parent
83aa92943f
commit
1c7631cf52
18
src/item.c
18
src/item.c
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@ -26,6 +26,8 @@ item_create(void)
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Item *item = ec_malloc(sizeof(Item));
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item->sprite = NULL;
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item->collected = false;
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item->openable = false;
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item->opened = false;
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m_strcpy(item->label, 50, "");
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item->value = 0.0;
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item->items = NULL;
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@ -42,18 +44,24 @@ item_render(Item *item, Camera *cam)
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void
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item_collected(Item *item, Player *player)
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{
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LinkedList *items = item->items;
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if (item->collected || item->opened)
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return;
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while (items != NULL) {
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Item *subitem = items->data;
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items = items->next;
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while (item->items) {
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Item *subitem = linkedlist_pop(&item->items);
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item_collected(subitem, player);
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item_destroy(subitem);
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}
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if (item->effect != NULL)
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item->effect(item, player);
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item->collected = true;
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if (!item->openable) {
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item->collected = true;
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} else {
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item->opened = true;
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item->sprite->texture_index = 1;
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}
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}
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void
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@ -30,6 +30,8 @@
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typedef struct Item_t {
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Sprite *sprite;
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bool collected;
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bool openable;
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bool opened;
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char label[50];
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double value;
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LinkedList *items;
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@ -25,7 +25,8 @@
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#include "gui.h"
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#include "mixer.h"
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#include "random.h"
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#include"texturecache.h"
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#include "texturecache.h"
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#include "sprite.h"
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static ItemBuilder *builder = NULL;
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@ -78,16 +79,19 @@ pickup_dagger(Item *item, Player *player)
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}
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static Item *
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create_item(const char *path, SDL_Rect clip, void (*cb)(Item*, Player*))
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create_item(const char *path0, const char *path1, SDL_Rect clip, void (*cb)(Item*, Player*))
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{
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Texture *t;
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Texture *t0 = NULL, *t1 = NULL;
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Item *item;
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item = item_create();
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t = texturecache_add(path);
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t0 = texturecache_add(path0);
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if (path1)
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t1 = texturecache_add(path1);
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item->sprite = sprite_create();
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sprite_set_texture(item->sprite, t, 0);
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sprite_set_texture(item->sprite, t0, 0);
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sprite_set_texture(item->sprite, t1, 1);
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item->sprite->dim = GAME_DIMENSION;
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item->sprite->clip = clip;
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item->effect = cb;
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@ -153,7 +157,7 @@ create_treasure(int current_level)
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else if (amt <= 15)
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clip.x += 32;
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Item *item = create_item("Items/Money.png", clip, &pickup_gold);
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Item *item = create_item("Items/Money.png", NULL, clip, &pickup_gold);
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m_strcpy(item->label, 50, label);
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item->value = amt;
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return item;
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@ -175,18 +179,21 @@ item_builder_build_item(ItemKey key, int level)
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break;
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case FLESH:
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item = create_item(path_flesh,
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NULL,
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CLIP16(get_random(7) * 16, get_random(1) * 16),
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&eat_flesh);
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item->value = 1 + get_random(level);
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break;
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case HEALTH:
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item = create_item(path_potion,
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NULL,
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CLIP16(0, 0),
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&drink_health);
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item->value = 1 + get_random(level);
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break;
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case DAGGER:
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item = create_item(path_short_wep,
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NULL,
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CLIP16(0, 0),
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&pickup_dagger);
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item->value = 1;
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@ -203,10 +210,23 @@ Item *
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item_builder_build_sack(void)
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{
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return create_item("Items/Chest0.png",
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NULL,
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CLIP16(0, 32),
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NULL);
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}
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Item *
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item_builder_build_container(const char *path0, const char *path1, SDL_Rect clip)
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{
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Item *chest = create_item(path0,
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path1,
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clip,
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NULL);
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chest->openable = true;
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chest->sprite->animate = false;
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return chest;
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}
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void
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item_builder_close(void)
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{
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@ -50,6 +50,9 @@ item_builder_build_item(ItemKey key, int level);
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Item *
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item_builder_build_sack(void);
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Item *
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item_builder_build_container(const char *path0, const char *path1, SDL_Rect clip);
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void
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item_builder_close(void);
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@ -538,14 +538,12 @@ run_game_render(void)
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SDL_RenderSetViewport(gRenderer, &gameViewport);
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map_render(gMap, gCamera);
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particle_engine_render_game(gCamera);
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if (!is_player_dead())
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player_render(gPlayer, gCamera);
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map_render_top_layer(gMap, gCamera);
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if (!is_player_dead())
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if (!is_player_dead()) {
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player_render(gPlayer, gCamera);
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player_render_toplayer(gPlayer, gCamera);
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}
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if (gPlayer->class == MAGE || gPlayer->class == PALADIN)
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roommatrix_render_mouse_square(gRoomMatrix, gCamera);
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@ -33,6 +33,9 @@
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#include "io_util.h"
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#include "texturecache.h"
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#include "trap.h"
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#include "item.h"
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#include "item_builder.h"
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#include "random.h"
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static
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lua_State* load_lua_state(void)
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@ -297,6 +300,50 @@ l_add_trap(lua_State *L)
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return 0;
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}
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static int
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l_add_chest(lua_State *L)
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{
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Map *map = luaL_checkmap(L, 1);
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int x = (int) luaL_checkinteger(L, 2);
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int y = (int) luaL_checkinteger(L, 3);
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int level = (int) luaL_checkinteger(L, 4);
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// Read the table
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lua_settop(L, 5);
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luaL_checktype(L, 5, LUA_TTABLE);
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lua_getfield(L, 5, "texturePath1");
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lua_getfield(L, 5, "texturePath2");
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lua_getfield(L, 5, "clipX");
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lua_getfield(L, 5, "clipY");
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const char *texture_path_1 = luaL_checkstring(L, -4);
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const char *texture_path_2 = luaL_checkstring(L, -3);
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int clip_x = (int) luaL_checkinteger(L, -2);
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int clip_y = (int) luaL_checkinteger(L, -1);
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Item *chest = item_builder_build_container(texture_path_1,
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texture_path_2,
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CLIP16(clip_x, clip_y));
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const Position *cr = &map->currentRoom;
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chest->sprite->pos = (Position) {
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cr->x * MAP_ROOM_WIDTH * TILE_DIMENSION + x * TILE_DIMENSION,
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cr->y * MAP_ROOM_HEIGHT * TILE_DIMENSION + y * TILE_DIMENSION
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};
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if (get_random(2) == 0)
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linkedlist_append(&chest->items, item_builder_build_item(level, TREASURE));
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if (get_random(4) == 0)
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linkedlist_append(&chest->items, item_builder_build_item(level, HEALTH));
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if (get_random(4) == 0)
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linkedlist_append(&chest->items, item_builder_build_item(level, DAGGER));
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lua_pop(L, 4);
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linkedlist_append(&map->items, chest);
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return 0;
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}
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static int
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l_add_monster(lua_State *L)
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{
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@ -440,6 +487,9 @@ generate_map(unsigned int level, const char *file, SDL_Renderer *renderer)
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lua_pushcfunction(L, l_add_trap);
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lua_setglobal(L, "add_trap");
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lua_pushcfunction(L, l_add_chest);
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lua_setglobal(L, "add_chest");
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lua_pushcfunction(L, l_add_texture);
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lua_setglobal(L, "add_texture");
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