Gui log is working
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5a95808266
commit
dc7927c6b0
84
src/gui.c
84
src/gui.c
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@ -4,8 +4,10 @@
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#include "gui.h"
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#include "util.h"
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static SDL_Rect frame_top_left = { 16, 160, 16, 16 };
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static SDL_Rect frame_top_right = { 48, 160, 16, 16 };
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#define DEFAULT_LOG { NULL, 50, 0, 200 }
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static SDL_Rect frame_top_left = { 16, 160, 16, 16 };
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static SDL_Rect frame_top_right = { 48, 160, 16, 16 };
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static SDL_Rect frame_bottom_left = { 16, 192, 16, 16 };
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static SDL_Rect frame_bottom_right = { 48, 192, 16, 16 };
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static SDL_Rect frame_top = { 32, 160, 16, 16 };
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@ -14,33 +16,43 @@ static SDL_Rect frame_center = { 32, 176, 16, 16 };
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static SDL_Rect frame_left = { 16, 176, 16, 16 };
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static SDL_Rect frame_right = { 48, 176, 16, 16 };
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static char **gui_log;
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static unsigned int log_length = 50;
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static struct LogData_t {
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char **log;
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unsigned int len;
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unsigned int count;
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unsigned int strlen;
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} log_data = DEFAULT_LOG;
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static void
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gui_malloc_log(void)
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{
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static bool log_allocated = false;
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if (log_allocated)
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if (log_data.log != NULL)
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return;
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unsigned int i;
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gui_log = ec_malloc(log_length * sizeof(char*));
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for (i = 0; i < log_length; ++i)
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gui_log[i] = ec_malloc(200 * sizeof(char));
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log_allocated = true;
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log_data.log = ec_malloc(log_data.len * sizeof(char*));
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for (i = 0; i < log_data.len; ++i)
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log_data.log[i] = NULL;
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}
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Gui*
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gui_create()
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{
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Texture *t;
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unsigned int i;
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Gui *gui = ec_malloc(sizeof(Gui));
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gui->sprites = linkedlist_create();
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gui->health = linkedlist_create();
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gui->textures = ht_create(5);
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for (i = 0; i < LOG_LINES_COUNT; ++i) {
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t = texture_create();
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texture_load_font(t, "assets/GUI/SDS_8x8.ttf", LOG_FONT_SIZE);
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gui->log_lines[i] = t;
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}
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gui_malloc_log();
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return gui;
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@ -173,24 +185,64 @@ gui_render_panel(Gui *gui, unsigned int width, unsigned int height, Camera *cam)
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}
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void
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gui_log(char *message)
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{
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char *new_message;
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unsigned int i;
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assert(strlen(message) <= log_data.strlen);
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new_message = ec_malloc(log_data.strlen * sizeof(char));
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m_strcpy(new_message, 200, message);
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log_data.count++;
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if (log_data.count > log_data.len) {
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log_data.count = log_data.len;
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free(log_data.log[log_data.count-1]);
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log_data.log[log_data.count-1] = NULL;
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}
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for (i = log_data.count - 1; i > 0; --i) {
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log_data.log[i] = log_data.log[i-1];
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}
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log_data.log[0] = new_message;
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}
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void
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gui_render_log(Gui *gui, unsigned int width, unsigned int height, Camera *cam)
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{
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static SDL_Color color = { 255, 255, 255, 255 };
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Texture *t;
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unsigned int i;
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unsigned int render_count;
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Position p;
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render_count = LOG_LINES_COUNT > log_data.count ? log_data.count : LOG_LINES_COUNT;
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p = (Position) { 16, 0 };
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gui_render_frame(gui, width/16, height/16, cam);
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for (i = 0; i < render_count; ++i) {
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p.y = 16 + ((LOG_FONT_SIZE+1) * i);
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t = gui->log_lines[i];
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texture_load_from_text(t, log_data.log[i], color, cam->renderer);
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texture_render(t, &p, cam);
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}
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}
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static void
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destroy_log(void)
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{
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if (gui_log == NULL)
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if (log_data.log == NULL)
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return;
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unsigned int i;
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for (i = 0; i < log_length; ++i)
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free(gui_log[i]);
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for (i = 0; i < log_data.count; ++i)
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free(log_data.log[i]);
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free(gui_log);
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gui_log = NULL;
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free(log_data.log);
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log_data.log = NULL;
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}
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void
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@ -1,6 +1,9 @@
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#ifndef GUI_H_
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#define GUI_H_
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#define LOG_LINES_COUNT 15
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#define LOG_FONT_SIZE 8
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#include "linkedlist.h"
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#include "hashtable.h"
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#include "sprite.h"
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@ -10,6 +13,7 @@ typedef struct {
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LinkedList *sprites;
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LinkedList *health;
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Hashtable *textures;
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Texture *log_lines[LOG_LINES_COUNT];
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} Gui;
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Gui* gui_create(void);
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@ -24,6 +28,8 @@ void gui_render_panel(Gui*, unsigned int width, unsigned int height, Camera*);
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void gui_render_log(Gui*, unsigned int width, unsigned int height, Camera*);
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void gui_log(char *message);
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void gui_destroy(Gui*);
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#endif // GUI_H_
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@ -5,6 +5,7 @@
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#include "player.h"
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#include "monster.h"
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#include "random.h"
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#include "gui.h"
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static void
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monster_load_texts(Monster *m, SDL_Renderer *renderer)
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@ -62,9 +63,19 @@ has_collided(Monster *monster, RoomMatrix *matrix)
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RoomSpace *space = &matrix->spaces[roomPos.x][roomPos.y];
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if (space->player) {
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char *msg = ec_malloc(200 * sizeof(char));
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unsigned int dmg = stats_fight(&monster->stats,
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&space->player->stats);
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player_hit(space->player, dmg);
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if (dmg > 0)
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sprintf(msg, "Monster '%s' hit you for %d damage",
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monster->label, dmg);
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else
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sprintf(msg, "Monster '%s' missed you", monster->label);
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gui_log(msg);
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free(msg);
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}
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return space->occupied;
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@ -211,9 +222,6 @@ monster_move(Monster *m, RoomMatrix *rm)
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monsterRoomPos = position_to_matrix_coords(&m->sprite->pos);
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rm->spaces[monsterRoomPos.x][monsterRoomPos.y].occupied = true;
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rm->spaces[monsterRoomPos.x][monsterRoomPos.y].monster = m;
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if (m->label)
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printf("Monster '%s' moved.\n", m->label);
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}
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void
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15
src/player.c
15
src/player.c
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@ -5,6 +5,7 @@
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#include "player.h"
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#include "monster.h"
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#include "util.h"
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#include "gui.h"
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#define ENGINEER_STATS { 12, 12, 5, 7, 2, 1, 1 }
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#define MAGE_STATS { 12, 12, 5, 7, 2, 1, 1 }
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@ -36,10 +37,24 @@ has_collided(Player *player, RoomMatrix *matrix)
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else
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player->misses += 1;
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if (hit > 0) {
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char *msg = ec_malloc(200 * sizeof(char));
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sprintf(msg, "You hit '%s' for %d damage",
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space->monster->label, hit);
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gui_log(msg);
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free(msg);
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}
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if (space->monster->stats.hp <= 0) {
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// TODO(Linus): This needs some love later on.
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player->kills += 1;
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player->xp += 10;
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char *msg = ec_malloc(200 * sizeof(char));
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sprintf(msg, "You killed '%s' and gained %d xp",
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space->monster->label, 10);
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gui_log(msg);
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free(msg);
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}
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}
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