401 lines
9.4 KiB
C
401 lines
9.4 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <pthread.h>
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#include <termios.h>
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#include <unistd.h>
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#include <ctype.h>
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#include <time.h>
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#include <sys/ioctl.h>
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#include <unistd.h>
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#define MONSTER_COUNT 2
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#define GOLD "\U000F124F"
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#define BRICK "\U000F1288"
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#define DIRT "\U000F1A48"
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#define WOOD "\U0000F06C"
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#define STONE "\U0000EB48"
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#define WATER "\U000F058C"
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#define TREE "\U0000E21C"
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#define DIAMOND "\U000F01C8"
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#define HEART "\U0000F004"
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#define RUBY "\U0000E23E"
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#define PICKAXE "\U000F08B7"
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#define AXE "\U000F08C8"
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#define SWORD "\U000F04E5"
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#define SHOVEL "\U000F0710"
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#define CHESTPLATE "\U0000EB0E"
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#define SHOES "\U000F15C7"
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#define SKULL "\U000F068C"
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#define INVENTORY "\U0000F187"
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#define PLAYER "\U0000EA67"
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#define MONSTER "\U0000F23C"
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typedef struct {
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char name[256];
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char icon[4];
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int count;
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} item_t;
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typedef struct {
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int max_y;
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int max_x;
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int monster_x[MONSTER_COUNT];
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int monster_y[MONSTER_COUNT];
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char **grid;
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} world_t;
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typedef struct {
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int y;
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int x;
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int health;
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int kills;
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item_t inventory[45];
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int slot;
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} player_t;
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world_t world;
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player_t player;
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char *statusline;
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pthread_mutex_t world_lock;
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void *clear_status_thread(void *arg);
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void set_status(char *new_status);
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void initialize_world()
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{
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for (int i = 0; i < world.max_y; i++) {
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for (int j = 0; j < world.max_x; j++) {
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int rand_value = rand() % 100;
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if (rand_value < 1) {
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/* 1% chance for a tree */
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world.grid[i][j] = 'T';
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} else if (rand_value < 2) {
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/* 1% chance for stone */
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world.grid[i][j] = 'S';
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} else if (rand_value < 3) {
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/* 1% chance for dirt */
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world.grid[i][j] = 'D';
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} else {
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/* Empty space */
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world.grid[i][j] = ' ';
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}
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}
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}
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player.health = 100;
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player.inventory[0] = (item_t) { "Dirt", DIRT, 0 };
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player.inventory[1] = (item_t) { "Wood", WOOD, 0 };
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player.inventory[2] = (item_t) { "Stone", STONE, 0 };
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player.inventory[3] = (item_t) { "Diamond", DIAMOND, 0 };
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player.inventory[4] = (item_t) { "Ruby", RUBY, 0 };
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player.inventory[5] = (item_t) { "Pickaxe", PICKAXE, 0 };
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player.inventory[6] = (item_t) { "Axe", AXE, 0 };
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player.inventory[7] = (item_t) { "Sword", SWORD, 0 };
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player.inventory[8] = (item_t) { "Shovel", SHOVEL, 0 };
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player.y = world.max_y / 2;
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player.x = world.max_x / 2;
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/* Initialise player position */
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world.grid[player.y][player.x] = 'P';
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/* Initialize monsters */
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for (int i = 0; i < MONSTER_COUNT; i++) {
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world.monster_x[i] = rand() % world.max_x;
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world.monster_y[i] = rand() % world.max_y;
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/* Monster position */
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world.grid[world.monster_y[i]][world.monster_x[i]] = 'M';
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}
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}
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void print_icon_boxes()
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{
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const int num_boxes = 9;
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printf("\033[2K\033[%dC", world.max_x / 2 - (5 * 9) / 2);
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for (int i = 0; i < num_boxes; i++) {
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if (i + 1 == player.slot) {
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printf("\033[1m┌───┐\033[0m"); /* Bold for selected box */
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} else {
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printf("┌───┐");
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}
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}
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printf("\n");
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printf("\033[2K\033[%dC", world.max_x / 2 - (5 * 9) / 2);
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for (int i = 0; i < num_boxes; i++) {
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if (i + 1 == player.slot) {
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printf("\033[1m│ \033[38;2;255;0;0m%s\033[0m\033[1m │\033[0m", player.inventory[i].icon, player.inventory[i].count); /* Bold for selected box */
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} else {
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printf("│ %s │", player.inventory[i].icon, player.inventory[i].count);
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}
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}
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printf("\n");
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printf("\033[2K\033[%dC", world.max_x / 2 - (5 * 9) / 2);
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for (int i = 0; i < num_boxes; i++) {
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if (i + 1 == player.slot) {
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printf("\033[1m└───┘\033[0m"); /* Bold for selected box */
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} else {
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printf("└───┘");
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}
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}
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}
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void print_world()
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{
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pthread_mutex_lock(&world_lock);
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printf("\033[H");
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for (int i = world.max_y - 1; i >= 0; i--) {
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for (int j = 0; j < world.max_x; j++) {
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switch(world.grid[i][j]) {
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case 'P':
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printf("%s", PLAYER);
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break;
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case 'T':
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printf("%s", TREE);
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break;
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case 'S':
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printf("%s", STONE);
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break;
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case 'D':
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printf("%s", DIRT);
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break;
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case 'M':
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printf("%s", MONSTER);
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break;
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default:
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printf("%c", world.grid[i][j]);
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break;
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}
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}
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printf("\n");
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}
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/* Center text depending on length */
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printf("\033[2K\033[%dC" HEART " : %d " SKULL " : %d " INVENTORY " : %d\n", world.max_x / 2 - 13, player.health, player.kills, player.inventory[player.slot - 1].count);
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printf("\033[2K\033[%dC%s\n", world.max_x / 2 - strlen(statusline) / 2, statusline);
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print_icon_boxes();
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fflush(stdout);
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pthread_mutex_unlock(&world_lock);
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}
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void destory_block()
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{
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int y = player.y;
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int x = player.x;
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/* Check surrounding blocks for resources */
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for (int dy = -1; dy <= 1; dy++) {
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for (int dx = -1; dx <= 1; dx++) {
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/* Skip the player's current position */
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if (dy == 0 && dx == 0) continue;
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int ny = y + dy;
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int nx = x + dx;
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/* Check bounds */
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if (ny >= 0 && ny < world.max_y && nx >= 0 && nx < world.max_x) {
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char tile = world.grid[ny][nx];
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switch (tile) {
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case 'D':
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if (strncmp(player.inventory[player.slot - 1].name, "Shovel", 6) != 0) {
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set_status("You must use a shovel to mine dirt!");
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return;
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} else {
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player.inventory[0].count += 1;
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}
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break;
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case 'T':
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if (strncmp(player.inventory[player.slot - 1].name, "Axe", 6) != 0) {
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set_status("You must use an axe to mine wood!");
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return;
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} else {
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player.inventory[1].count += 1;
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}
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player.inventory[1].count += 1;
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break;
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case 'S':
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if (strncmp(player.inventory[player.slot - 1].name, "Pickaxe", 6) != 0) {
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set_status("You must use a pickaxe to mine stone!");
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return;
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} else {
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player.inventory[2].count += 1;
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}
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break;
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}
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world.grid[ny][nx] = ' ';
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}
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}
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}
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}
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void *clear_status_thread(void *arg)
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{
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/* Wait for 2 seconds */
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sleep(1);
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pthread_mutex_lock(&world_lock);
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/* Clear the status line */
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strcpy(statusline, "");
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pthread_mutex_unlock(&world_lock);
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return NULL;
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}
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void set_status(char *new_status)
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{
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pthread_mutex_lock(&world_lock);
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/* Set the new status */
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strcpy(statusline, new_status);
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pthread_mutex_unlock(&world_lock);
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pthread_t status_thread;
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/* Start a thread to clear status asynchronously */
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pthread_create(&status_thread, NULL, clear_status_thread, NULL);
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/* Detach thread so it cleans up itself after execution */
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pthread_detach(status_thread);
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}
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void move_player(char direction)
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{
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int new_x = player.x;
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int new_y = player.y;
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/* Determine the target position based on the direction */
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switch (direction) {
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case 'w':
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new_y = (player.y < world.max_y - 1) ? player.y + 1 : player.y;
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break;
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case 's':
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new_y = (player.y > 0) ? player.y - 1 : player.y;
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break;
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case 'a':
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new_x = (player.x > 0) ? player.x - 1 : player.x;
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break;
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case 'd':
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new_x = (player.x < world.max_x - 1) ? player.x + 1 : player.x;
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break;
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default:
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break;
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}
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/* If the block is not empty don't overlap it */
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if (world.grid[new_y][new_x] != ' ') {
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return;
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}
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/* Clear current player position */
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world.grid[player.y][player.x] = ' ';
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/* Update player position */
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player.x = new_x;
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player.y = new_y;
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world.grid[player.y][player.x] = 'P';
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}
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void move_monsters()
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{
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for (int i = 0; i < MONSTER_COUNT; i++) {
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/* Clear current monster position */
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world.grid[world.monster_y[i]][world.monster_x[i]] = ' ';
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/* Try a maximum of 4 random movements to avoid collision */
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int new_x, new_y, attempts = 0;
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do {
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/* Random movement for monsters */
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new_x = (world.monster_x[i] + (rand() % 3 - 1) + world.max_x) % world.max_x;
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new_y = (world.monster_y[i] + (rand() % 3 - 1) + world.max_y) % world.max_y;
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attempts++;
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} while ((world.grid[new_y][new_x] != ' ') && attempts < 4);
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/* Only update if the chosen position is empty */
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if (world.grid[new_y][new_x] == ' ') {
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world.monster_x[i] = new_x;
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world.monster_y[i] = new_y;
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}
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/* Update monster position */
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world.grid[world.monster_y[i]][world.monster_x[i]] = 'M';
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}
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}
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void *monster_movement(void *arg)
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{
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while (1) {
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move_monsters();
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print_world();
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usleep(500000);
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}
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return NULL;
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}
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void *player_input(void *arg)
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{
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struct termios oldt, newt;
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/* Setup non-blocking input */
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tcgetattr(STDIN_FILENO, &oldt);
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newt = oldt;
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/* Disable canonical mode and echo */
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newt.c_lflag &= ~(ICANON | ECHO);
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tcsetattr(STDIN_FILENO, TCSANOW, &newt);
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while (1) {
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char ch = getchar();
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if (ch == 'q') {
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break;
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} else if (ch == ' ') {
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destory_block();
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} else if (isdigit(ch) > 0) {
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player.slot = ch - '0';
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} else {
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move_player(ch);
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}
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print_world();
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}
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/* Restore old terminal settings */
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tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
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printf("\n\033[?25h");
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exit(1);
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return NULL;
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}
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int main()
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{
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srand(time(NULL));
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pthread_t monster_thread, input_thread;
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struct winsize w;
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ioctl(STDOUT_FILENO, TIOCGWINSZ, &w);
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int lines = w.ws_row;
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int columns = w.ws_col;
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world.max_x = columns;
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world.max_y = lines - 5;
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world.grid = malloc(world.max_y * sizeof(char *));
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char status[columns];
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memset(status, 0, columns);
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statusline = status;
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for (int i = 0; i < world.max_y; i++) {
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world.grid[i] = malloc(columns);
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}
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/* Hide cursor */
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printf("\033[?25l");
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pthread_mutex_init(&world_lock, NULL);
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initialize_world();
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print_world();
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/* Create threads for monster movement and player input */
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pthread_create(&monster_thread, NULL, monster_movement, NULL);
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pthread_create(&input_thread, NULL, player_input, NULL);
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/* Wait for threads to finish */
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pthread_join(input_thread, NULL);
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pthread_join(monster_thread, NULL);
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return 0;
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}
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