mirror of
https://github.com/Valeh2012/PersonalVotingMachine
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205 lines
4.7 KiB
Plaintext
205 lines
4.7 KiB
Plaintext
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#
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# gm.map
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#
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# Syntax:
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# 'hash' introduces a comment
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# tile <ascii> <mapto> <top> <right> <bottom> <left>
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# map the <ascii> code to the specified <mapto> code, if the other for tiles match
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# If one of the other four tiles is 0, then ignore this tile (wildcard)
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# thing ... same as tile, but can be redefined at any time, should redefine to char
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# itemkey <iname> <ascii> <bg-tile> ... similar thing, but will connect to an item and assign the <backgroundmapto> instead
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#
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# summery:
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# tile: static fixed thing for all maps
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# thing: static thing for some maps
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# itemkey: dynamic objects like changing doors, boxes or monsters
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#
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# item <iname> <foregroundmapto>
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# defines a global template for an object.
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# anyting on the map, which might disappear, move or change has to be an item
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# itemuse <iname> <ascii>
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# only within active map. <mapto> will be the background tile for the char
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# the current foreground tile might still be differrent and is set during iteminit
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# connects the ascii char with the given ascii char on the map to get the xy pos.
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# iteminit <iname>
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# <procedure>
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# endproc
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# procedure, which is called, when the item is created,
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# receives position, where it should be created on the map
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# itemhit <iname>
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# procedure, which is called, when the item is hit by something
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# - returns 0 if the item hitting item has to be stopped
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# - may move itself
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# - may change its own shape (tile)
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# - may modify its status
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# endproc
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#
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# example "normal door, status=closed"
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# 1. hit: status=open, change tile to open door, return 0
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# 2. hit: return 1 (hero can pass)
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# example "creature, status=5 life"
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# 1. hit: get hitting obj attac damage, reduce life --> status=2, apply attack damage hitting object, return 0
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# 2. hit: get hitting obj attac damage, reduce life --> status=0, remove object from map, return 0
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# 3. hero can continue
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#
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# itemstep <iname>
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# executed every step
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# - moving items can move towards hero or others
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# endproc
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# mapinit
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# executed during map init
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# endproc
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#
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#
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# map <name> <width> <height>
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# Create a map with the given name and size. this must be followed by :
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# endmap
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# Finish the current map
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#
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tile 32 32 # map space to space
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tile '+ $80 0 '- '| 0
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tile '+ $80 0 '- '+ 0
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tile '+ $80 0 '+ '| 0
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tile '+ $80 0 '+ '+ 0
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tile '+ $81 0 0 '| '-
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tile '+ $81 0 0 '+ '-
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tile '+ $81 0 0 '| '+
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tile '+ $81 0 0 '+ '+
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tile '+ $82 '| '- 0 0
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tile '+ $82 '+ '- 0 0
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tile '+ $82 '| '+ 0 0
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tile '+ $82 '+ '+ 0 0
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tile '+ $83 '| 0 0 '-
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tile '+ $83 '+ 0 0 '-
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tile '+ $83 '| 0 0 '+
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tile '+ $83 '+ 0 0 '+
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tile '+ $84 '| '- '| 0
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tile '+ $84 '+ '- '| 0
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tile '+ $84 '| '+ '| 0
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tile '+ $84 '+ '+ '| 0
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tile '+ $84 '| '- '+ 0
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tile '+ $84 '+ '- '+ 0
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tile '+ $84 '| '+ '+ 0
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tile '+ $84 '+ '+ '+ 0
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tile '+ $85 '| 0 '| '-
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tile '+ $85 '+ 0 '| '-
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tile '+ $85 '| 0 '+ '-
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tile '+ $85 '+ 0 '+ '-
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tile '+ $85 '| 0 '| '+
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tile '+ $85 '+ 0 '| '+
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tile '+ $85 '| 0 '+ '+
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tile '+ $85 '+ 0 '+ '+
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tile '+ $86 0 '- '| '-
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tile '+ $86 0 '+ '| '-
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tile '+ $86 0 '- '+ '-
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tile '+ $86 0 '+ '+ '-
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tile '+ $86 0 '- '| '+
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tile '+ $86 0 '+ '| '+
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tile '+ $86 0 '- '+ '+
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tile '+ $86 0 '+ '+ '+
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tile '+ $87 '| '- 0 '-
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tile '+ $87 '+ '- 0 '-
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tile '+ $87 '| '+ 0 '-
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tile '+ $87 '+ '+ 0 '-
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tile '+ $87 '| '- 0 '+
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tile '+ $87 '+ '- 0 '+
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tile '+ $87 '| '+ 0 '+
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tile '+ $87 '+ '+ 0 '+
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tile '+ $88 '| '- '| '-
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tile '+ $88 '+ '- '| '-
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tile '+ $88 '| '+ '| '-
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tile '+ $88 '+ '+ '| '-
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tile '+ $88 '| '- '+ '-
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tile '+ $88 '+ '- '+ '-
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tile '+ $88 '| '+ '+ '-
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tile '+ $88 '+ '+ '+ '-
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tile '+ $88 '| '- '| '+
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tile '+ $88 '+ '- '| '+
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tile '+ $88 '| '+ '| '+
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tile '+ $88 '+ '+ '| '+
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tile '+ $88 '| '- '+ '+
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tile '+ $88 '+ '- '+ '+
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tile '+ $88 '| '+ '+ '+
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tile '+ $88 '+ '+ '+ '+
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tile '| $7e 0 0 '| 0
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tile '| $7e 0 0 '+ 0
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tile '| $7f 0 0 0 0
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tile '- $7d 0 0 0 0
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tile '. $6a # stone 2
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tile ': $6b # stone 3
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thing 'f $74 # fire
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thing '^ $73 # door open
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thing 'C $79 # cupboard
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thing 'S $7a # bookshelf
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thing 'c $78 # chair
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thing 't $7b # table
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thing 'T $7c # throne
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thing 'h $9c # chest
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thing 'H $92 # hut
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thing 'K $93 # kingdom
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item normal_door $72 # $72 = door closed --> inital tile
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itemkey normal_door 'x $73 # $73 = door open --> this will be placed on the map, the item can destroy itself, but this tile will stay
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iteminit normal_door
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print(add(1,2))
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print(add(3,4))
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print(add(1234,5678))
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endproc
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itemhit normal_door
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endproc
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itemstep normal_door
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endproc
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map test 20 9
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mapinit
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setPos(3,2)
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setItemPos(0)
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endproc
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: K H
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: . .
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: ...........
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: . .
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:+-----^--x--C--S---+
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:| T f|
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:|ctc h |
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:| c |
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:+-----^-----x------+
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endmap
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thing 'S $54 # Spider
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thing 'k $a0 # key
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map first 12 12
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:+---+ +---+
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:| | | |
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:+-+ +--+ | |
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: | +-+ |
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: | | |
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: | |
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: +-+ -----+
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: | Sk|
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: +------+
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endmap
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