&game->handler, (int *)&game->player.life, "life");
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events_bind_variable(&game->handler, &game->mana, "mana");
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inventory_init(&game->inventory);
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/* For debugging */
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game->inventory.slots[5].i = I_GLOVE;
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game->inventory.slots[1].i = I_ARMOR;
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game->inventory.slots[8].i = I_TALISMAN;
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// reload_npc(&game);
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}
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@ -122,8 +127,10 @@ void game_render_indicator(Game *game) {
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/* Draw everything. */
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void game_draw(Game *game) {
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/*Only clear if we are inside, the screen is guaranteed to be filled
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/* Only clear if we are inside, the screen is guaranteed to be filled
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* otherwise */
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/* (Mibi88) if we do so, we should only use opaque tiles in the background
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layer (it's currently not the case), to artefacts when rendering dialogs. */
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if(game->map_level->indoor)
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dclear(C_WHITE);
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map_render_by_layer(game, BACKGROUND);
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@ -136,7 +143,7 @@ void game_draw(Game *game) {
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dprint(8, 8, C_BLACK, "npc_count: %d", npc_count);
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dprint(8, 16, C_BLACK, "Mana: %d", game->mana);
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dprint(8, 24, C_BLACK, "X: %d Y: %d", game->player.x, game->player.y);
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inventory_draw(game, &game->inventory);
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inventory_draw(&game->inventory, &game->player);
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}
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/* Key management */
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@ -159,6 +166,56 @@ void game_get_inputs(Game *game) {
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clearevents();
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sleep();
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}
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} else if(game->inventory.open) {
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if(keydown(KEY_LEFT))
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inventory_move_selection(&game->inventory, D_LEFT);
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/* TODO: Make something cleaner */
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while(keydown(KEY_LEFT)) {
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clearevents();
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sleep();
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}
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if(keydown(KEY_RIGHT))
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inventory_move_selection(&game->inventory, D_RIGHT);
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/* TODO: Make something cleaner */
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while(keydown(KEY_RIGHT)) {
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clearevents();
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sleep();
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}
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if(keydown(KEY_UP))
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inventory_move_selection(&game->inventory, D_UP);
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/* TODO: Make something cleaner */
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while(keydown(KEY_UP)) {
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clearevents();
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sleep();
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}
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if(keydown(KEY_DOWN))
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inventory_move_selection(&game->inventory, D_DOWN);
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/* TODO: Make something cleaner */
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while(keydown(KEY_DOWN)) {
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clearevents();
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sleep();
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}
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if(keydown(KEY_OPTN))
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inventory_move_from_selected(&game->inventory);
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/* TODO: Make something cleaner */
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while(keydown(KEY_OPTN)) {
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clearevents();
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sleep();
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}
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if(keydown(KEY_SQUARE)) {
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inventory_use(&game->inventory, &game->player);
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}
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if(keydown(KEY_F1)) {
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inventory_unequip(&game->inventory, IT_TALISMAN);
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}
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if(keydown(KEY_F2)) {
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inventory_unequip(&game->inventory, IT_ARMOR);
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}
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if(keydown(KEY_F3)) {
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inventory_unequip(&game->inventory, IT_WEAPON);
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}
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if(keydown(KEY_SHIFT))
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game->inventory.selected = game->inventory.selection;
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} else {
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/* Player actions - Prototypes in player.h and implementation in
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* player.c */
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22
src/game.h
22
src/game.h
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@ -32,17 +32,30 @@ typedef enum {
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I_AMOUNT
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} Item;
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typedef enum {
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IT_NONE,
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IT_TALISMAN,
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IT_ARMOR,
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IT_WEAPON,
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IT_FOOD,
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IT_AMOUNT
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} ItemType;
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typedef struct {
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Item i;
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Item i : 4;
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unsigned char durability;
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} Slot;
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typedef struct {
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/* Backpack slots. */
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Slot slots[SLOT_NUM];
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Slot talisman;
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Slot armor;
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Slot weapon;
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/* Equipped items: first slot: talisman, second slot: armor, last slot:
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weapon. */
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Slot equipped[3];
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/* 1 if the inventory is open. */
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char open : 1;
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char selected;
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char selection;
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} Inventory;
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typedef struct {
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@ -140,6 +153,7 @@ typedef struct {
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uint8_t current_group;
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uint8_t hostile_to_group;
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/* uint16_t to keep the struct aligned */
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uint16_t __padding;
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} NPC;
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164
src/inventory.c
164
src/inventory.c
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@ -1,51 +1,151 @@
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#include "inventory.h"
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#include <gint/display.h>
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#include <string.h>
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extern bopti_image_t inventory_img;
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extern bopti_image_t items_img;
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extern bopti_image_t selection_img;
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extern bopti_image_t selected_img;
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extern bopti_image_t player_male_inv_img;
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extern bopti_image_t player_female_inv_img;
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void inventory_draw(Game *game, Inventory *inventory) {
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char item_types[I_AMOUNT] = {IT_NONE, IT_ARMOR, IT_WEAPON, IT_WEAPON,
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IT_FOOD, IT_FOOD, IT_TALISMAN};
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void inventory_init(Inventory *inventory) {
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inventory->open = 0;
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memset(inventory->slots, 0, sizeof(Slot) * SLOT_NUM);
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memset(inventory->equipped, 0, sizeof(Slot) * 3);
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inventory->selected = -1;
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inventory->selection = 0;
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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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/* TODO: Cleanup! */
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inventory->slots[5].i = I_GLOVE;
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inventory->armor.i = I_ARMOR;
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inventory->talisman.i = I_TALISMAN;
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inventory->weapon.i = I_SWORD;
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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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#if GINT_RENDER_RGB
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dsubimage(272 + (i % SLOT_COLUMNS) * 32,
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87 + (i / SLOT_COLUMNS) * 32, &items_img,
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inventory->slots[i].i * 28, 0, 28, 27, DIMAGE_NONE);
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#else
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dsubimage(88 + (i % SLOT_COLUMNS) * 12,
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24 + (i / SLOT_COLUMNS) * 12, &items_img,
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inventory->slots[i].i * 8, 0, 8, 8, DIMAGE_NONE);
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#endif
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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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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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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING,
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&selection_img);
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}
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if(i == inventory->selected) {
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dimage(SLOT_X + (i % SLOT_COLUMNS) * SLOT_SPACING,
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SLOT_Y + (i / SLOT_COLUMNS) * SLOT_SPACING,
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&selected_img);
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}
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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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}
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#if GINT_RENDER_RGB
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dsubimage(222, 87, &items_img, inventory->talisman.i * 28, 0, 28, 27,
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DIMAGE_NONE);
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dsubimage(222, 87 + 32, &items_img, inventory->armor.i * 28, 0, 28, 27,
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DIMAGE_NONE);
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dsubimage(222, 87 + 64, &items_img, inventory->weapon.i * 28, 0, 28, 27,
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DIMAGE_NONE);
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#else
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dsubimage(72, 24, &items_img, inventory->talisman.i * 8, 0, 8, 8,
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DIMAGE_NONE);
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dsubimage(72, 24 + 12, &items_img, inventory->armor.i * 8, 0, 8, 8,
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DIMAGE_NONE);
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dsubimage(72, 24 + 24, &items_img, inventory->weapon.i * 8, 0, 8, 8,
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DIMAGE_NONE);
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#endif
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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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dimage(183, 20,
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game->player.is_male ? &player_male_inv_img
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: &player_female_inv_img);
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player->is_male ? &player_male_inv_img : &player_female_inv_img);
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#endif
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}
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/* TODO: Stats. */
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}
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char inventory_add(Inventory *inventory, Item item) {
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size_t i;
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for(i = 0; i < SLOT_NUM; i++) {
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if(!inventory->slots[i].i) {
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inventory->slots[i].i = item;
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inventory->slots[i].durability = 255;
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return 0;
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}
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}
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return 1;
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}
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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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}
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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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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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break;
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case IT_ARMOR:
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inventory->equipped[1] = inventory->slots[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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break;
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case IT_FOOD:
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/* TODO */
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break;
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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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}
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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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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->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->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->equipped[2].i = I_NONE;
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inventory->equipped[2].durability = 255;
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break;
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default:
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break;
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}
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}
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void inventory_move_selection(Inventory *inventory, Direction direction) {
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switch(direction) {
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case D_UP:
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inventory->selection -= SLOT_COLUMNS;
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if(inventory->selection < 0)
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inventory->selection = 0;
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break;
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case D_DOWN:
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inventory->selection += SLOT_COLUMNS;
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if(inventory->selection >= SLOT_NUM) {
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inventory->selection = SLOT_NUM - 1;
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}
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break;
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case D_LEFT:
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if(inventory->selection > 0) {
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inventory->selection--;
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}
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break;
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case D_RIGHT:
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if(inventory->selection < SLOT_NUM - 1) {
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inventory->selection++;
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}
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break;
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default:
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break;
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}
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}
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|
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@ -4,6 +4,12 @@
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/* The structs related to the inventory are defined in game.h */
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#include "game.h"
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void inventory_draw(Game *game, Inventory *inventory);
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void inventory_init(Inventory *inventory);
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void inventory_draw(Inventory *inventory, Player *player);
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char inventory_add(Inventory *inventory, Item item);
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void inventory_move_from_selected(Inventory *inventory);
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void inventory_use(Inventory *inventory, Player *player);
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void inventory_unequip(Inventory *inventory, ItemType type);
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void inventory_move_selection(Inventory *inventory, Direction direction);
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#endif
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