mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-08-14 10:29:46 +00:00
1065 lines
17 KiB
C
1065 lines
17 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <unistd.h>
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#include <string.h>
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#include <math.h>
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#include "gr-sim.h"
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#include "tfv_utils.h"
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#include "tfv_zp.h"
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#include "tfv_defines.h"
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#include "tfv_definitions.h"
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#include "tfv_sprites.h"
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#include "tfv_backgrounds.h"
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/* Do Battle */
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/* Metrocat (summon?) */
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/* Environment: grass, beach, forest, ice */
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/* Enemies: HP ATTACK WEAKNESS RESIST */
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/* Killer Crab RND-32 PINCH MALAISE FIRE
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Plain Fish BUBBLE FIRE ICE
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Evil Tree RND-16 LEAVE FIRE ICE
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Wood Elf SING MALAISE BOLT
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Giant Bee RND-64 BUZZSAW ICE NONE
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Procrastinon RND-32 PUTOFF NONE MALAISE
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Ice Fish RND-32 AUGER FIRE ICE
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EvilPenguin WADDLE FIRE ICE
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*/
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/* Battle.
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Forest? Grassland? Artic? Ocean?
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ATTACK REST
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MAGIC LIMIT
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SUMMON RUN
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SUMMONS -> METROCAT
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MAGIC -> HEAL FIRE
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ICE MALAISE
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BOLT
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LIMIT -> SLICE ZAP
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DROP
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1 2 3
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0123456789012345678901234567890123456789|
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----------------------------------------|
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| HP LIMIT | -> FIGHT/LIMIT 21
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KILLER CRAB | DEATER 128/255 128 | ZAP 22
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| | REST 23
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| | RUN AWAY 24
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Sound effects?
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List hits
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****** ** **** **** ** ** ****** **** ****** ****** ******
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** ** **** ** ** ** ** ** ** ** ** ** ** **
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** ** ** **** **** ****** **** ****** ** ****** ******
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** ** ** ** ** ** ** ** ** ** ** ** **
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****** ****** ****** **** ** **** ****** ** ****** **
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*/
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static int battle_bar=0;
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/* Background depend on map location? */
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/* Room for guinea pig in party? */
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/* Attacks -> HIT, ZAP, HEAL, RUNAWAY */
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#define MAGIC_NONE 0
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#define MAGIC_FIRE 1
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#define MAGIC_ICE 2
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#define MAGIC_MALAISE 4
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#define MAGIC_BOLT 8
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#define MAGIC_HEAL 16
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struct enemy_type {
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char *name;
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int hp_base,hp_mask;
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char *attack_name;
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int weakness,resist;
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unsigned char *sprite;
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};
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static struct enemy_type enemies[8]={
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[0]= {
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.name="Killer Crab",
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.hp_base=50,
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.hp_mask=0x1f,
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.attack_name="Pinch",
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.weakness=MAGIC_MALAISE,
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.resist=MAGIC_FIRE,
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.sprite=killer_crab,
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},
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[1]= {
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.name="Plain Fish",
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.hp_base=10,
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.hp_mask=0x1f,
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.attack_name="Bubble",
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.weakness=MAGIC_FIRE,
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.resist=MAGIC_ICE,
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.sprite=plain_fish,
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},
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[2]= {
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.name="Evil Tree",
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.hp_base=10,
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.hp_mask=0x1f,
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.attack_name="Leaves",
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.weakness=MAGIC_FIRE,
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.resist=MAGIC_ICE,
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.sprite=evil_tree,
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},
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[3]= {
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.name="Wood Elf",
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.hp_base=10,
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.hp_mask=0x1f,
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.attack_name="Song",
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.weakness=MAGIC_MALAISE,
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.resist=MAGIC_BOLT|MAGIC_HEAL,
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.sprite=wood_elf,
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},
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[4]= {
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.name="Giant Bee",
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.hp_base=10,
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.hp_mask=0x1f,
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.attack_name="Buzzsaw",
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.weakness=MAGIC_ICE,
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.resist=MAGIC_NONE,
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.sprite=giant_bee,
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},
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[5]= {
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.name="Procrastinon",
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.hp_base=10,
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.hp_mask=0x1f,
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.attack_name="Putoff",
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.weakness=MAGIC_NONE,
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.resist=MAGIC_MALAISE,
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.sprite=procrastinon,
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},
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[6]= {
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.name="Ice Fish",
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.hp_base=10,
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.hp_mask=0x1f,
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.attack_name="Auger",
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.weakness=MAGIC_FIRE,
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.resist=MAGIC_ICE,
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.sprite=ice_fish,
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},
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[7]= {
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.name="Evil Penguin",
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.hp_base=10,
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.hp_mask=0x1f,
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.attack_name="Waddle",
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.weakness=MAGIC_FIRE,
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.resist=MAGIC_ICE,
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.sprite=evil_penguin,
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},
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};
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static int gr_put_num(int xx,int yy,int number) {
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int xt=xx,digit,left,hundreds;
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digit=number/100;
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if ((digit) && (digit<10)) {
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grsim_put_sprite(numbers[digit],xt,yy);
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}
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hundreds=digit;
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left=number%100;
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xt+=4;
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digit=left/10;
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if ((digit) || (hundreds)) {
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grsim_put_sprite(numbers[digit],xt,yy);
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}
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left=number%10;
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xt+=4;
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digit=left;
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grsim_put_sprite(numbers[digit],xt,yy);
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return 0;
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}
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/*
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ATTACK SKIP
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MAGIC LIMIT
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SUMMON ESCAPE
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SUMMONS -> METROCAT
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MAGIC -> HEAL FIRE
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ICE MALAISE
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BOLT
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LIMIT -> SLICE ZAP
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DROP
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State Machine
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time
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BOTTOM -------> MAIN_MENU ----->ATTACK
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------->SKIP
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------->MAGIC_MENU
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------->LIMIT_MENU
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------->SUMMON_MENU
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------->ESCAPE
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*/
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#define MENU_NONE 0
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#define MENU_MAIN 1
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#define MENU_MAGIC 2
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#define MENU_SUMMON 3
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#define MENU_LIMIT 4
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static int enemy_attacking=0;
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static int menu_state=MENU_NONE;
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static int menu_position=0;
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static int battle_count=0;
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static int draw_battle_bottom(int enemy_type) {
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int i;
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clear_bottom();
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vtab(22);
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htab(1);
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move_cursor();
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print(enemies[enemy_type].name);
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if (enemy_attacking) {
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vtab(24);
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htab(2);
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move_cursor();
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print_inverse(enemies[enemy_type].attack_name);
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}
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vtab(22);
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htab(15);
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move_cursor();
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// should print "NAMEO"
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// print("DEATER");
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print(nameo);
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if (menu_state==MENU_NONE) {
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vtab(21);
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htab(25);
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move_cursor();
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print("HP");
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vtab(21);
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htab(28);
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move_cursor();
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print("MP");
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vtab(21);
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htab(31);
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move_cursor();
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print("TIME");
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vtab(21);
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htab(36);
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move_cursor();
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if (limit<4) {
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print("LIMIT");
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}
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else {
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/* Make if flash? set bit 0x40 */
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print_flash("LIMIT");
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}
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vtab(22);
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htab(24);
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move_cursor();
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print_byte(hp);
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vtab(22);
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htab(27);
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move_cursor();
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print_byte(mp);
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/* Draw Time bargraph */
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// printf("Battle_bar=%d Limit=%d\n",battle_bar,limit);
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ram[COLOR]=0xa0;
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hlin_double(ram[DRAW_PAGE],30,34,42);
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ram[COLOR]=0x20;
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if (battle_bar) {
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hlin_double(ram[DRAW_PAGE],30,30+(battle_bar-1),42);
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}
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/* Draw Limit break bargraph */
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ram[COLOR]=0xa0;
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hlin_double(ram[DRAW_PAGE],35,39,42);
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ram[COLOR]=0x20;
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if (limit) hlin_double(ram[DRAW_PAGE],35,35+limit,42);
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}
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if (menu_state==MENU_MAIN) {
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vtab(21);
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htab(24);
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move_cursor();
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if (menu_position==0) print_inverse("ATTACK");
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else print("ATTACK");
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vtab(22);
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htab(24);
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move_cursor();
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if (menu_position==2) print_inverse("MAGIC");
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else print("MAGIC");
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vtab(23);
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htab(24);
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move_cursor();
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if (menu_position==4) print_inverse("SUMMON");
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else print("SUMMON");
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vtab(21);
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htab(32);
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move_cursor();
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if (menu_position==1) print_inverse("SKIP");
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else print("SKIP");
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vtab(22);
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htab(32);
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move_cursor();
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if (menu_position==3) print_inverse("ESCAPE");
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else print("ESCAPE");
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if (limit>3) {
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vtab(23);
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htab(32);
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move_cursor();
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if (menu_position==5) print_inverse("LIMIT");
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else print("LIMIT");
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}
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}
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if (menu_state==MENU_SUMMON) {
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vtab(21);
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htab(25);
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move_cursor();
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print("SUMMONS:");
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vtab(22);
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htab(25);
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move_cursor();
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if (menu_position==0) print_inverse("METROCAT");
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else print("METROCAT");
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}
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if (menu_state==MENU_MAGIC) {
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vtab(21);
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htab(24);
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move_cursor();
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print("MAGIC:");
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vtab(22);
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htab(25);
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move_cursor();
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if (menu_position==0) print_inverse("HEAL");
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else print("HEAL");
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vtab(23);
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htab(25);
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move_cursor();
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if (menu_position==2) print_inverse("ICE");
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else print("ICE");
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vtab(24);
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htab(25);
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move_cursor();
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if (menu_position==4) print_inverse("BOLT");
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else print("BOLT");
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vtab(22);
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htab(32);
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move_cursor();
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if (menu_position==1) print_inverse("FIRE");
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else print("FIRE");
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vtab(23);
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htab(32);
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move_cursor();
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if (menu_position==3) print_inverse("MALAISE");
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else print("MALAISE");
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}
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if (menu_state==MENU_LIMIT) {
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vtab(21);
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htab(24);
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move_cursor();
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print("LIMIT BREAKS:");
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vtab(22);
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htab(25);
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move_cursor();
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if (menu_position==0) print_inverse("SLICE");
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else print("SLICE");
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vtab(23);
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htab(25);
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move_cursor();
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if (menu_position==2) print_inverse("DROP");
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else print("DROP");
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vtab(22);
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htab(32);
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move_cursor();
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if (menu_position==1) print_inverse("ZAP");
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else print("ZAP");
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}
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/* Draw inverse separator */
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ram[COLOR]=0x20;
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for(i=40;i<50;i+=2) {
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hlin_double(ram[DRAW_PAGE],12,12,i);
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}
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// ram[DRAW_PAGE]=saved_page;
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return 0;
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}
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static int enemy_hp=0,enemy_type=0,enemy_x=0;
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static int damage_enemy(int value) {
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if (enemy_hp>value) enemy_hp-=value;
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else enemy_hp=0;
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return 0;
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}
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static int heal_self(int value) {
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hp+=value;
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if (hp>max_hp) hp=max_hp;
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return 0;
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}
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static int damage_tfv(int value) {
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if (hp>value) hp-=value;
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else hp=0;
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return 0;
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}
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static int attack(void) {
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int ax=34;
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int damage=10;
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while(ax>10) {
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gr_copy_to_current(0xc00);
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if (ax&1) {
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grsim_put_sprite(tfv_stand_left,ax,20);
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}
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else {
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grsim_put_sprite(tfv_walk_left,ax,20);
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}
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grsim_put_sprite(tfv_led_sword,ax-5,20);
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grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
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draw_battle_bottom(enemy_type);
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page_flip();
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ax-=1;
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usleep(20000);
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}
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damage_enemy(damage);
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gr_put_num(2,10,damage);
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page_flip();
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usleep(250000);
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return 0;
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}
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static int enemy_attack(int tfv_x) {
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int ax=enemy_x;
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int damage=10;
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enemy_attacking=1;
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while(ax<30) {
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// put attack name on
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// occasionally attack with that enemy's power?
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// occasionally heal self?
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gr_copy_to_current(0xc00);
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// draw first so behind enemy
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grsim_put_sprite(tfv_stand_left,tfv_x,20);
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grsim_put_sprite(tfv_led_sword,tfv_x-5,20);
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if (ax&1) {
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grsim_put_sprite(enemies[enemy_type].sprite,ax,20);
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}
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else {
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grsim_put_sprite(enemies[enemy_type].sprite,ax,20);
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}
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draw_battle_bottom(enemy_type);
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page_flip();
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ax+=1;
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usleep(20000);
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}
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enemy_attacking=0;
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damage_tfv(damage);
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gr_put_num(25,10,damage);
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draw_battle_bottom(enemy_type);
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page_flip();
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usleep(250000);
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return damage;
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}
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static int victory_dance(void) {
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int ax=34;
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int i;
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int saved_drawpage;
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saved_drawpage=ram[DRAW_PAGE];
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ram[DRAW_PAGE]=PAGE2; // 0xc00
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clear_bottom();
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vtab(21);
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htab(10);
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move_cursor();
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print("EXPERIENCE +2");
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experience+=2;
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vtab(22);
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htab(10);
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move_cursor();
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print("MONEY +1");
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money+=1;
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ram[DRAW_PAGE]=saved_drawpage;
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for(i=0;i<25;i++) {
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gr_copy_to_current(0xc00);
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if (i&1) {
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grsim_put_sprite(tfv_stand_left,ax,20);
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grsim_put_sprite(tfv_led_sword,ax-5,20);
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}
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else {
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grsim_put_sprite(tfv_victory,ax,20);
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grsim_put_sprite(tfv_led_sword,ax-2,14);
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}
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page_flip();
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usleep(200000);
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}
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return 0;
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}
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static int rotate_intro(void) {
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int xx,yy,color,x2,y2;
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double h,theta,dx,dy,theta2,thetadiff,nx,ny;
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int i;
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gr_copy(0x400,0xc00);
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// gr_copy_to_current(0xc00);
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|
// page_flip();
|
|
// gr_copy_to_current(0xc00);
|
|
// page_flip();
|
|
|
|
thetadiff=0;
|
|
|
|
for(i=0;i<8;i++) {
|
|
|
|
grsim_update();
|
|
|
|
for(yy=0;yy<40;yy++) {
|
|
for(xx=0;xx<40;xx++) {
|
|
dx=(xx-20);
|
|
dy=(yy-20);
|
|
h=sqrt((dx*dx)+(dy*dy));
|
|
theta=atan2(dy,dx);
|
|
|
|
theta2=theta+thetadiff;
|
|
nx=h*cos(theta2);
|
|
ny=h*sin(theta2);
|
|
|
|
x2=nx+20;
|
|
y2=ny+20;
|
|
if ((x2<0) || (x2>39)) color=0;
|
|
else if ((y2<0) || (y2>39)) color=0;
|
|
else color=scrn_page(x2,y2,PAGE2);
|
|
|
|
color_equals(color);
|
|
plot(xx,yy);
|
|
}
|
|
}
|
|
thetadiff+=(6.28/16.0);
|
|
page_flip();
|
|
|
|
usleep(100000);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#define MENU_MAGIC_HEAL 0
|
|
#define MENU_MAGIC_ICE 1
|
|
#define MENU_MAGIC_FIRE 2
|
|
#define MENU_MAGIC_MALAISE 3
|
|
#define MENU_MAGIC_BOLT 4
|
|
|
|
|
|
static void magic_attack(int which) {
|
|
|
|
int ax=34,ay=20;
|
|
int mx,my;
|
|
int damage=20;
|
|
int i;
|
|
|
|
unsigned char *sprite;
|
|
|
|
if (which==MENU_MAGIC_HEAL) {
|
|
sprite=magic_health;
|
|
mx=33;
|
|
my=20;
|
|
}
|
|
if (which==MENU_MAGIC_FIRE) {
|
|
sprite=magic_fire;
|
|
mx=2;
|
|
my=20;
|
|
}
|
|
if (which==MENU_MAGIC_ICE) {
|
|
sprite=magic_ice;
|
|
mx=2;
|
|
my=20;
|
|
}
|
|
if (which==MENU_MAGIC_BOLT) {
|
|
sprite=magic_bolt;
|
|
mx=2;
|
|
my=20;
|
|
}
|
|
if (which==MENU_MAGIC_MALAISE) {
|
|
sprite=magic_malaise;
|
|
mx=2;
|
|
my=20;
|
|
}
|
|
|
|
|
|
// FIXME: damage based on weakness of enemy
|
|
// FIXME: disallow if not enough MP
|
|
|
|
/* cast the magic */
|
|
i=0;
|
|
while(i<10) {
|
|
|
|
gr_copy_to_current(0xc00);
|
|
|
|
grsim_put_sprite(tfv_victory,34,20);
|
|
|
|
grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
|
|
|
|
draw_battle_bottom(enemy_type);
|
|
|
|
page_flip();
|
|
|
|
i++;
|
|
|
|
usleep(20000);
|
|
}
|
|
|
|
ax=34;
|
|
ay=20;
|
|
i=0;
|
|
|
|
/* Actually put the magic */
|
|
|
|
while(i<=20) {
|
|
|
|
gr_copy_to_current(0xc00);
|
|
|
|
grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
|
|
|
|
grsim_put_sprite(tfv_stand_left,ax,ay);
|
|
grsim_put_sprite(tfv_led_sword,ax-5,ay);
|
|
|
|
grsim_put_sprite(sprite,mx+(i&1),my);
|
|
|
|
draw_battle_bottom(enemy_type);
|
|
|
|
page_flip();
|
|
|
|
i++;
|
|
|
|
usleep(100000);
|
|
}
|
|
|
|
mp-=5;
|
|
|
|
gr_copy_to_current(0xc00);
|
|
|
|
grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
|
|
|
|
grsim_put_sprite(tfv_stand_left,ax,ay);
|
|
grsim_put_sprite(tfv_led_sword,ax-5,ay);
|
|
|
|
draw_battle_bottom(enemy_type);
|
|
|
|
if (which!=MENU_MAGIC_HEAL) {
|
|
damage_enemy(damage);
|
|
gr_put_num(2,10,damage);
|
|
}
|
|
else {
|
|
heal_self(damage);
|
|
}
|
|
draw_battle_bottom(enemy_type);
|
|
page_flip();
|
|
|
|
for(i=0;i<20;i++) {
|
|
usleep(100000);
|
|
}
|
|
}
|
|
|
|
static void limit_break(int which) {
|
|
|
|
int ax=34,ay=20;
|
|
int damage=100;
|
|
int i;
|
|
|
|
while(ay>0) {
|
|
|
|
gr_copy_to_current(0xc00);
|
|
|
|
grsim_put_sprite(tfv_stand_left,ax,ay);
|
|
grsim_put_sprite(tfv_led_sword,ax-5,ay);
|
|
|
|
grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
|
|
|
|
draw_battle_bottom(enemy_type);
|
|
|
|
page_flip();
|
|
|
|
ay-=1;
|
|
|
|
usleep(20000);
|
|
}
|
|
|
|
ax=10;
|
|
ay=0;
|
|
|
|
/* Falling */
|
|
|
|
while(ay<=20) {
|
|
|
|
gr_copy_to_current(0xc00);
|
|
|
|
grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
|
|
|
|
grsim_put_sprite(tfv_stand_left,ax,ay);
|
|
grsim_put_sprite(tfv_led_sword,ax-5,ay);
|
|
|
|
draw_battle_bottom(enemy_type);
|
|
|
|
color_equals(13);
|
|
vlin(0,ay,ax-5);
|
|
|
|
page_flip();
|
|
|
|
ay+=1;
|
|
|
|
usleep(100000);
|
|
}
|
|
|
|
i=0;
|
|
while(i<13) {
|
|
|
|
gr_copy_to_current(0xc00);
|
|
|
|
grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
|
|
|
|
grsim_put_sprite(tfv_stand_left,ax,ay);
|
|
grsim_put_sprite(tfv_led_sword,ax-5,ay);
|
|
|
|
draw_battle_bottom(enemy_type);
|
|
|
|
color_equals(COLOR_LIGHTGREEN);
|
|
vlin(ay,ay+i,ax-5);
|
|
|
|
page_flip();
|
|
i++;
|
|
|
|
usleep(100000);
|
|
}
|
|
|
|
ax=34;
|
|
ay=20;
|
|
|
|
gr_copy_to_current(0xc00);
|
|
|
|
grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
|
|
|
|
grsim_put_sprite(tfv_stand_left,ax,ay);
|
|
grsim_put_sprite(tfv_led_sword,ax-5,ay);
|
|
|
|
draw_battle_bottom(enemy_type);
|
|
|
|
color_equals(COLOR_LIGHTGREEN);
|
|
vlin(20,33,5);
|
|
|
|
damage_enemy(damage);
|
|
gr_put_num(2,10,damage);
|
|
page_flip();
|
|
|
|
for(i=0;i<20;i++) {
|
|
usleep(100000);
|
|
}
|
|
limit=0;
|
|
}
|
|
|
|
static void summon(int which) {
|
|
|
|
}
|
|
|
|
|
|
|
|
static void done_attack(void) {
|
|
// reset battle time
|
|
battle_count=0;
|
|
menu_state=MENU_NONE;
|
|
}
|
|
|
|
#define MENU_MAIN_ATTACK 0
|
|
#define MENU_MAIN_SKIP 1
|
|
#define MENU_MAIN_MAGIC 2
|
|
#define MENU_MAIN_ESCAPE 3
|
|
#define MENU_MAIN_SUMMON 4
|
|
#define MENU_MAIN_LIMIT 5
|
|
|
|
void menu_keypress(int ch) {
|
|
|
|
if ((ch==' ') || (ch==13)) {
|
|
|
|
if (menu_state==MENU_MAIN) {
|
|
|
|
switch(menu_position) {
|
|
case MENU_MAIN_ATTACK:
|
|
// attack and decrement HP
|
|
attack();
|
|
done_attack();
|
|
break;
|
|
case MENU_MAIN_SKIP:
|
|
done_attack();
|
|
break;
|
|
case MENU_MAIN_MAGIC:
|
|
menu_state=MENU_MAGIC;
|
|
menu_position=0;
|
|
break;
|
|
case MENU_MAIN_LIMIT:
|
|
menu_state=MENU_LIMIT;
|
|
menu_position=0;
|
|
break;
|
|
case MENU_MAIN_SUMMON:
|
|
menu_state=MENU_SUMMON;
|
|
menu_position=0;
|
|
break;
|
|
case MENU_MAIN_ESCAPE:
|
|
/* TODO -- RUN to left */
|
|
done_attack();
|
|
break;
|
|
}
|
|
}
|
|
else if (menu_state==MENU_MAGIC) {
|
|
magic_attack(menu_position);
|
|
done_attack();
|
|
}
|
|
else if (menu_state==MENU_LIMIT) {
|
|
limit_break(menu_position);
|
|
done_attack();
|
|
}
|
|
else if (menu_state==MENU_SUMMON) {
|
|
summon(menu_position);
|
|
done_attack();
|
|
}
|
|
}
|
|
|
|
if (ch==27) {
|
|
menu_state=MENU_MAIN;
|
|
menu_position=0;
|
|
}
|
|
|
|
if (ch==APPLE_UP) {
|
|
if (menu_position>=2) menu_position-=2;
|
|
}
|
|
if (ch==APPLE_DOWN) {
|
|
menu_position+=2;
|
|
}
|
|
if (ch==APPLE_RIGHT) {
|
|
menu_position++;
|
|
}
|
|
if (ch==APPLE_LEFT) {
|
|
if (menu_position>0) menu_position--;
|
|
}
|
|
}
|
|
|
|
|
|
int do_battle(void) {
|
|
|
|
int i,ch;
|
|
|
|
int saved_drawpage;
|
|
|
|
int ax=34;
|
|
int enemy_count=30;
|
|
int old;
|
|
|
|
battle_count=20;
|
|
|
|
/* Setup Enemy */
|
|
// enemy_type=X
|
|
// random, with weight toward proper terrain
|
|
|
|
rotate_intro();
|
|
|
|
/* Setup Enemy HP */
|
|
enemy_hp=enemies[enemy_type].hp_base+
|
|
(rand()&enemies[enemy_type].hp_mask);
|
|
|
|
|
|
saved_drawpage=ram[DRAW_PAGE];
|
|
|
|
ram[DRAW_PAGE]=PAGE2;
|
|
|
|
|
|
|
|
/*******************/
|
|
/* Draw background */
|
|
|
|
/* Draw sky */
|
|
color_equals(COLOR_MEDIUMBLUE);
|
|
for(i=0;i<10;i++) {
|
|
hlin_double(ram[DRAW_PAGE],0,39,i);
|
|
}
|
|
|
|
/* Draw ground */
|
|
/* FIXME: base on map location */
|
|
color_equals(COLOR_LIGHTGREEN);
|
|
for(i=10;i<40;i++) {
|
|
hlin_double(ram[DRAW_PAGE],0,39,i);
|
|
}
|
|
|
|
ram[DRAW_PAGE]=saved_drawpage;
|
|
|
|
draw_battle_bottom(enemy_type);
|
|
|
|
while(1) {
|
|
|
|
gr_copy_to_current(0xc00);
|
|
|
|
grsim_put_sprite(tfv_stand_left,ax,20);
|
|
grsim_put_sprite(tfv_led_sword,ax-5,20);
|
|
|
|
grsim_put_sprite(enemies[enemy_type].sprite,enemy_x,20);
|
|
|
|
draw_battle_bottom(enemy_type);
|
|
|
|
page_flip();
|
|
|
|
usleep(100000);
|
|
|
|
ch=grsim_input();
|
|
if (ch=='q') return 0;
|
|
|
|
if (enemy_count==0) {
|
|
// attack and decrement HP
|
|
enemy_attack(ax);
|
|
// update limit count
|
|
if (limit<4) limit++;
|
|
|
|
// reset enemy time. FIXME: variable?
|
|
enemy_count=50;
|
|
}
|
|
else {
|
|
enemy_count--;
|
|
}
|
|
|
|
if (battle_count>=64) {
|
|
if (menu_state==MENU_NONE) menu_state=MENU_MAIN;
|
|
menu_keypress(ch);
|
|
|
|
} else {
|
|
battle_count++;
|
|
}
|
|
|
|
old=battle_bar;
|
|
battle_bar=(battle_count/16);
|
|
if (battle_bar!=old) draw_battle_bottom(enemy_type);
|
|
|
|
|
|
if (enemy_hp==0) {
|
|
victory_dance();
|
|
break;
|
|
}
|
|
|
|
// if (hp==0) {
|
|
// game_over();
|
|
// }
|
|
|
|
}
|
|
|
|
ram[DRAW_PAGE]=PAGE0;
|
|
clear_bottom();
|
|
ram[DRAW_PAGE]=PAGE1;
|
|
clear_bottom();
|
|
|
|
return 0;
|
|
}
|