LLM4Binary/decompile-bench-makefile huggingface dataset:
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeList
static void makeList(const int limit, int *const x, int *const y) {
	int i;
	fruit(i = 0; i < limit; i++) {
		x[i] = getRand(WIDTH - 1);
		y[i] = getRand(HEIGHT - 1);
	}
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x20, %rsp
movl %edi, -0x4(%rbp)
movq %rsi, -0x10(%rbp)
movq %rdx, -0x18(%rbp)
movl $0x0, -0x1c(%rbp)
movl -0x1c(%rbp), %eax
cmpl -0x4(%rbp), %eax
jge 0x5fab
movl $0x31, %edi
callq 0x5e20
movl %eax, %edx
movq -0x10(%rbp), %rax
movslq -0x1c(%rbp), %rcx
movl %edx, (%rax,%rcx,4)
movl $0x13, %edi
callq 0x5e20
movl %eax, %edx
movq -0x18(%rbp), %rax
movslq -0x1c(%rbp), %rcx
movl %edx, (%rax,%rcx,4)
movl -0x1c(%rbp), %eax
addl $0x1, %eax
movl %eax, -0x1c(%rbp)
jmp 0x5f6a
addq $0x20, %rsp
popq %rbp
retq
nopw %cs:(%rax,%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: placeEnemies
static void placeEnemies(void) {
	int i;
	fruit(i = 0; i < ENEMY_LIMIT; i++) {
		if(map[enemy_y[i]][enemy_x[i]]->tile_set != ' ') {
			map[enemy_y[i]][enemy_x[i]]->type = 1;
			map[enemy_y[i]][enemy_x[i]]->character = (getRand(1) == 1) ? getType(&map[enemy_y[i]][enemy_x[i]]->tile_set) : getType2(&map[enemy_y[i]][enemy_x[i]]->tile_set);
		}
	}
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x10, %rsp
movl $0x0, -0x4(%rbp)
cmpl $0x3c, -0x4(%rbp)
jge 0x62cf
movslq -0x4(%rbp), %rcx
leaq 0xd01c(%rip), %rax      # 0x131a0
movslq (%rax,%rcx,4), %rcx
leaq 0xafe1(%rip), %rax      # 0x11170
imulq $0x190, %rcx, %rcx      # imm = 0x190
addq %rcx, %rax
movslq -0x4(%rbp), %rdx
leaq 0xcf0c(%rip), %rcx      # 0x130b0
movslq (%rcx,%rdx,4), %rcx
movq (%rax,%rcx,8), %rax
movsbl 0x20(%rax), %eax
cmpl $0x20, %eax
je 0x62bf
movslq -0x4(%rbp), %rcx
leaq 0xcfdc(%rip), %rax      # 0x131a0
movslq (%rax,%rcx,4), %rcx
leaq 0xafa1(%rip), %rax      # 0x11170
imulq $0x190, %rcx, %rcx      # imm = 0x190
addq %rcx, %rax
movslq -0x4(%rbp), %rdx
leaq 0xcecc(%rip), %rcx      # 0x130b0
movslq (%rcx,%rdx,4), %rcx
movq (%rax,%rcx,8), %rax
movl $0x1, 0xc(%rax)
movl $0x1, %edi
callq 0x5e20
cmpl $0x1, %eax
jne 0x6244
movslq -0x4(%rbp), %rcx
leaq 0xcf93(%rip), %rax      # 0x131a0
movslq (%rax,%rcx,4), %rcx
leaq 0xaf58(%rip), %rax      # 0x11170
imulq $0x190, %rcx, %rcx      # imm = 0x190
addq %rcx, %rax
movslq -0x4(%rbp), %rdx
leaq 0xce83(%rip), %rcx      # 0x130b0
movslq (%rcx,%rdx,4), %rcx
movq (%rax,%rcx,8), %rdi
addq $0x20, %rdi
callq 0x66b0
movq %rax, -0x10(%rbp)
jmp 0x6284
movslq -0x4(%rbp), %rcx
leaq 0xcf51(%rip), %rax      # 0x131a0
movslq (%rax,%rcx,4), %rcx
leaq 0xaf16(%rip), %rax      # 0x11170
imulq $0x190, %rcx, %rcx      # imm = 0x190
addq %rcx, %rax
movslq -0x4(%rbp), %rdx
leaq 0xce41(%rip), %rcx      # 0x130b0
movslq (%rcx,%rdx,4), %rcx
movq (%rax,%rcx,8), %rdi
addq $0x20, %rdi
callq 0x67c0
movq %rax, -0x10(%rbp)
movq -0x10(%rbp), %rcx
movslq -0x4(%rbp), %rdx
leaq 0xcf0d(%rip), %rax      # 0x131a0
movslq (%rax,%rdx,4), %rdx
leaq 0xaed2(%rip), %rax      # 0x11170
imulq $0x190, %rdx, %rdx      # imm = 0x190
addq %rdx, %rax
movslq -0x4(%rbp), %rsi
leaq 0xcdfd(%rip), %rdx      # 0x130b0
movslq (%rdx,%rsi,4), %rdx
movq (%rax,%rdx,8), %rax
movq %rcx, 0x28(%rax)
jmp 0x62c1
movl -0x4(%rbp), %eax
addl $0x1, %eax
movl %eax, -0x4(%rbp)
jmp 0x616f
addq $0x10, %rsp
popq %rbp
retq
nopw %cs:(%rax,%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: placeShrine
static void placeShrine(void) {
	int i;
	fruit(i = 0; i < SHRINE_LIMIT; i++) {
		map[shrine_y[i]][shrine_x[i]]->type = 4;
		map[shrine_y[i]][shrine_x[i]]->shrine_blessing = getRand(2);
	}
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x10, %rsp
movl $0x0, -0x4(%rbp)
cmpl $0x3, -0x4(%rbp)
jge 0x65a3
movslq -0x4(%rbp), %rcx
leaq 0xce4c(%rip), %rax      # 0x13370
movslq (%rax,%rcx,4), %rcx
leaq 0xac41(%rip), %rax      # 0x11170
imulq $0x190, %rcx, %rcx      # imm = 0x190
addq %rcx, %rax
movslq -0x4(%rbp), %rdx
leaq 0xce20(%rip), %rcx      # 0x13364
movslq (%rcx,%rdx,4), %rcx
movq (%rax,%rcx,8), %rax
movl $0x4, 0xc(%rax)
movl $0x2, %edi
callq 0x5e20
movl %eax, %ecx
movslq -0x4(%rbp), %rdx
leaq 0xce06(%rip), %rax      # 0x13370
movslq (%rax,%rdx,4), %rdx
leaq 0xabfb(%rip), %rax      # 0x11170
imulq $0x190, %rdx, %rdx      # imm = 0x190
addq %rdx, %rax
movslq -0x4(%rbp), %rsi
leaq 0xcdda(%rip), %rdx      # 0x13364
movslq (%rdx,%rsi,4), %rdx
movq (%rax,%rdx,8), %rax
movl %ecx, 0x14(%rax)
movl -0x4(%rbp), %eax
addl $0x1, %eax
movl %eax, -0x4(%rbp)
jmp 0x650f
addq $0x10, %rsp
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: placeWell
static void placeWell(void) {
	int i;
	fruit(i = 0; i < WELL_LIMIT; i++) {
		map[well_y[i]][well_x[i]]->type = 3;
		map[well_y[i]][well_x[i]]->tile_set = '&';
		map[well_y[i]][well_x[i]]->well_full = (getRand(3) % 4 == 0) ? 0 : 1; //wells have 1/4 chance to be empty
	}

}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x10, %rsp
movl $0x0, -0x4(%rbp)
cmpl $0x5, -0x4(%rbp)
jge 0x669d
movslq -0x4(%rbp), %rcx
leaq 0xcdcc(%rip), %rax      # 0x133a0
movslq (%rax,%rcx,4), %rcx
leaq 0xab91(%rip), %rax      # 0x11170
imulq $0x190, %rcx, %rcx      # imm = 0x190
addq %rcx, %rax
movslq -0x4(%rbp), %rdx
leaq 0xcd8c(%rip), %rcx      # 0x13380
movslq (%rcx,%rdx,4), %rcx
movq (%rax,%rcx,8), %rax
movl $0x3, 0xc(%rax)
movslq -0x4(%rbp), %rcx
leaq 0xcd92(%rip), %rax      # 0x133a0
movslq (%rax,%rcx,4), %rcx
leaq 0xab57(%rip), %rax      # 0x11170
imulq $0x190, %rcx, %rcx      # imm = 0x190
addq %rcx, %rax
movslq -0x4(%rbp), %rdx
leaq 0xcd52(%rip), %rcx      # 0x13380
movslq (%rcx,%rdx,4), %rcx
movq (%rax,%rcx,8), %rax
movb $0x26, 0x20(%rax)
movl $0x3, %edi
callq 0x5e20
movl $0x4, %ecx
cltd
idivl %ecx
movl $0x1, %ecx
xorl %eax, %eax
cmpl $0x0, %edx
cmovel %eax, %ecx
movslq -0x4(%rbp), %rdx
leaq 0xcd3c(%rip), %rax      # 0x133a0
movslq (%rax,%rdx,4), %rdx
leaq 0xab01(%rip), %rax      # 0x11170
imulq $0x190, %rdx, %rdx      # imm = 0x190
addq %rdx, %rax
movslq -0x4(%rbp), %rsi
leaq 0xccfc(%rip), %rdx      # 0x13380
movslq (%rdx,%rsi,4), %rdx
movq (%rax,%rdx,8), %rax
movl %ecx, 0x8(%rax)
movl -0x4(%rbp), %eax
addl $0x1, %eax
movl %eax, -0x4(%rbp)
jmp 0x65bf
addq $0x10, %rsp
popq %rbp
retq
nopw %cs:(%rax,%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: getType
static Character *getType(const char *const type) {
	switch(*type) {	//type,health,defense,crit,attack,hit
		case '/': return makeEnemy(1,10,3,6,7,6);	     //make swordsman
			break;
		case '^': return makeEnemy(4,7,2,6,6,7);	     //make thief with two daggers
			break;
		case ':': return makeEnemy(7,15,3,7,6,7);	    //make four legged beast
			break;	
		case '~': return makeEnemy(8,10,2,7,7,7);		//make wandering mage
			break;
		default : return makeEnemy(0,0,0,0,0,0);
			break;
	}
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x20, %rsp
movq %rdi, -0x10(%rbp)
movq -0x10(%rbp), %rax
movsbl (%rax), %eax
movl %eax, -0x14(%rbp)
subl $0x2f, %eax
je 0x66ee
jmp 0x66cd
movl -0x14(%rbp), %eax
subl $0x3a, %eax
je 0x6741
jmp 0x66d7
movl -0x14(%rbp), %eax
subl $0x5e, %eax
je 0x671a
jmp 0x66e1
movl -0x14(%rbp), %eax
subl $0x7e, %eax
je 0x6768
jmp 0x678e
movl $0x1, %edi
movl $0xa, %esi
movl $0x3, %edx
movl $0x6, %r9d
movl $0x7, %r8d
movl %r9d, %ecx
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x67a9
movl $0x4, %edi
movl $0x7, %r9d
movl $0x2, %edx
movl $0x6, %r8d
movl %r9d, %esi
movl %r8d, %ecx
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x67a9
movl $0x7, %r9d
movl $0xf, %esi
movl $0x3, %edx
movl $0x6, %r8d
movl %r9d, %edi
movl %r9d, %ecx
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x67a9
movl $0x8, %edi
movl $0xa, %esi
movl $0x2, %edx
movl $0x7, %r9d
movl %r9d, %ecx
movl %r9d, %r8d
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x67a9
xorl %r9d, %r9d
movl %r9d, %edi
movl %r9d, %esi
movl %r9d, %edx
movl %r9d, %ecx
movl %r9d, %r8d
callq 0x68d0
movq %rax, -0x8(%rbp)
movq -0x8(%rbp), %rax
addq $0x20, %rsp
popq %rbp
retq
nopw %cs:(%rax,%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: getType2
static Character *getType2(const char *const type) {
	switch(*type) { //type,health,defense,crit,attack,hit
		case '/': return makeEnemy(3,6,2,4,5,7);		  //make slinger
			break;
		case '^': return makeEnemy(6,10,2,8,7,6);	     //make recluse with spear
			break;
		case ':': return makeEnemy(9,10,2,8,6,6);	     //make floating srugg
			break;
		case '~': return makeEnemy(12,12,2,8,6,6);		//make pair of floating delmer eyes
			break;	
		default : return makeEnemy(0,0,0,0,0,0);
			break;		
	}					
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x20, %rsp
movq %rdi, -0x10(%rbp)
movq -0x10(%rbp), %rax
movsbl (%rax), %eax
movl %eax, -0x14(%rbp)
subl $0x2f, %eax
je 0x6802
jmp 0x67dd
movl -0x14(%rbp), %eax
subl $0x3a, %eax
je 0x6859
jmp 0x67e7
movl -0x14(%rbp), %eax
subl $0x5e, %eax
je 0x6830
jmp 0x67f1
movl -0x14(%rbp), %eax
subl $0x7e, %eax
je 0x6881
jmp 0x68a6
movl $0x3, %edi
movl $0x6, %esi
movl $0x2, %edx
movl $0x4, %ecx
movl $0x5, %r8d
movl $0x7, %r9d
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x68c1
movl $0x6, %r9d
movl $0xa, %esi
movl $0x2, %edx
movl $0x8, %ecx
movl $0x7, %r8d
movl %r9d, %edi
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x68c1
movl $0x9, %edi
movl $0xa, %esi
movl $0x2, %edx
movl $0x8, %ecx
movl $0x6, %r9d
movl %r9d, %r8d
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x68c1
movl $0xc, %esi
movl $0x2, %edx
movl $0x8, %ecx
movl $0x6, %r9d
movl %esi, %edi
movl %r9d, %r8d
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x68c1
xorl %r9d, %r9d
movl %r9d, %edi
movl %r9d, %esi
movl %r9d, %edx
movl %r9d, %ecx
movl %r9d, %r8d
callq 0x68d0
movq %rax, -0x8(%rbp)
movq -0x8(%rbp), %rax
addq $0x20, %rsp
popq %rbp
retq
nopl (%rax,%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeEnemy
static Character *makeEnemy(const int type, const int health, const int defense, const int crit, const int attack,const int hit) {
	Character *character = malloc (SIZE_CHAR);
	character->type = type;
	character->health = health;
	character->health_max = health;
	character->defense = defense;
	character->crit_chance = crit;
	character->attack = attack;
	character->chance_to_dodge = hit;
	character->defense_up = 0;
	character->defense_value = character->defense;
	character->turn = 0;
	character->special_count = 0;
	character->turn = 0;
	makeCharacterStrings(character);
	return character;
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x20, %rsp
movl %edi, -0x4(%rbp)
movl %esi, -0x8(%rbp)
movl %edx, -0xc(%rbp)
movl %ecx, -0x10(%rbp)
movl %r8d, -0x14(%rbp)
movl %r9d, -0x18(%rbp)
movl $0xa8, %edi
callq 0x1160
movq %rax, -0x20(%rbp)
movl -0x4(%rbp), %ecx
movq -0x20(%rbp), %rax
movl %ecx, 0x1c(%rax)
movl -0x8(%rbp), %ecx
movq -0x20(%rbp), %rax
movl %ecx, (%rax)
movl -0x8(%rbp), %ecx
movq -0x20(%rbp), %rax
movl %ecx, 0xc(%rax)
movl -0xc(%rbp), %ecx
movq -0x20(%rbp), %rax
movl %ecx, 0x14(%rax)
movl -0x10(%rbp), %ecx
movq -0x20(%rbp), %rax
movl %ecx, 0x18(%rax)
movl -0x14(%rbp), %ecx
movq -0x20(%rbp), %rax
movl %ecx, 0x10(%rax)
movl -0x18(%rbp), %ecx
movq -0x20(%rbp), %rax
movl %ecx, 0x20(%rax)
movq -0x20(%rbp), %rax
movl $0x0, 0x24(%rax)
movq -0x20(%rbp), %rax
movl 0x14(%rax), %ecx
movq -0x20(%rbp), %rax
movl %ecx, 0x28(%rax)
movq -0x20(%rbp), %rax
movl $0x0, 0x4(%rax)
movq -0x20(%rbp), %rax
movl $0x0, 0x8(%rax)
movq -0x20(%rbp), %rax
movl $0x0, 0x4(%rax)
movq -0x20(%rbp), %rdi
callq 0x6990
movq -0x20(%rbp), %rax
addq $0x20, %rsp
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeCharacterStrings
static void makeCharacterStrings(Character *const character) {
	switch (character->type) {
		case 1:makeSwordsmanStrings(character);
			break;
		case 2:makeSkeletonStrings(character);
			break;
		case 3:makeSlingerStrings(character);
			break;
		case 4:makeThiefStrings(character);
			break;
		case 5:makeArcherStrings(character);
			break;
		case 6:makeSpearmanStrings(character);
			break;
		case 7:makeDogStrings(character);
			break;
		case 8:makeMageStrings(character);
			break;
		case 9:makeScruggStrings(character);
			break;
		case 10:makeHalflingStrings(character);
			break;
		case 11:makeMonsterStrings(character);
			break;
		case 12:makeDelmerStrings(character);
			break;
		default: //do nothing
			break;
	}
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x10, %rsp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
movl 0x1c(%rax), %eax
decl %eax
movl %eax, %ecx
movq %rcx, -0x10(%rbp)
subl $0xb, %eax
ja 0x6a4c
movq -0x10(%rbp), %rax
leaq 0x4e89(%rip), %rcx      # 0xb848
movslq (%rcx,%rax,4), %rax
addq %rcx, %rax
jmpq *%rax
movq -0x8(%rbp), %rdi
callq 0x6a60
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x6b10
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x6bc0
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x6c70
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x6d50
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x6e00
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x6eb0
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x6f60
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x7010
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x70c0
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x71a0
jmp 0x6a4e
movq -0x8(%rbp), %rdi
callq 0x7250
jmp 0x6a4e
jmp 0x6a4e
addq $0x10, %rsp
popq %rbp
retq
nopw %cs:(%rax,%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeSwordsmanStrings
static void makeSwordsmanStrings(Character *const character) {
	character->regular_attack = "swordsman scored a hit on you doing %d damage.";
	character->regular_miss = "the swordsman swung,but missed you.";
	character->counter_miss = "swordsman counters and hits you for 2 damage.";
	character->raise_defense = "swordsman raises his shield. his defense is increased by 2.";
	character->critical_hit = "he swings real hard and scores a critical hit.\nhe does %d damage to you.";
	character->special_attack = "swordsman uses half sword technique\nhe trusts his sword into a weak point in your armor.\nhe does %d damage.";
	character->special_attack_miss = "the swordsman uses a half sword technique and tries to thrust sword into a weak point in your armor.\nyou manage to dodge his attack.";
	character->special_fail = "swordsman is just too skilled.\nhe always blocks your attack and counters doing 2 damage.";
	character->prompt ="a hostile swordsman attacks you.\nhe wishes to test his skill against you.";
	character->name = "swordsman";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x4e05(%rip), %rcx      # 0xb878
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x4e25(%rip), %rcx      # 0xb8a7
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x4e3a(%rip), %rcx      # 0xb8cb
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x4e59(%rip), %rcx      # 0xb8f9
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x4e86(%rip), %rcx      # 0xb935
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x4ec0(%rip), %rcx      # 0xb97e
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x4f1a(%rip), %rcx      # 0xb9ea
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x4f8d(%rip), %rcx      # 0xba6f
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x4fd4(%rip), %rcx      # 0xbac8
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x500c(%rip), %rcx      # 0xbb12
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeSkeletonStrings
static void makeSkeletonStrings(Character *const character) {
	character->regular_attack = "skeleton swings his big ass sword at you.\nhe hits you for %d damage.";
	character->regular_miss = "the skeleton tries to hit you, but you block his attack.";
	character->counter_miss = "skeleton man counters you attack and hits you for 2 damage.";
	character->raise_defense = "skeleton hardens his bones, raising his defense by 2.";
	character->critical_hit = "skeleton hits you very hard with his big ass sword\nhe deals extra extra damage.\nhe does %d damage to you.";
	character->special_attack = "the skeleton man takes the pommel off his sword\nhe throws it at you. you instinctively flinch\nhe follows that up with a murder stroke doing %d damage.";
	character->special_attack_miss = "the skeleton man takes the pommel off his sword\nhe then throws it at you.\nyou arnt phased by this.";
	character->special_fail = "you magic doesn't work on skeleton man.\nhe throws a carton of milk at you for your foolishness.\nyou get covered in milk and suffer 2 damage.";
	character->prompt ="as you are entering the house\na skeleton armed with a big ass sword rises from the ground.";
	character->name = "Skeleton";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x4ff9(%rip), %rcx      # 0xbb1c
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x502f(%rip), %rcx      # 0xbb61
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x5059(%rip), %rcx      # 0xbb9a
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x5086(%rip), %rcx      # 0xbbd6
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x50ad(%rip), %rcx      # 0xbc0c
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x5108(%rip), %rcx      # 0xbc76
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x518d(%rip), %rcx      # 0xbd0d
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x51de(%rip), %rcx      # 0xbd70
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x5259(%rip), %rcx      # 0xbdfd
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x52a2(%rip), %rcx      # 0xbe58
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeSlingerStrings
static void makeSlingerStrings(Character *const character) {
	character->regular_attack = "slinger hits you with a rock doing %d damage.";
	character->regular_miss = "slinger missed you.";
	character->counter_miss = "slinger is fast.\nhe dodges your attack and hits you in the hand with a stick.\nyou suffer 2 damage.";
	character->raise_defense = "slinger raises his defense by 2.";
	character->critical_hit = "slinger slings a rock at you.it hits you square in the face.\nouch, it hurts bad.you suffer %d damage.";
	character->special_attack = "slinger moves in quickly and throws you to the ground.\nyou lose 2 turns and suffer 2 damage.";
	character->special_attack_miss = "slinger moves in close and tries to throw you\nbut you push him away.";
	character->special_fail = "slinger is just too nimble.your power attack is too slow to hit him.\nhe counters doing 2 damage.";
	character->prompt ="you encounter a hostile man with a sling and a pile of rocks. ";
	character->name = "Slinger";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x528e(%rip), %rcx      # 0xbe61
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x52ad(%rip), %rcx      # 0xbe8f
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x52b2(%rip), %rcx      # 0xbea3
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x5306(%rip), %rcx      # 0xbf06
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x5318(%rip), %rcx      # 0xbf27
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x536f(%rip), %rcx      # 0xbf8d
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x53ba(%rip), %rcx      # 0xbfea
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x53ed(%rip), %rcx      # 0xc02f
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x543c(%rip), %rcx      # 0xc090
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x5469(%rip), %rcx      # 0xc0cf
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeThiefStrings
static void makeThiefStrings(Character *const character) {
	character->regular_attack = "thief strikes you with one of her dagger doing %d damage.";
	character->regular_attack_second = "thief strikes you with her other dagger doing %d damage.";
	character->regular_miss = "thief tries to stab you,but you block her first dagger.";
	character->regular_miss_second = "thief tries to stab you,but you block her other dagger.";
	character->counter_miss = "she counters your attack,stabbing you with a dagger\nyou suffer 2 damage.";
	character->raise_defense = "thief cast a spell upon herself raising defense by 2.";
	character->critical_hit = "thief sinks one of her daggers into a very tender spot.\nyou suffer %d damage.";
	character->critical_hit_second = "thief sinks her other dagger into a very tender spot.\nyou suffer %d damage.";
	character->special_attack = "thief stole something valuable from you.you lose 10 points.";
	character->special_attack_miss = "thief tried, but failed to steal anything from you."; 
	character->special_fail = "you want to throw the thief\nbut you are just too beta to get close to a girl.\nshe laughs at you and you suffer 2 damage from humiliation.";
	character->prompt ="a sneaky thief jumps out from behind a rock and attack you.";
	character->name = "Thief";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x5454(%rip), %rcx      # 0xc0d7
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x547f(%rip), %rcx      # 0xc111
movq %rcx, 0x58(%rax)
movq -0x8(%rbp), %rax
leaq 0x54a9(%rip), %rcx      # 0xc14a
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x54d2(%rip), %rcx      # 0xc182
movq %rcx, 0x60(%rax)
movq -0x8(%rbp), %rax
leaq 0x54fb(%rip), %rcx      # 0xc1ba
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x5535(%rip), %rcx      # 0xc203
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x555c(%rip), %rcx      # 0xc239
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x559b(%rip), %rcx      # 0xc287
movq %rcx, 0x80(%rax)
movq -0x8(%rbp), %rax
leaq 0x55d5(%rip), %rcx      # 0xc2d3
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x55ff(%rip), %rcx      # 0xc30f
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x5621(%rip), %rcx      # 0xc343
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x5699(%rip), %rcx      # 0xc3cd
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x56c3(%rip), %rcx      # 0xc409
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeArcherStrings
static void makeArcherStrings(Character *const character) {
	character->regular_attack = "archer raises her bow and fires an arrow at you.\nit strikes you for %d damage.";
	character->regular_miss = "archer shoots an arrow at you, but she misses.";
	character->counter_miss = "she counters with her short sword.\nyou get cut and suffer 2 damage.";
	character->raise_defense = "she puts on her enchanted amulet which raises her defense by 2";
	character->critical_hit = "archer fires an arrow at you hitting you in a weak spot.\nyou suffer %d damage.";
	character->special_attack = "archer fires an armor piercing arrow at you.\nit strikes you doing %d damage.";
	character->special_attack_miss = "archer shot an armor piercing arrow at you.\nluckily she missed you.";
	character->special_fail = "to throw her, you'd have to actually touch a girl\nyou are too beta to do that.\nyou feel ashamed of yourself and suffer 2 damage.";
	character->prompt ="while you are investigating the lean-to\na thin disheveled woman with a bow attacks you.";
	character->name = "Archer";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x56ac(%rip), %rcx      # 0xc40f
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x56ec(%rip), %rcx      # 0xc45e
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x570c(%rip), %rcx      # 0xc48d
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x5741(%rip), %rcx      # 0xc4d1
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x5771(%rip), %rcx      # 0xc510
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x57b1(%rip), %rcx      # 0xc55f
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x57ec(%rip), %rcx      # 0xc5ac
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x581e(%rip), %rcx      # 0xc5f0
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x588d(%rip), %rcx      # 0xc671
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x58d3(%rip), %rcx      # 0xc6c9
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeSpearmanStrings
static void makeSpearmanStrings(Character *const character) {
	character->regular_attack = "spearman hits you with his spear causing %d damage.";
	character->regular_miss = "you dodge spearman's attack";
	character->counter_miss = "spearman counters by punching you in the face.\nouch that smarts. you suffer 2 damage.";
	character->raise_defense = "spearman adopts a more defensive stance raising his defense by 2.";
	character->critical_hit = "spearman scores a critical hit on you.\nyou suffer %d damage.";
	character->special_attack = "spearman uses the staff of his spear to sweep you legs.\nyou get knocked down and lose 2 turns.";
	character->special_attack_miss = "spearman tries to trip you up, but you dodge it.";
	character->special_fail = "spearman is protected by an enchanted ring.\nyour spell doesn't work on him.\nspearman uses this opportunity to strike you for 2 damage.";
	character->prompt ="you encounter a mad recluse armed with a spear.";
	character->name = "Spearman";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x58bd(%rip), %rcx      # 0xc6d0
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x58e2(%rip), %rcx      # 0xc704
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x58ef(%rip), %rcx      # 0xc720
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x5936(%rip), %rcx      # 0xc776
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x5969(%rip), %rcx      # 0xc7b8
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x5997(%rip), %rcx      # 0xc7f5
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x59e4(%rip), %rcx      # 0xc854
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x5a03(%rip), %rcx      # 0xc885
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x5a78(%rip), %rcx      # 0xc90c
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x5a96(%rip), %rcx      # 0xc93c
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeDogStrings
static void makeDogStrings(Character *const character) {
	character->regular_attack = "four legged beast bites you doing %d damage.";
	character->regular_miss = "beast tries to bite you but you dodge out of the way.";
	character->counter_miss = "the beast jumps out of the way of your attack.\nit scratches you with it's claws doing 2 damage.";
	character->raise_defense = "four legged beast raises it's spiky like fur. it's defense is increased.";
	character->critical_hit = "the beast bites you very hard doing %d damage.";
	character->special_attack = "four legged beast lets out an ear piercing and horrid sounding howl.\nyou are stunned and frightened by it, losing 2 turns, it hurts your ears for 2 damage.";
	character->special_attack_miss = "four legged beast tries to roar, but just ends up coughing.";
	character->special_fail = "your attack is just too slow. the beast will always dodge it.it growls and bites you for 2 damage.";
	character->prompt ="a mangy four legged beast aggressively charges at you.";
	character->name = "Four Legged Beast";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x5a82(%rip), %rcx      # 0xc945
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x5aa0(%rip), %rcx      # 0xc972
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x5ac7(%rip), %rcx      # 0xc9a8
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x5b18(%rip), %rcx      # 0xca08
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x5b52(%rip), %rcx      # 0xca51
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x5b72(%rip), %rcx      # 0xca80
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x5bfc(%rip), %rcx      # 0xcb1c
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x5c26(%rip), %rcx      # 0xcb58
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x5c77(%rip), %rcx      # 0xcbbb
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x5c9c(%rip), %rcx      # 0xcbf2
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeMageStrings
static void makeMageStrings(Character *const character) {
	character->regular_attack = "mage cast fireball at you. you suffer %d damage.";
	character->regular_miss = "the mage tries, but fails to cast a spell.";
	character->counter_miss = "the mage counters by striking you with his staff.\nyou suffer 2 damage.";
	character->raise_defense = "the mage cast a spell raising his defense by 2.";
	character->critical_hit = "mage cast a powerful lighting bolt at you.\nyou suffer %d damage.";
	character->special_attack = "the mage cast a spell upon you lowering your defense by 3.";
	character->special_attack_miss = "the mage tries, but fails to cast a spell upon you.";
	character->special_fail = "your magic is never going to work against the mage.\nhe commands a bird to fly up and peck you on the head causing 2 damage.";
	character->prompt ="you encounter a hostile wandering mage.";
	character->name = "mage";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x5c91(%rip), %rcx      # 0xcc04
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x5cb3(%rip), %rcx      # 0xcc35
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x5ccf(%rip), %rcx      # 0xcc60
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x5d07(%rip), %rcx      # 0xcca7
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x5d28(%rip), %rcx      # 0xccd7
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x5d5a(%rip), %rcx      # 0xcd18
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x5d83(%rip), %rcx      # 0xcd53
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x5da5(%rip), %rcx      # 0xcd87
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x5e0f(%rip), %rcx      # 0xce03
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x3c4a(%rip), %rcx      # 0xac50
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeScruggStrings
static void makeScruggStrings(Character *const character) {
	character->regular_attack = "the floating scrugg rams into you causing %d damage.";
	character->regular_miss = "you block the scrugg's attack.";
	character->counter_miss = "floating scrugg counters by biting your hand for 2 damage.";
	character->raise_defense = "the scrug hardens it's skin raising its defense.";
	character->critical_hit = "floating scrugg hits you in the head doing %d damage.";
	character->special_attack = "floating scrugg's eye flashes bright white light.\nyou feel weakened.your defenses has been lowered.";
	character->special_attack_miss = "the scrugg tries to work up a spell against you, but fails.";
	character->special_fail = "your spell doesn't work against floating scruggs.\nyou should known this. you know feel stupid and suffer 2 damage.";
	character->prompt ="a floating scrugg sees you and flies closer to attack you.";
	character->name = "Scrugg";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x5e08(%rip), %rcx      # 0xce2b
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x5e2e(%rip), %rcx      # 0xce60
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x5e3e(%rip), %rcx      # 0xce7f
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x5e6a(%rip), %rcx      # 0xceba
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x5e8c(%rip), %rcx      # 0xceeb
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x5eb3(%rip), %rcx      # 0xcf21
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x5f05(%rip), %rcx      # 0xcf85
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x5f2f(%rip), %rcx      # 0xcfc1
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x5f90(%rip), %rcx      # 0xd034
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x5fb9(%rip), %rcx      # 0xd06f
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeHalflingStrings
static void makeHalflingStrings(Character *const character) {
	character->regular_attack = "one of the halflings hits you with their small sword.\nyou suffer %d damage.";	
	character->regular_attack_second = "the halfling hits you with his small sword.\nyou suffer %d damage.";
	character->regular_miss = "a halfling tries to hit you, but you block it.";
	character->regular_miss_second = "the other halfling tries to hit you, but you block it.";
	character->counter_miss = "one of the halflings counters your attack, doing 2 damage to you.";
	character->raise_defense = "through the power of friendship, the halflings raise their defense.";
	character->critical_hit = "the halfling scores a critical hit on you.\nyou take %d damage.";
	character->critical_hit_second = "the other halfling scores a critical hit on you.\nyou take %d damage.";
	character->special_attack = "one of the halflings distracts you while the other sneaks\nbehind you.the first halfling pushes you.\nyou trip backwards over the second halfling.\nyou fall down and suffer two damage and lose two turns.";
	character->special_attack_miss = "one of the halflings tries to distract you,\nbut you aren't having any of it.";
	character->special_fail = "the halflings are just too small and fast for you.\nyou can never manage to hit them.\nthey throw a rock at you causing two damage.";
	character->prompt ="while you were looking through their stuff\ntwo halflings jump out and attack you.";
	character->name = "Halfling";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x5fa3(%rip), %rcx      # 0xd076
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x5fe0(%rip), %rcx      # 0xd0c2
movq %rcx, 0x58(%rax)
movq -0x8(%rbp), %rax
leaq 0x6013(%rip), %rcx      # 0xd104
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x6033(%rip), %rcx      # 0xd133
movq %rcx, 0x60(%rax)
movq -0x8(%rbp), %rax
leaq 0x605b(%rip), %rcx      # 0xd16a
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x608e(%rip), %rcx      # 0xd1ac
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x60c3(%rip), %rcx      # 0xd1f0
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x60f3(%rip), %rcx      # 0xd22f
movq %rcx, 0x80(%rax)
movq -0x8(%rbp), %rax
leaq 0x6126(%rip), %rcx      # 0xd274
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x61dd(%rip), %rcx      # 0xd33d
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x6218(%rip), %rcx      # 0xd38a
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x6288(%rip), %rcx      # 0xd40c
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x62c8(%rip), %rcx      # 0xd45e
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeMonsterStrings
static void makeMonsterStrings(Character *const character) {
	character->regular_attack = "two headed monster hits you for %d damage.";
	character->regular_miss = "two headed monster tries to hit you, but you dodge roll out of the way.";
	character->counter_miss = "after somehow missed hitting such a large creature\nyou stand there dumbfounded.\nit thumps you in the head with its finger doing 2 damage to you";
	character->raise_defense = "with one of its hands, the monster picks up a piece of wood to use as a shield.\nits defense rating is increased.";
	character->critical_hit = "the monster hits you really hard causing %d damage.";
	character->special_attack = "the monster hits you really really hard causing you to suffer %d damage.";
	character->special_attack_miss = "the monster winds up its punch, but you see it coming and dodge out of the way.";
	character->special_fail = "the monster is just way too big and heavy to throw.\nyou try but hurt yourself for 2 damage.";
	character->prompt ="while looking through the scattered items in the clearing\na two headed monster lunges at you.";
	character->name = "Two Headed Monster";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x62b4(%rip), %rcx      # 0xd467
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x62d0(%rip), %rcx      # 0xd492
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x6309(%rip), %rcx      # 0xd4da
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x638a(%rip), %rcx      # 0xd56a
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x63ec(%rip), %rcx      # 0xd5db
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x6411(%rip), %rcx      # 0xd60f
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x6448(%rip), %rcx      # 0xd658
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x6486(%rip), %rcx      # 0xd6a8
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x64d0(%rip), %rcx      # 0xd704
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x651c(%rip), %rcx      # 0xd762
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: makeDelmerStrings
static void makeDelmerStrings(Character *const character) {
	character->regular_attack = "one of the delmer eyes shoots a small electric bolt at you.\nit does %d damage to you";
	character->regular_attack_second = "the other delmer eyes shoots a small electric bolt at you.\nit does %d damage to you";
	character->regular_miss = "the delmer eye tried to attack you, but you block it.";
	character->regular_miss_second = "the delmer eye shot an electric bolt at you, but missed.";
	character->counter_miss = "as you are recovering from your missed swing\none of the delmer eyes rams into you.you take 2 damage.";
	character->raise_defense = "the delmer eyes glow for a second, their defense is now raised by 2.";
	character->critical_hit = "delmer eye shoots an electric bolt at you.\nit seems slightly bigger than normal.\nit does extra damage.you take %d damage.";
	character->critical_hit_second = "the other delmer eye shoots an electric bolt at you.\nit seems slightly bigger than normal.\nit does extra damage.you take %d damage.";
	character->special_attack = "the delmer eyes glow bright red before emitting a red bolt of lighting at you.\nyou are hit by it and take %d damage.";
	character->special_attack_miss = "the delmer eyes start to glow red but it fizzles out.";
	character->special_fail = "you try to catch the delmer eyes to throw them on the ground, but they are too fast and small to catch";
	character->prompt ="while wondering through the reeds\nyou startled a pair of delmer eyes.";
	character->name = "Delmer Eyes";
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
leaq 0x6512(%rip), %rcx      # 0xd775
movq %rcx, 0x48(%rax)
movq -0x8(%rbp), %rax
leaq 0x6558(%rip), %rcx      # 0xd7ca
movq %rcx, 0x58(%rax)
movq -0x8(%rbp), %rax
leaq 0x659d(%rip), %rcx      # 0xd81e
movq %rcx, 0x50(%rax)
movq -0x8(%rbp), %rax
leaq 0x65c4(%rip), %rcx      # 0xd854
movq %rcx, 0x60(%rax)
movq -0x8(%rbp), %rax
leaq 0x65ee(%rip), %rcx      # 0xd88d
movq %rcx, 0x68(%rax)
movq -0x8(%rbp), %rax
leaq 0x6644(%rip), %rcx      # 0xd8f2
movq %rcx, 0x70(%rax)
movq -0x8(%rbp), %rax
leaq 0x6684(%rip), %rcx      # 0xd941
movq %rcx, 0x78(%rax)
movq -0x8(%rbp), %rax
leaq 0x666b(%rip), %rcx      # 0xd937
movq %rcx, 0x80(%rax)
movq -0x8(%rbp), %rax
leaq 0x66dd(%rip), %rcx      # 0xd9bb
movq %rcx, 0x88(%rax)
movq -0x8(%rbp), %rax
leaq 0x6740(%rip), %rcx      # 0xda30
movq %rcx, 0x90(%rax)
movq -0x8(%rbp), %rax
leaq 0x6764(%rip), %rcx      # 0xda66
movq %rcx, 0x98(%rax)
movq -0x8(%rbp), %rax
leaq 0x67b9(%rip), %rcx      # 0xdacd
movq %rcx, 0xa0(%rax)
movq -0x8(%rbp), %rax
leaq 0x67ed(%rip), %rcx      # 0xdb13
movq %rcx, 0x38(%rax)
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: initObj
static Object *initObj (void) {
	Object *obj = malloc(SIZE_OBJ);
	obj->food = !((getRand(2) + 1) % 2); // 1/3 chance of being 1
	obj->loot = !((getRand(2) + 1) % 2);
	obj->enemy = !((getRand(2) + 1) % 2); 
	return obj;
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x10, %rsp
movl $0x10, %edi
callq 0x1160
movq %rax, -0x8(%rbp)
movl $0x2, %edi
callq 0x5e20
addl $0x1, %eax
movl $0x2, %ecx
cltd
idivl %ecx
cmpl $0x0, %edx
setne %al
xorb $-0x1, %al
andb $0x1, %al
movzbl %al, %ecx
movq -0x8(%rbp), %rax
movl %ecx, 0x4(%rax)
movl $0x2, %edi
callq 0x5e20
addl $0x1, %eax
movl $0x2, %ecx
cltd
idivl %ecx
cmpl $0x0, %edx
setne %al
xorb $-0x1, %al
andb $0x1, %al
movzbl %al, %ecx
movq -0x8(%rbp), %rax
movl %ecx, 0x8(%rax)
movl $0x2, %edi
callq 0x5e20
addl $0x1, %eax
movl $0x2, %ecx
cltd
idivl %ecx
cmpl $0x0, %edx
setne %al
xorb $-0x1, %al
andb $0x1, %al
movzbl %al, %ecx
movq -0x8(%rbp), %rax
movl %ecx, 0xc(%rax)
movq -0x8(%rbp), %rax
addq $0x10, %rsp
popq %rbp
retq
nopl (%rax,%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: setObjType
static int setObjType(const char *const tile_char) {
	int type;
	switch(*tile_char) {
		case '/': type = 2;  //house
			break;
		case '^': type = 5; //lean to
			break;
		case ':': type = 1;  //hobbit camp
			break;	
		case '~': type = 3;  //giant camp
			break;
		default: type = 0;
			break;
	}
	return type;
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
movq %rdi, -0x8(%rbp)
movq -0x8(%rbp), %rax
movsbl (%rax), %eax
movl %eax, -0x10(%rbp)
subl $0x2f, %eax
je 0x7407
jmp 0x73e9
movl -0x10(%rbp), %eax
subl $0x3a, %eax
je 0x7419
jmp 0x73f3
movl -0x10(%rbp), %eax
subl $0x5e, %eax
je 0x7410
jmp 0x73fd
movl -0x10(%rbp), %eax
subl $0x7e, %eax
je 0x7422
jmp 0x742b
movl $0x2, -0xc(%rbp)
jmp 0x7432
movl $0x5, -0xc(%rbp)
jmp 0x7432
movl $0x1, -0xc(%rbp)
jmp 0x7432
movl $0x3, -0xc(%rbp)
jmp 0x7432
movl $0x0, -0xc(%rbp)
movl -0xc(%rbp), %eax
popq %rbp
retq
nopw (%rax,%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/makemap.c
// Function: getObjEnemy
static Character *getObjEnemy(const char *const type) {
	switch(*type) { //type,health,defense,crit,attack,hit
		case ':': return makeEnemy(10,10,2,8,6,6);  	 //make two halflings
			break;
		case '/': return makeEnemy(2,12,1,7,8,5);	    //make skeleton with big ass sword
			break;
		case '~': return makeEnemy(11,15,2,8,7,6);	    //make giant with two heads
			break;
		case '^': return makeEnemy(5,12,1,7,7,5);		//make archer
			break;
		default: return makeEnemy(0,0,0,0,0,0);
			break;
		}
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x20, %rsp
movq %rdi, -0x10(%rbp)
movq -0x10(%rbp), %rax
movsbl (%rax), %eax
movl %eax, -0x14(%rbp)
subl $0x2f, %eax
je 0x74aa
jmp 0x745d
movl -0x14(%rbp), %eax
subl $0x3a, %eax
je 0x7482
jmp 0x7467
movl -0x14(%rbp), %eax
subl $0x5e, %eax
je 0x7500
jmp 0x7475
movl -0x14(%rbp), %eax
subl $0x7e, %eax
je 0x74d5
jmp 0x7527
movl $0xa, %esi
movl $0x2, %edx
movl $0x8, %ecx
movl $0x6, %r9d
movl %esi, %edi
movl %r9d, %r8d
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x7542
movl $0x2, %edi
movl $0xc, %esi
movl $0x1, %edx
movl $0x7, %ecx
movl $0x8, %r8d
movl $0x5, %r9d
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x7542
movl $0xb, %edi
movl $0xf, %esi
movl $0x2, %edx
movl $0x8, %ecx
movl $0x7, %r8d
movl $0x6, %r9d
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x7542
movl $0x5, %r9d
movl $0xc, %esi
movl $0x1, %edx
movl $0x7, %r8d
movl %r9d, %edi
movl %r8d, %ecx
callq 0x68d0
movq %rax, -0x8(%rbp)
jmp 0x7542
xorl %r9d, %r9d
movl %r9d, %edi
movl %r9d, %esi
movl %r9d, %edx
movl %r9d, %ecx
movl %r9d, %r8d
callq 0x68d0
movq %rax, -0x8(%rbp)
movq -0x8(%rbp), %rax
addq $0x20, %rsp
popq %rbp
retq
nopl (%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/printenemy.c
// Function: printDog
void printDog(void) {
	wattron(game_win,WHITE);
	mvwprintw(game_win,12,26,"_"); //top of head
	mvwprintw(game_win,13,25,"<"); //snout
	wattroff(game_win,WHITE);
	wattron(game_win,RED);
	mvwprintw(game_win,13,26,"="); //eyes?
	wattroff(game_win,RED);	
	wattron(game_win,YELLOW);
	mvwprintw(game_win,12,27,"/"); //ears
	mvwprintw(game_win,13,27,"\\_______/"); //upperbody
	mvwprintw(game_win,14,28,"/\\    /\\"); //upper legs
	mvwprintw(game_win,15,27,"/  \\  /  \\"); //lower legs
	wattroff(game_win,YELLOW);	
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
leaq 0x9985(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0x200, %esi            # imm = 0x200
xorl %eax, %eax
movl %eax, %edx
callq 0x1100
leaq 0x996d(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0xc, %esi
movl $0x1a, %edx
leaq 0x656c(%rip), %rcx      # 0xdd33
movb $0x0, %al
callq 0x10d0
leaq 0x994b(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0xd, %esi
movl $0x19, %edx
leaq 0x6389(%rip), %rcx      # 0xdb72
movb $0x0, %al
callq 0x10d0
leaq 0x9929(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0x200, %esi            # imm = 0x200
xorl %eax, %eax
movl %eax, %edx
callq 0x11c0
leaq 0x9911(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0x600, %esi            # imm = 0x600
xorl %eax, %eax
movl %eax, %edx
callq 0x1100
leaq 0x98f9(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0xd, %esi
movl $0x1a, %edx
leaq 0x6339(%rip), %rcx      # 0xdb74
movb $0x0, %al
callq 0x10d0
leaq 0x98d7(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0x600, %esi            # imm = 0x600
xorl %eax, %eax
movl %eax, %edx
callq 0x11c0
leaq 0x98bf(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0x400, %esi            # imm = 0x400
xorl %eax, %eax
movl %eax, %edx
callq 0x1100
leaq 0x98a7(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0xc, %esi
movl $0x1b, %edx
leaq 0x63e0(%rip), %rcx      # 0xdc6d
movb $0x0, %al
callq 0x10d0
leaq 0x9885(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0xd, %esi
movl $0x1b, %edx
leaq 0x62c7(%rip), %rcx      # 0xdb76
movb $0x0, %al
callq 0x10d0
leaq 0x9863(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0xe, %esi
movl $0x1c, %edx
leaq 0x62af(%rip), %rcx      # 0xdb80
movb $0x0, %al
callq 0x10d0
leaq 0x9841(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0xf, %esi
movl $0x1b, %edx
leaq 0x6296(%rip), %rcx      # 0xdb89
movb $0x0, %al
callq 0x10d0
leaq 0x981f(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0x400, %esi            # imm = 0x400
xorl %eax, %eax
movl %eax, %edx
callq 0x11c0
popq %rbp
retq
nopw %cs:(%rax,%rax)
// File: /workspace/github_c_makefile_star2_O0/return5[P]c_ish_one/./src/printenemy.c
// Function: printDelmerBody
void printDelmerBody(const int y, const int x) {
	wattron(game_win,YELLOW);
	mvwprintw(game_win,11+y,29+x,"^"); //top of body
	mvwprintw(game_win,12+y,27+x,"<( )>"); //side of body
	mvwprintw(game_win,13+y,29+x,"v"); // bottom of body
	wattroff(game_win,YELLOW);
	wattron(game_win,RED);
	mvwprintw(game_win,12+y,29+x,"0"); //eye
	wattroff(game_win,RED);
}

// Assembly:
pushq %rbp
movq %rsp, %rbp
subq $0x10, %rsp
movl %edi, -0x4(%rbp)
movl %esi, -0x8(%rbp)
leaq 0x97eb(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0x400, %esi            # imm = 0x400
xorl %eax, %eax
movl %eax, %edx
callq 0x1100
leaq 0x97d3(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl -0x4(%rbp), %esi
addl $0xb, %esi
movl -0x8(%rbp), %edx
addl $0x1d, %edx
leaq 0x62b2(%rip), %rcx      # 0xdc15
movb $0x0, %al
callq 0x10d0
leaq 0x97af(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl -0x4(%rbp), %esi
addl $0xc, %esi
movl -0x8(%rbp), %edx
addl $0x1b, %edx
leaq 0x620d(%rip), %rcx      # 0xdb94
movb $0x0, %al
callq 0x10d0
leaq 0x978b(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl -0x4(%rbp), %esi
addl $0xd, %esi
movl -0x8(%rbp), %edx
addl $0x1d, %edx
leaq 0x61ef(%rip), %rcx      # 0xdb9a
movb $0x0, %al
callq 0x10d0
leaq 0x9767(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0x400, %esi            # imm = 0x400
xorl %eax, %eax
movl %eax, %edx
callq 0x11c0
leaq 0x974f(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0x600, %esi            # imm = 0x600
xorl %eax, %eax
movl %eax, %edx
callq 0x1100
leaq 0x9737(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl -0x4(%rbp), %esi
addl $0xc, %esi
movl -0x8(%rbp), %edx
addl $0x1d, %edx
leaq 0x619d(%rip), %rcx      # 0xdb9c
movb $0x0, %al
callq 0x10d0
leaq 0x9713(%rip), %rax      # 0x11120
movq (%rax), %rdi
movl $0x600, %esi            # imm = 0x600
xorl %eax, %eax
movl %eax, %edx
callq 0x11c0
addq $0x10, %rsp
popq %rbp
retq
nopw %cs:(%rax,%rax)