add uid to npc related stuff (as opposed to using char as uid), make game.pl agnostic to assets execpt certain files, remove hardcoded stuff in game.pl, make dialog() 'queue'-able by add while-loop, add check_all_tomls.pl that reads/evals all toml files, add LICENSE, update some assets so fernando game isn't broken/weird
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LICENSE
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LICENSE
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|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
7
assets/BATTLERS.toml
Normal file
7
assets/BATTLERS.toml
Normal file
|
@ -0,0 +1,7 @@
|
|||
["King J.J. Akke"]
|
||||
hp = 100
|
||||
hands = 'big grabbies'
|
||||
armor = 'regal fur'
|
||||
atk = 13
|
||||
def = 6
|
||||
art = '<^===,=,~~'
|
52
assets/GAME_ITEMS.toml
Normal file
52
assets/GAME_ITEMS.toml
Normal file
|
@ -0,0 +1,52 @@
|
|||
'lil grabbies' = [
|
||||
'hands',
|
||||
'lil grabbies (not paws) that CAN grab and grip!',
|
||||
5
|
||||
]
|
||||
'fur' = [
|
||||
'armor',
|
||||
"Fernando's coat!",
|
||||
5
|
||||
]
|
||||
"Landlord's Sword" = [
|
||||
'hands',
|
||||
"Old Cheese Landlord's smelly sword.",
|
||||
10
|
||||
]
|
||||
'Cup of Coffee' = [
|
||||
'potion',
|
||||
'A cup of perfectly blended and brewed coffee made by the Witch Rat.',
|
||||
"""
|
||||
$game_vars{coffee_consumed} = 1;
|
||||
dialog('Fernando', qq(Mmm... coffee...), 0); # no redraw
|
||||
item_remove('Cup of Coffee');
|
||||
status_add('Caffinated');
|
||||
"""
|
||||
]
|
||||
'hp potion' = [
|
||||
'potion',
|
||||
'this potion heals Fernando to full health! great stuff!',
|
||||
"""
|
||||
$hp = $max_hp;
|
||||
item_remove('hp potion');
|
||||
"""
|
||||
]
|
||||
'Cool Sword' = [
|
||||
'hands',
|
||||
'This sword radiates coolness.',
|
||||
15
|
||||
]
|
||||
'Chainmail Armor' = [
|
||||
'armor',
|
||||
"""Naturally, rats can wear chainmail.
|
||||
Read a book or something.""",
|
||||
7
|
||||
]
|
||||
'Shrubbery' = [
|
||||
'key item',
|
||||
"Some bush that Rats that say 'Ni!' want."
|
||||
]
|
||||
'Frog' = [
|
||||
'key item',
|
||||
'Frog that probably is good enough to be a familiar. Maybe.'
|
||||
]
|
|
@ -2,11 +2,11 @@ interact = [
|
|||
[ 26, 32, "mountain_village" ],
|
||||
]
|
||||
npc = [
|
||||
[14,33,"S","cool_sword", "none", "magenta_black"]
|
||||
[14,33,"S", "cool_sword","cool_sword", "none", "magenta_black"]
|
||||
]
|
||||
map_script = """
|
||||
if (exists $game_vars{cool_sword} and $game_vars{cool_sword} == 1) {
|
||||
delete $npcs{S};
|
||||
delete $npcs{cool_sword};
|
||||
}
|
||||
"""
|
||||
[npc_movements]
|
||||
|
@ -23,7 +23,7 @@ else {
|
|||
if ($chance == 2) {
|
||||
dialog('Cool Sword',qq(Woah. You're Cool. I'll let you wield me));
|
||||
item(qq(Cool Sword));
|
||||
delete $npcs{S};
|
||||
delete $npcs{cool_sword};
|
||||
$game_vars{cool_sword} = 1;
|
||||
}
|
||||
else {
|
||||
|
|
|
@ -3,15 +3,15 @@ interact = [
|
|||
[ 19, 0, "other_side" ],
|
||||
]
|
||||
npc = [
|
||||
[ 15,33, "q", "rat_ni", "random_movement", "yellow_black"],
|
||||
[ 22,48, "y", "rat_ni", "random_movement", "yellow_black"],
|
||||
[ 17,62, "p", "rat_ni", "random_movement", "yellow_black"],
|
||||
[ 22, 6, "d", "rat_ni", "random_movement", "yellow_black"],
|
||||
[ 19,12, "U", "shrubbery", "none", "cyan_black"], # comment this out
|
||||
[ 15,33, "q", "q", "rat_ni", "random_movement", "yellow_black"],
|
||||
[ 22,48, "y", "y", "rat_ni", "random_movement", "yellow_black"],
|
||||
[ 17,62, "p", "p", "rat_ni", "random_movement", "yellow_black"],
|
||||
[ 22, 6, "d", "d", "rat_ni", "random_movement", "yellow_black"],
|
||||
[ 19,12, "U", "U", "shrubbery", "none", "cyan_black"],
|
||||
]
|
||||
map_script = """
|
||||
if (exists $game_vars{shrubbery} and $game_vars{shrubbery} == 3) {
|
||||
$npcs{U}->[3] = 'random_movement';
|
||||
$npcs{U}->[4] = 'random_movement';
|
||||
$npcs{U}->[0] = 14;
|
||||
$npcs{U}->[1] = 26;
|
||||
}
|
||||
|
@ -37,7 +37,7 @@ elsif ($game_vars{shrubbery} == 1) {
|
|||
elsif ($game_vars{shrubbery} == 2) {
|
||||
dialog(qq(Rats that say 'Ni!'), qq(WE ARE THE RATS THAT SAY 'NI!'\nYOU HAVE A SHRUBBERY? VERY WELL, YOU MAY PASS.));
|
||||
$game_vars{shrubbery} = 3;
|
||||
$npcs{U}->[3] = 'random_movement';
|
||||
$npcs{U}->[4] = 'random_movement';
|
||||
quest_desc_add(qq(\nI have found the shrubbery and presented it to the Rats that say 'Ni!'. They\nhave granted me passage though the only gate on this world.), 'shrubbery');
|
||||
}
|
||||
elsif ($game_vars{shrubbery} == 3) {
|
||||
|
|
|
@ -2,11 +2,11 @@ interact = [
|
|||
[ 39, 39, "outer_king_palace" ]
|
||||
]
|
||||
npc = [
|
||||
[8,66,"j","jjakke", "none", "green_black"]
|
||||
[8,66,"j", "j", "jjakke", "none", "green_black"]
|
||||
]
|
||||
map_script = """
|
||||
if (exists $game_vars{jjakke} and $game_vars{jjakke} == 4) {
|
||||
$npcs{j}->[4] = 'black_red';
|
||||
$npcs{j}->[5] = 'black_red';
|
||||
}
|
||||
"""
|
||||
[npc_movements]
|
||||
|
@ -47,9 +47,10 @@ elsif ($game_vars{jjakke} == 3) {
|
|||
else {
|
||||
dialog('King J.J. Akke', qq(I can't believe I died to such a... lame sword!\nx_x));
|
||||
}
|
||||
$npcs{j}->[4] = 'black_red';
|
||||
$npcs{j}->[5] = 'black_red';
|
||||
$game_vars{jjakke} = 4;
|
||||
$game_vars{mom} = 5;
|
||||
draw_npcs(); # force a redraw of King J.J. Akke
|
||||
}
|
||||
|
||||
"""
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
do_this = """
|
||||
if (-e $save_file and -r $save_file) {
|
||||
if (-e $game_config->{save_file} and -r $game_config->{save_file}) {
|
||||
move(15,11);
|
||||
printw("(l)oad game");
|
||||
}
|
||||
|
|
|
@ -3,9 +3,9 @@ interact = [
|
|||
[28, 23, "cheese_farm"],
|
||||
]
|
||||
npc = [
|
||||
[35,7,'F','frog','random_movement','green_black'],
|
||||
[27,30,'l', 'landlord', 'random_movement', 'cyan_black'],
|
||||
[ 34, 39, "S", "bush", "none", "red_green"],
|
||||
[35,7,'F', 'F', 'frog','random_movement','green_black'],
|
||||
[27,30,'l', 'l', 'landlord', 'random_movement', 'cyan_black'],
|
||||
[ 34, 39, "S", 'S', "bush", "none", "red_green"],
|
||||
]
|
||||
map_script = """
|
||||
if (exists $game_vars{witch} and $game_vars{witch} >= 3) {
|
||||
|
|
|
@ -16,10 +16,10 @@ interact = [
|
|||
[ 2, 54, "landlord_sword"],
|
||||
]
|
||||
npc = [
|
||||
[ 26, 26, "m", "mom", "random_movement", "green_black"],
|
||||
[ 23, 13, "b", "bob", "bob1", "white_black"],
|
||||
[ 36, 14, "j", "joe", "none", "white_black"],
|
||||
[ 2, 54, "S", "landlord_sword", "none", "red_black" ],
|
||||
[ 26, 26, "m", "m", "mom", "random_movement", "green_black"],
|
||||
[ 23, 13, "b", "b", "bob", "bob1", "white_black"],
|
||||
[ 36, 14, "j", "j", "joe", "none", "white_black"],
|
||||
[ 2, 54, "S", "S", "landlord_sword", "none", "red_black" ],
|
||||
]
|
||||
map_script = """
|
||||
if (exists $game_vars{mom} and $game_vars{mom} >= 2) {
|
||||
|
@ -35,7 +35,7 @@ none = ['w']
|
|||
"fernandos_hut" = " dialog('Sign', \"Fernando's Hut\") "
|
||||
"bobs_hut" = " dialog('Sign', \"Bob's Hut\") "
|
||||
"joes_hut" = " dialog('Sign', \"Joe's Hut\") "
|
||||
"landlords_house" = " dialog('Sign', \"House of the Landlord. Do not steal anything.\") "
|
||||
"landlord_house" = " dialog('Sign', \"House of the Landlord. Do not steal anything.\") "
|
||||
stables = "dialog('Sign', 'Stables')"
|
||||
"cheese_farm" = "dialog('Sign', 'Cheese Farm; our only source of income. It would\nbe BAD if something happened to it.')"
|
||||
horse = "dialog('Horse','Neigh.')"
|
||||
|
|
|
@ -3,16 +3,16 @@ interact = [
|
|||
[ 8, 35, "inner_king_palace"]
|
||||
]
|
||||
npc = [
|
||||
[18,24, 'g', 'guardl1', 'guardl_no_caffine', 'yellow_black'],
|
||||
[18,46, 'p', 'guardr1', 'guardr_no_caffine', 'yellow_black'],
|
||||
[15,54, 'C', 'chainmail', 'none', 'cyan_white'],
|
||||
[18,24, 'g', 'g', 'guardl1', 'guardl_no_caffine', 'yellow_black'],
|
||||
[18,46, 'p', 'p', 'guardr1', 'guardr_no_caffine', 'yellow_black'],
|
||||
[15,54, 'C', 'C', 'chainmail', 'none', 'cyan_white'],
|
||||
]
|
||||
map_script = """
|
||||
if (exists $game_vars{coffee_consumed}) {
|
||||
$npcs{g}->[2] = 'guardl2';
|
||||
$npcs{g}->[3] = 'guardl_yes_caffine';
|
||||
$npcs{p}->[2] = 'guardr2';
|
||||
$npcs{p}->[3] = 'guardr_yes_caffine';
|
||||
$npcs{g}->[3] = 'guardl2';
|
||||
$npcs{g}->[4] = 'guardl_yes_caffine';
|
||||
$npcs{p}->[3] = 'guardr2';
|
||||
$npcs{p}->[4] = 'guardr_yes_caffine';
|
||||
}
|
||||
if (exists $game_vars{chainmail}) {
|
||||
delete $npcs{C};
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
# #
|
||||
# #
|
||||
# #
|
||||
# #
|
||||
# J #
|
||||
# #
|
||||
# #
|
||||
# #
|
||||
|
|
16
assets/test.toml
Normal file
16
assets/test.toml
Normal file
|
@ -0,0 +1,16 @@
|
|||
interact = [
|
||||
]
|
||||
npc = [
|
||||
[ 15, 33, "J", "uid", "object", "movement_behavior", "red_yellow" ]
|
||||
]
|
||||
map_script = """
|
||||
"""
|
||||
[npc_movements]
|
||||
movement_behavior = ['w']
|
||||
|
||||
[objects]
|
||||
object = """
|
||||
dialog('Jjakke', qq(Testing, testing. Line one!));
|
||||
dialog('Jjakke', qq(Line two!!));
|
||||
dialog('Jjakke', qq(Line three));
|
||||
"""
|
|
@ -3,13 +3,14 @@ interact = [
|
|||
[19,30, "coffee_sign"],
|
||||
]
|
||||
npc = [
|
||||
[16,39, "W", "witch", "random_movement", "red_black"]
|
||||
[16,39, "W", "W", "witch", "random_movement", "red_black"]
|
||||
]
|
||||
map_script = """
|
||||
if (exists $game_vars{witch} and $game_vars{witch} == 4) {
|
||||
$npcs{F} = [15, 36, "frog", "random_movement", "green_black"];
|
||||
move(15,36);
|
||||
addstr("F");
|
||||
# eg player save the game here then load it; kinda weird to see two Sir Ribbits
|
||||
if (not exists $npcs{F}) {
|
||||
$npcs{F} = [15, 36, 'F', "frog", "random_movement", "green_black"];
|
||||
}
|
||||
}
|
||||
"""
|
||||
[npc_movements]
|
||||
|
@ -32,7 +33,8 @@ elsif ($game_vars{witch} == 3) {
|
|||
item_remove(qq(Frog));
|
||||
$game_vars{witch} = 4;
|
||||
quest_desc_add(qq(\nThe Witch Rat is happy with the frog I gave her and gave me some coffee in\nturn.), 'witch_quest');
|
||||
$npcs{F} = [15, 36, "frog", "random_movement", "green_black"];
|
||||
$npcs{F} = [15, 36, 'F', "frog", "random_movement", "green_black"];
|
||||
draw_npcs(); # draw Sir Ribbit
|
||||
}
|
||||
elsif ($game_vars{witch} == 4) {
|
||||
dialog('Witch Rat', qq(Thank you again for bringing me Sir Ribbet.));
|
||||
|
|
|
@ -1,18 +1,18 @@
|
|||
interact = [
|
||||
[ 7, 52, "gate1" ],
|
||||
[ 7, 53, "gate2" ],
|
||||
[ 13, 14, "old_cheese" ],
|
||||
[ 8, 23, "cave_w" ],
|
||||
[ 15, 33, "cave_e" ],
|
||||
[ 31, 9, "new_cheese" ],
|
||||
[ 36, 39, "witch_village" ],
|
||||
[ 6, 61, "king" ],
|
||||
[ 6, 62, "king" ],
|
||||
[ 5, 61, "king" ],
|
||||
[ 6, 62, "king" ],
|
||||
]
|
||||
npc = [
|
||||
[ 25, 13, "r", "mr_rat", "none", "white_black" ],
|
||||
[ 25, 13, "r", "r", "mr_rat", "none", "white_black" ],
|
||||
[ 13, 14, "V", "old_cheese", "old_cheese", "none", "yellow_black" ],
|
||||
[ 31, 9, "V", "new_cheese", "new_cheese", "none", "yellow_black" ],
|
||||
[ 36, 39, "V", "witch_village", "witch_village", "none", "yellow_black" ],
|
||||
[ 6, 61, "K", "king1", "king", "none", "yellow_black"],
|
||||
[ 6, 62, "K", "king2", "king", "none", "yellow_black"],
|
||||
[ 5, 61, "K", "king3", "king", "none", "yellow_black"],
|
||||
[ 5, 62, "K", "king4", "king", "none", "yellow_black"],
|
||||
[ 7, 52, "g", "gate1", "gate1", "none", "yellow_black" ],
|
||||
[ 7, 53, "g", "gate2", "gate2", "none", "yellow_black" ],
|
||||
[ 8, 23, "C", "cave_w", "cave_w", "none", "yellow_black" ],
|
||||
[ 15, 33, "C", "cave_e", "cave_e", "none", "yellow_black" ]
|
||||
]
|
||||
map_script = """
|
||||
"""
|
||||
|
|
81
check_all_tomls.pl
Executable file
81
check_all_tomls.pl
Executable file
|
@ -0,0 +1,81 @@
|
|||
#!/usr/bin/env perl
|
||||
# this 'check_all_tomls.pl' is licensed under the GPL3, see LICENSE file for more details.
|
||||
# if LICENSE isn't available, see < https://www.gnu.org/licenses/gpl-3.0.en.html >
|
||||
#
|
||||
# this just evals every toml file and reports non-compile-able/non-runtime-able/invalid toml files.
|
||||
# not a perfect solution but will make sure you're shit isn't totally broken
|
||||
|
||||
use strict;
|
||||
use warnings;
|
||||
use v5.12; # readdir in while-loop
|
||||
|
||||
use TOML;
|
||||
use File::Slurper qw(read_text write_text);
|
||||
#use Carp::Always;
|
||||
|
||||
my ($game_config, $game_items, $battlers, $err);
|
||||
|
||||
($game_config, $err) = from_toml(read_text('./game.pl.toml'));
|
||||
if ($err) {
|
||||
die $err;
|
||||
}
|
||||
($game_items, $err) = from_toml(read_text('./assets/GAME_ITEMS.toml'));
|
||||
if ($err) {
|
||||
die $err;
|
||||
}
|
||||
($battlers, $err) = from_toml(read_text('./assets/BATTLERS.toml'));
|
||||
if ($err) {
|
||||
die $err;
|
||||
}
|
||||
|
||||
# try to load global values by default; some toml scripts might touch them
|
||||
my $player = $game_config->{newgame_player};
|
||||
my $f_y = $game_config->{newgame_y};
|
||||
my $f_x = $game_config->{newgame_x};
|
||||
my $dialog_mode = 0;
|
||||
my $menu_mode = 0;
|
||||
my $battle_mode = 0;
|
||||
my $hp = $game_config->{newgame_hp};
|
||||
my $max_hp = $game_config->{newgame_max_hp};
|
||||
my $atk = $game_config->{newgame_atk};
|
||||
my $def = $game_config->{newgame_def};
|
||||
my $lvl = $game_config->{newgame_lvl};
|
||||
my $class = $game_config->{newgame_class};
|
||||
my $hands = $game_config->{newgame_hands};
|
||||
my $armor = $game_config->{newgame_armor};
|
||||
|
||||
my $curr_map = $game_config->{newgame_map};
|
||||
my @inventory = @{ $game_config->{newgame_inventory} };
|
||||
|
||||
my %game_vars;
|
||||
my %npcs;
|
||||
my %journal;
|
||||
|
||||
opendir my $dh, './assets' or die 'lol lmao fucking dumbass';
|
||||
while (my $file = readdir $dh) {
|
||||
next if (substr ($file, -4, 4) ne 'toml');
|
||||
my ($toml, $err) = from_toml(read_text("./assets/$file"));
|
||||
if ($err) {
|
||||
say "toml $file error:\n$err";
|
||||
}
|
||||
## no critic (eval)
|
||||
eval $toml->{map_script} if $toml->{map_script};
|
||||
if ($@) {
|
||||
say "$file (map_script)\n$@";
|
||||
}
|
||||
|
||||
for (sort keys %{ $toml->{objects} }) {
|
||||
eval $toml->{objects}->{$_};
|
||||
if ($@) {
|
||||
say "$file $_ (object)\n$@";
|
||||
}
|
||||
}
|
||||
}
|
||||
closedir $dh;
|
||||
|
||||
# don't report subroutines that game.pl has
|
||||
sub teleport {};
|
||||
sub dialog {};
|
||||
sub item {};
|
||||
sub addch {}; # Curses specific subroutine
|
||||
sub quest {};
|
215
game.pl
215
game.pl
|
@ -1,5 +1,6 @@
|
|||
#!/usr/bin/env perl
|
||||
# This 'game.pl' is licensed under the GPL3
|
||||
# This 'game.pl' is licensed under the GPL3 as seen in LICENSE.
|
||||
# if LICENSE is not available, see < https://www.gnu.org/licenses/gpl-3.0.en.html >
|
||||
|
||||
use strict;
|
||||
use warnings;
|
||||
|
@ -11,11 +12,31 @@ use 5.010;
|
|||
# as utf8 'chars' are like 3+ bytes
|
||||
# (which would make fixing the resize bug easier)
|
||||
|
||||
# uncomment below when 'game.pl' is default shell for a user.
|
||||
#use POSIX qw(locale_h);
|
||||
#use locale;
|
||||
#setlocale(LC_CTYPE, "en_US.UTF-8"); # hope you have this generated :)
|
||||
|
||||
use Curses;
|
||||
use TOML;
|
||||
use File::Slurper qw(read_text write_text);
|
||||
use Carp::Always;
|
||||
use Smart::Comments;
|
||||
|
||||
my $save_file = './jjakkes-fernando-game.save.toml';
|
||||
my ($game_config, $game_items, $battlers, $err);
|
||||
|
||||
($game_config, $err) = from_toml(read_text('./game.pl.toml'));
|
||||
if ($err) {
|
||||
die $err;
|
||||
}
|
||||
($game_items, $err) = from_toml(read_text('./assets/GAME_ITEMS.toml'));
|
||||
if ($err) {
|
||||
die $err;
|
||||
}
|
||||
($battlers, $err) = from_toml(read_text('./assets/BATTLERS.toml'));
|
||||
if ($err) {
|
||||
die $err;
|
||||
}
|
||||
|
||||
initscr();
|
||||
cbreak();
|
||||
|
@ -54,62 +75,32 @@ $SIG{'WINCH'} = sub { $size_changed = 1; };
|
|||
my $max_y = 40; # Curses inits at top left, down is y+1, right is x+1 ( y,x NOT x,y )
|
||||
my $max_x = 80;
|
||||
|
||||
my $grass = ' '; # ????
|
||||
my $empty = '.'; # ????
|
||||
|
||||
my $grass = ' ';
|
||||
my $empty = '.';
|
||||
my $fernando = 'f';
|
||||
my $f_y = 25;
|
||||
my $f_x = 15;
|
||||
my $player = $game_config->{newgame_player};
|
||||
my $f_y = $game_config->{newgame_y};
|
||||
my $f_x = $game_config->{newgame_x};
|
||||
my $dialog_mode = 0;
|
||||
my $menu_mode = 0;
|
||||
my $battle_mode = 0;
|
||||
my $hp = 100;
|
||||
my $max_hp = 100;
|
||||
my $atk = 5;
|
||||
my $def = 5;
|
||||
my $lvl = 1;
|
||||
my $class = 'rat';
|
||||
my $hands = 'lil grabbies';
|
||||
my $armor = 'fur';
|
||||
my $hp = $game_config->{newgame_hp};
|
||||
my $max_hp = $game_config->{newgame_max_hp};
|
||||
my $atk = $game_config->{newgame_atk};
|
||||
my $def = $game_config->{newgame_def};
|
||||
my $lvl = $game_config->{newgame_lvl};
|
||||
my $class = $game_config->{newgame_class};
|
||||
my $hands = $game_config->{newgame_hands};
|
||||
my $armor = $game_config->{newgame_armor};
|
||||
|
||||
my $curr_map = 'old_cheese';
|
||||
my $curr_map = $game_config->{newgame_map};
|
||||
my $scripts;
|
||||
my %npcs; # coming in ( 25, 23, 'r', "mr. rat", $movement_pattern, color ); actual hash %{ y, x, $object, $movement_pattern, color }
|
||||
my %npcs; # coming in ( 25, 23, 'r', uid, OBJECT (in objects table), $movement_pattern, color ); actual hash uid -> %{ y, x, 'r', OBJECT, $movement_pattern, color }
|
||||
my %npc_movements; # %{ 'bob1' => 0 } # 0 == array index and 'bob1' refers to $scripts->{npc_movements}->{bob1}
|
||||
my %game_vars;
|
||||
my %game_items = (
|
||||
'lil grabbies' => ['hands', 'lil grabbies (not paws) that CAN grab and grip!', 5],
|
||||
'fur' => ['armor', 'Fernando\'s coat!',5],
|
||||
'Landlord\'s Sword' => ['hands', qq(Old Cheese Landlord's smelly sword.), 10],
|
||||
'Cup of Coffee' => ['potion', 'A cup of perfectly blended and brewed coffee made by the Witch Rat.',
|
||||
sub {
|
||||
$game_vars{coffee_consumed} = 1;
|
||||
dialog('Fernando', qq(Mmm... coffee...));
|
||||
item_remove('Cup of Coffee');
|
||||
status_add('Caffinated');
|
||||
}
|
||||
],
|
||||
'hp potion' => ['potion', 'this potion heals Fernando to full health! great stuff!',
|
||||
sub { $hp = $max_hp; item_remove('hp potion'); }
|
||||
],
|
||||
'Cool Sword' => ['hands', qq(This sword radiates coolness.), 15],
|
||||
'Chainmail Armor' => ['armor', qq(Naturally, rats can wear chainmail.\nRead a book or something.), 7],
|
||||
Shrubbery => ['key item', qq(Some bush that Rats that say 'Ni!' want.)],
|
||||
Frog => ['key item', qq(Frog that probably is good enough to be a familiar. Maybe.)],
|
||||
);
|
||||
my @inventory = ('lil grabbies', 'fur');
|
||||
my @inventory = @{ $game_config->{newgame_inventory} };
|
||||
my @status = ();
|
||||
my %journal;
|
||||
my %battlers = (
|
||||
'King J.J. Akke' => {
|
||||
hp => 100,
|
||||
hands => 'big grabbies',
|
||||
armor => 'regal fur',
|
||||
atk => 13,
|
||||
def => 6,
|
||||
art => '<^===,=,~~',
|
||||
},
|
||||
);
|
||||
my %battle_sess;
|
||||
|
||||
sub draw_map {
|
||||
|
@ -138,7 +129,12 @@ sub is_move_ok {
|
|||
sub get_scripts {
|
||||
my $file = shift;
|
||||
$file = "$file.toml";
|
||||
$scripts = from_toml(read_text('./assets/' . $file));
|
||||
my $err;
|
||||
($scripts, $err) = from_toml(read_text('./assets/' . $file));
|
||||
if ($err) {
|
||||
endwin();
|
||||
die "Error parsing toml: $err";
|
||||
}
|
||||
create_npcs($scripts);
|
||||
};
|
||||
|
||||
|
@ -146,25 +142,27 @@ sub create_npcs {
|
|||
undef %npcs;
|
||||
undef %npc_movements;
|
||||
my $scripts = shift;
|
||||
# ( 25, 23, 'r', "mr. rat", $behavior, color );
|
||||
# 0 1 2 3 4 5 6
|
||||
# ( 25, 23, 'r', uid, "mr. rat", $behavior, color );
|
||||
for my $npc (@{ $scripts->{npc} }) {
|
||||
# %{ 'r' => [25, 23, "mr. rat", $behavior, color] }
|
||||
$npcs{ $npc->[2] } = [$npc->[0], $npc->[1], $npc->[3], $npc->[4], $npc->[5]];
|
||||
# key uid 0 y 1 x 2 char 3 object 4 behavior 5 color
|
||||
$npcs{ $npc->[3] } = [$npc->[0], $npc->[1], $npc->[2], $npc->[4], $npc->[5], $npc->[6]];
|
||||
# pain. this shit should've been oop'd away.
|
||||
};
|
||||
};
|
||||
|
||||
sub draw_npcs {
|
||||
for my $npc (keys %npcs ) {
|
||||
move($npcs{$npc}->[0], $npcs{$npc}->[1]);
|
||||
if ($npcs{$npc}->[4] ) {
|
||||
if ($npcs{$npc}->[5] ) {
|
||||
attroff( COLOR_PAIR( $colors{white_black} ));
|
||||
attron( COLOR_PAIR( $colors{ $npcs{$npc}->[4] } ));
|
||||
addstr($npc);
|
||||
attroff( COLOR_PAIR( $colors{ $npcs{$npc}->[4] } ));
|
||||
attron( COLOR_PAIR( $colors{ $npcs{$npc}->[5] } ));
|
||||
addstr($npcs{$npc}->[2]);
|
||||
attroff( COLOR_PAIR( $colors{ $npcs{$npc}->[5] } ));
|
||||
attron( COLOR_PAIR( $colors{white_black} ));
|
||||
}
|
||||
else {
|
||||
addstr($npc);
|
||||
addstr($npcs{$npc}->[2]);
|
||||
}
|
||||
}
|
||||
refresh();
|
||||
|
@ -175,8 +173,8 @@ sub draw_npcs {
|
|||
# I don't feel like doing this rn.
|
||||
sub engage_npcs {
|
||||
for my $npc (keys %npcs) {
|
||||
if($npcs{$npc}->[3]) {
|
||||
my $behavior = $npcs{$npc}->[3];
|
||||
if($npcs{$npc}->[4]) {
|
||||
my $behavior = $npcs{$npc}->[4];
|
||||
if ($behavior eq 'random_movement') {
|
||||
random_movement_npc($npc);
|
||||
}
|
||||
|
@ -226,7 +224,7 @@ sub custom_movement_npc {
|
|||
r => sub { my $npc = shift; return $npc->[0], $npc->[1] + 1; },
|
||||
u => sub { my $npc = shift; return $npc->[0] - 1, $npc->[1]; },
|
||||
d => sub { my $npc = shift; return $npc->[0] + 1, $npc->[1]; },
|
||||
w => sub { my $npc = shift; return -1, -1; },
|
||||
w => sub { return -1, -1; },
|
||||
);
|
||||
|
||||
# enjoy, future me. :^)
|
||||
|
@ -258,7 +256,8 @@ sub run_map_script {
|
|||
if ($scripts->{map_script}) {
|
||||
eval $scripts->{map_script};
|
||||
if ($@) {
|
||||
warn $@;
|
||||
endwin();
|
||||
die $@;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
@ -282,7 +281,7 @@ sub interact {
|
|||
} elsif (($interact_list->[0] == $y - 1) and $interact_list->[1] == $x) { # to the up
|
||||
$object = $interact_list->[2];
|
||||
goto INTERACT_GOTO;
|
||||
} elsif ($interact_list->[0] == $y and $interact_list->[1] == $x) { # right on top of it
|
||||
} elsif ($interact_list->[0] == $y and $interact_list->[1] == $x) { # right on top of it (which is a bug but w/e)
|
||||
$object = $interact_list->[2];
|
||||
goto INTERACT_GOTO;
|
||||
}
|
||||
|
@ -290,19 +289,19 @@ sub interact {
|
|||
# check each and all npcs
|
||||
for my $npc (keys %npcs) {
|
||||
if ($npcs{$npc}->[0] == $y and $npcs{$npc}->[1] == $x + 1) { # to the right
|
||||
$object = $npcs{$npc}->[2];
|
||||
$object = $npcs{$npc}->[3];
|
||||
goto INTERACT_GOTO;
|
||||
} elsif ($npcs{$npc}->[0] == $y and $npcs{$npc}->[1] == $x - 1) { # to the left
|
||||
$object = $npcs{$npc}->[2];
|
||||
$object = $npcs{$npc}->[3];
|
||||
goto INTERACT_GOTO;
|
||||
} elsif (($npcs{$npc}->[0] == $y + 1) and $npcs{$npc}->[1] == $x) { # to the down
|
||||
$object = $npcs{$npc}->[2];
|
||||
$object = $npcs{$npc}->[3];
|
||||
goto INTERACT_GOTO;
|
||||
} elsif (($npcs{$npc}->[0] == $y - 1) and $npcs{$npc}->[1] == $x) { # to the up
|
||||
$object = $npcs{$npc}->[2];
|
||||
$object = $npcs{$npc}->[3];
|
||||
goto INTERACT_GOTO;
|
||||
} elsif ($npcs{$npc}->[0] == $y and $npcs{$npc}->[1] == $x) { # right on top of it
|
||||
$object = $npcs{$npc}->[2];
|
||||
} elsif ($npcs{$npc}->[0] == $y and $npcs{$npc}->[1] == $x) { # right on top of it (which is a bug but w/e)
|
||||
$object = $npcs{$npc}->[3];
|
||||
goto INTERACT_GOTO;
|
||||
}
|
||||
}
|
||||
|
@ -313,19 +312,41 @@ sub interact {
|
|||
## no critic (eval)
|
||||
eval $scripts->{objects}->{$object};
|
||||
if ($@) {
|
||||
warn $@;
|
||||
endwin();
|
||||
die $@;
|
||||
}
|
||||
refresh();
|
||||
}
|
||||
}
|
||||
|
||||
sub dialog {
|
||||
my ($name, $dialog) = @_;
|
||||
my ($name, $dialog, $redraw) = @_;
|
||||
defined $redraw or $redraw = 1; # redraw by default.
|
||||
$dialog_mode = 1;
|
||||
dialog_box();
|
||||
dialog_wrap($name, $dialog);
|
||||
|
||||
#move($f_y, $f_x);
|
||||
while () {
|
||||
my $input = getchar();
|
||||
if ($input eq ' ' or $input eq KEY_ENTER) {
|
||||
if ($redraw) {
|
||||
endwin();
|
||||
draw_map($curr_map);
|
||||
draw_npcs();
|
||||
addch($f_y, $f_x, $player);
|
||||
move($f_y, $f_x);
|
||||
refresh();
|
||||
$dialog_mode = 0;
|
||||
last;
|
||||
}
|
||||
else {
|
||||
# note that this doesn't toggle $dialog_mode
|
||||
# inventory_item_menu() handles this ok
|
||||
last;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
sub dialog_box {
|
||||
|
@ -391,17 +412,6 @@ sub game_loop {
|
|||
}
|
||||
|
||||
if ($dialog_mode) {
|
||||
$input = getchar();
|
||||
if ($input eq ' ' or $input eq KEY_ENTER) {
|
||||
endwin();
|
||||
draw_map($curr_map);
|
||||
draw_npcs();
|
||||
addch($f_y, $f_x, $fernando);
|
||||
move($f_y, $f_x);
|
||||
refresh();
|
||||
$dialog_mode = 0;
|
||||
}
|
||||
next;
|
||||
}
|
||||
if ($menu_mode) {
|
||||
$input = getchar();
|
||||
|
@ -427,7 +437,7 @@ sub game_loop {
|
|||
%npc_movements and $save->{npc_movements} = \%npc_movements;
|
||||
%npcs and $save->{npcs} = \%npcs;
|
||||
|
||||
write_text($save_file, to_toml($save));
|
||||
write_text($game_config->{save_file}, to_toml($save));
|
||||
move(1,1);
|
||||
printw("saved");
|
||||
} elsif ($input eq 'i') {
|
||||
|
@ -447,7 +457,7 @@ sub game_loop {
|
|||
}
|
||||
|
||||
move($f_y, $f_x);
|
||||
addstr($fernando);
|
||||
addstr($player);
|
||||
move($f_y, $f_x);
|
||||
refresh();
|
||||
$input = getchar();
|
||||
|
@ -616,6 +626,7 @@ sub main_menu {
|
|||
# }
|
||||
# (n)ew
|
||||
# load should read in a TOML file and replace the current global values
|
||||
## no critic (io layer)
|
||||
open my $fh, '<:utf8','./assets/main_menu'
|
||||
or endwin() and die "$!";
|
||||
move(0,0);
|
||||
|
@ -626,13 +637,17 @@ sub main_menu {
|
|||
my $script = from_toml(read_text('./assets/main_menu.toml'));
|
||||
## no critic (eval)
|
||||
eval $script->{do_this};
|
||||
if ($@) {
|
||||
endwin();
|
||||
die $@;
|
||||
}
|
||||
while () {
|
||||
my $input = getchar();
|
||||
if ($input eq 'n') {
|
||||
game_loop(1);
|
||||
last;
|
||||
} elsif ($input eq 'l') {
|
||||
my $save = from_toml(read_text($save_file));
|
||||
my $save = from_toml(read_text($game_config->{save_file}));
|
||||
$f_y = $save->{f_y};
|
||||
$f_x = $save->{f_x};
|
||||
$hp = $save->{hp};
|
||||
|
@ -703,7 +718,7 @@ sub inventory_item_menu {
|
|||
printw("(equiped)");
|
||||
}
|
||||
|
||||
my ($type, $desc, $behavior) = @{ $game_items{$id} };
|
||||
my ($type, $desc, $behavior) = @{ $game_items->{$id} };
|
||||
move(++$r, 2);
|
||||
printw("$id: $type ");
|
||||
if ($type eq 'hands') {
|
||||
|
@ -739,15 +754,15 @@ sub inventory_item_menu {
|
|||
printw('Inventory Item: q -> back, e -> equip (equiped)');
|
||||
} elsif ($type eq 'potion') {
|
||||
## no critic (eval)
|
||||
eval &$behavior;
|
||||
# disgusting hack
|
||||
eval $behavior;
|
||||
if ($@) {
|
||||
endwin();
|
||||
die $@;
|
||||
}
|
||||
if ($dialog_mode) {
|
||||
my $d_input = getchar();
|
||||
if ($d_input eq ' ') {
|
||||
$dialog_mode = 0;
|
||||
last;
|
||||
}
|
||||
}
|
||||
} elsif ($type eq 'key item') {
|
||||
; # nothing
|
||||
}
|
||||
|
@ -757,14 +772,14 @@ sub inventory_item_menu {
|
|||
|
||||
sub item {
|
||||
my $item = shift;
|
||||
exists $game_items{$item}
|
||||
exists $game_items->{$item}
|
||||
and push (@inventory, $item)
|
||||
or dialog('system', "Sorry player, this item\n`$item'\ndoesn't exist in the game system.");
|
||||
}
|
||||
|
||||
sub item_remove {
|
||||
my $item = shift;
|
||||
exists $game_items{$item}
|
||||
exists $game_items->{$item}
|
||||
or dialog('system', "Sorry player, this item \n`$item`\n cannot be remove as it doesn't exist in game system.")
|
||||
and return;
|
||||
|
||||
|
@ -797,16 +812,16 @@ sub status_add {
|
|||
|
||||
sub battle {
|
||||
my $battler = shift;
|
||||
exists $battlers{$battler}
|
||||
exists $battlers->{$battler}
|
||||
or return;
|
||||
undef %battle_sess;
|
||||
$battle_sess{hp} = $battlers{$battler}{hp};
|
||||
$battle_sess{hp} = $battlers->{$battler}{hp};
|
||||
$battle_sess{battler} = $battler;
|
||||
$battle_sess{atk} = $battlers{$battler}{atk};
|
||||
$battle_sess{hands} = $battlers{$battler}{hands};
|
||||
$battle_sess{def} = $battlers{$battler}{def};
|
||||
$battle_sess{armor} = $battlers{$battler}{armor};
|
||||
$battle_sess{art} = $battlers{$battler}{art};
|
||||
$battle_sess{atk} = $battlers->{$battler}{atk};
|
||||
$battle_sess{hands} = $battlers->{$battler}{hands};
|
||||
$battle_sess{def} = $battlers->{$battler}{def};
|
||||
$battle_sess{armor} = $battlers->{$battler}{armor};
|
||||
$battle_sess{art} = $battlers->{$battler}{art};
|
||||
$battle_mode = 1;
|
||||
while () {
|
||||
battle_screen_update();
|
||||
|
@ -817,7 +832,7 @@ sub battle {
|
|||
endwin();
|
||||
exit;
|
||||
}
|
||||
elsif ($battle_sess{hp} < 0) {
|
||||
elsif ($battle_sess{hp} <= 0) {
|
||||
last;
|
||||
}
|
||||
|
||||
|
|
19
game.pl.toml
Normal file
19
game.pl.toml
Normal file
|
@ -0,0 +1,19 @@
|
|||
'save_file' = './jjakkes-fernando-game.save.toml'
|
||||
|
||||
newgame_map = 'old_cheese'
|
||||
newgame_y = 25
|
||||
newgame_x = 15
|
||||
|
||||
grass = ' '
|
||||
empty = '.'
|
||||
|
||||
newgame_player = 'f'
|
||||
newgame_inventory = ['lil grabbies', 'fur']
|
||||
newgame_class = 'rat'
|
||||
newgame_hp = 100
|
||||
newgame_max_hp = 100
|
||||
newgame_atk = 5
|
||||
newgame_def = 5
|
||||
newgame_lvl = 1
|
||||
newgame_hands = 'lil grabbies'
|
||||
newgame_armor = 'fur'
|
Loading…
Reference in a new issue