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@ -1,374 +0,0 @@ |
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#include <ncurses.h> |
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#include <string.h> |
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#define MAX_PROJECTILES 2 |
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#define MAX_ZOMBIES 1000 |
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#define MAX_ALIVE 10 |
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int scrRows,scrCols; |
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int viewportWinRows,viewportWinCols; |
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int lastPressed; |
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WINDOW* viewportWin; |
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WINDOW* scoreWin; |
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struct Projectile{ |
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int isAlive; |
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char symbol; |
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int curXpos; |
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int curYpos; |
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int prevYpos; |
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int prevXpos; |
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int nextYpos; |
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int nextXpos; |
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int range; |
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char direction; |
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int distanceTraveled; |
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}; |
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struct Projectile projectiles[MAX_PROJECTILES]; |
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struct Weapon{ |
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char name[10]; |
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int range; |
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int maxCapacity; |
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int curCapacity; |
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char projectileSymbol; |
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char symbols[8]; |
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}; |
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struct Entity { |
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char *type; |
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char symbol; |
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int curYpos, curXpos; |
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int nextYpos, nextXpos; |
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struct Weapon weapons[8]; |
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int curWeapon; |
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int isAlive; |
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}; |
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struct Entity player = {.type="player",.symbol='@', .curYpos=1, .curXpos=1, .nextYpos=1, .nextXpos=1 ,.isAlive=1}; |
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struct Entity zombies[MAX_ZOMBIES]; |
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struct Entity allEntities[MAX_ALIVE]; |
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struct Entity zombie = {.type="zombie", .symbol='A', .curYpos=5, .curXpos=5, .nextYpos=5, .nextXpos=5 ,.isAlive=1}; |
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struct Weapon pistol = {.name="Pistol", .range=3, .maxCapacity=12, .curCapacity=12, .symbols="-\\|/-\\|/"}; |
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struct Entity * collisionDetect(int objYpos, int objXpos){ |
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int i; |
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for(i=1; i<MAX_ALIVE; i++){ |
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if(allEntities[i].isAlive){ |
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if(objYpos==allEntities[i].curYpos && objXpos==allEntities[i].curXpos){ |
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return &allEntities[i]; |
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} |
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} |
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}
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} |
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void moveProjectiles(){ |
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int i; |
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for(i=0; i<MAX_PROJECTILES; i++){ |
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if(projectiles[i].isAlive){ |
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projectiles[i].prevYpos=projectiles[i].curYpos; |
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projectiles[i].prevXpos=projectiles[i].curXpos; |
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switch(projectiles[i].direction){ |
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case 'w':{ |
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projectiles[i].curYpos--; |
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break; |
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} |
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case 'a':{ |
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projectiles[i].curXpos--; |
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break; |
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} |
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case 's':{ |
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projectiles[i].curYpos++; |
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break; |
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} |
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case 'd':{ |
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projectiles[i].curXpos++; |
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break; |
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} |
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} |
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projectiles[i].distanceTraveled++; |
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mvwaddch(viewportWin, projectiles[i].curYpos, projectiles[i].curXpos, projectiles[i].symbol); |
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struct Entity * hitEntity = collisionDetect(projectiles[i].curYpos, projectiles[i].curXpos); |
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if(hitEntity){ |
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if(hitEntity->type=="zombie"){ |
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projectiles[i].isAlive=0; |
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hitEntity->isAlive=0; |
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mvwaddch(viewportWin, allEntities[i].curYpos, allEntities[i].curXpos, ' '); |
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} |
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} |
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if(mvwinch(viewportWin,projectiles[i].prevYpos, projectiles[i].prevXpos)==projectiles[i].symbol){ |
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mvwaddch(viewportWin, projectiles[i].prevYpos, projectiles[i].prevXpos, ' '); |
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}
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if(projectiles[i].distanceTraveled>=projectiles[i].range || projectiles[i].curYpos > viewportWinRows || projectiles[i].curYpos < 0 || projectiles[i].curXpos > viewportWinCols || projectiles[i].curXpos < 0){ |
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projectiles[i].isAlive=0; |
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mvwaddch(viewportWin, projectiles[i].curYpos, projectiles[i].curXpos, ' '); |
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} |
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usleep(30000); |
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} |
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else{ |
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mvwaddch(viewportWin, projectiles[i].curYpos, projectiles[i].curXpos, ' '); |
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} |
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} |
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} |
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void fireWeapon(struct Weapon *weaponRef, char *direction){ |
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struct Projectile projectile; |
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if (!strcmp(weaponRef->name,"Pistol")){ |
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projectile.range=20; |
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} |
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projectile.isAlive=1; |
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projectile.distanceTraveled=0; |
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projectile.curYpos=allEntities[0].curYpos; |
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projectile.curXpos=allEntities[0].curXpos; |
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if(direction=="up"){ |
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projectile.range*=.4; |
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projectile.direction='w'; |
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projectile.symbol=weaponRef->symbols[2]; |
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} |
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if(direction=="left"){ |
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projectile.direction='a'; |
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projectile.symbol=weaponRef->symbols[0]; |
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}
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if(direction=="down"){ |
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projectile.range*=.4; |
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projectile.direction='s'; |
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projectile.symbol=weaponRef->symbols[6]; |
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}
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if(direction=="right"){ |
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projectile.direction='d'; |
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projectile.symbol=weaponRef->symbols[4]; |
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}
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int i; |
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for(i=0;i<MAX_PROJECTILES;i++){ |
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if(!projectiles[i].isAlive && !projectiles[i+1].isAlive){ |
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projectiles[i]=projectile; |
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allEntities[0].weapons[allEntities[0].curWeapon].curCapacity--; |
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break; |
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} |
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}
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} |
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void drawScore(){ |
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werase(scoreWin); |
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box(scoreWin, 0, 0); |
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mvwprintw(scoreWin, 1, 1, "Current Weapon: %s",allEntities[0].weapons[allEntities[0].curWeapon].name); |
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mvwprintw(scoreWin, 2, 1, "Ammo: %d/%d",allEntities[0].weapons[allEntities[0].curWeapon].curCapacity,allEntities[0].weapons[allEntities[0].curWeapon].maxCapacity); |
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wnoutrefresh(scoreWin); |
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} |
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void drawViewport(){ |
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box(viewportWin,0,0); |
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int i; |
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for(i=0; i<MAX_ALIVE; i++){ |
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if(allEntities[i].isAlive){ |
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mvwaddch(viewportWin, allEntities[i].curYpos, allEntities[i].curXpos, ' '); |
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mvwaddch(viewportWin, allEntities[i].nextYpos, allEntities[i].nextXpos, allEntities[i].symbol); |
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allEntities[i].curYpos = allEntities[i].nextYpos; |
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allEntities[i].curXpos = allEntities[i].nextXpos; |
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} |
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} |
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wnoutrefresh(viewportWin); |
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doupdate(); |
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} |
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struct possiblePos{ |
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int x; |
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int y; |
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}openPos; |
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int getOpenPos(){ |
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int chooseAnother=1; |
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while(chooseAnother){ |
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spaceExists: |
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openPos.y=(rand()%(viewportWinRows-1)+1); |
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openPos.x=(rand()%(viewportWinCols-1)+1); |
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if(mvwinch(viewportWin,openPos.y,openPos.x)==' '){ |
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int i; |
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for(i=1;i<MAX_ALIVE;i++){ |
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if(allEntities[i].isAlive && allEntities[i].curYpos==openPos.y && allEntities[i].curXpos==openPos.x){ |
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chooseAnother=1; |
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} |
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else{ |
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chooseAnother=0; |
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} |
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} |
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} |
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else{ |
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int x,y; |
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for(y=0;y<viewportWinRows;y++){ |
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for(x=0;x<viewportWinCols;x++){ |
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if(mvwinch(viewportWin,y,x)==' '){
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chooseAnother=1; |
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goto spaceExists; |
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} |
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} |
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} |
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return 0; |
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} |
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} |
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return 1; |
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} |
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void addZombie(){ |
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if(getOpenPos()){ |
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int i; |
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for(i=0;i<MAX_ALIVE-1;i++){ |
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if(!allEntities[i].isAlive){ |
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struct Entity zombie; |
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zombie.curYpos=openPos.y; |
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zombie.curXpos=openPos.x; |
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zombie.nextYpos=openPos.y; |
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zombie.nextXpos=openPos.x; |
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zombie.type="zombie"; |
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zombie.symbol='Z'; |
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zombie.isAlive=1; |
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allEntities[i]=zombie; |
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mvwaddch(viewportWin, allEntities[i].curYpos, allEntities[i].curXpos, allEntities[i].symbol); |
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wnoutrefresh(viewportWin); |
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doupdate(); |
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break; |
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} |
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} |
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} |
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} |
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void initializeWorld() { |
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curs_set(0); |
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getmaxyx(stdscr,scrRows,scrCols); |
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viewportWin=newwin(scrRows-10,scrCols,0,0); |
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getmaxyx(viewportWin,viewportWinRows,viewportWinCols); |
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scoreWin=newwin(10,scrCols,scrRows-10,0); |
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allEntities[0]=player; |
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allEntities[0].curYpos=(rand()%(viewportWinRows-2))+1; |
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allEntities[0].curXpos=(rand()%(viewportWinCols-2))+1; |
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10; |
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allEntities[0].nextYpos=allEntities[0].curYpos; |
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allEntities[0].nextXpos=allEntities[0].curXpos; |
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allEntities[1]=zombie; |
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allEntities[1].curYpos=(rand()%(viewportWinRows-2))+1; |
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allEntities[1].curXpos=(rand()%(viewportWinCols-2))+1; |
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11; |
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allEntities[1].nextYpos=allEntities[1].curYpos; |
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allEntities[1].nextXpos=allEntities[1].curXpos; |
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} |
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int main() { |
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srand(time(NULL)); |
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initscr(); |
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cbreak(); |
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keypad(stdscr, TRUE); |
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noecho(); |
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initializeWorld(); |
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nodelay(stdscr, TRUE); |
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int ch; |
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allEntities[0].weapons[0]=pistol; |
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allEntities[0].curWeapon=0; |
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while(1) { |
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drawScore(); |
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drawViewport(); |
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addZombie(); |
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moveProjectiles(); |
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doupdate(); |
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ch = getch(); |
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switch(ch){ |
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case 'w': |
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case 'W':{ |
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if(allEntities[0].curYpos > 1){ |
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allEntities[0].nextYpos--; |
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if(allEntities[0].nextYpos < 0){ |
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allEntities[0].nextYpos = 0; |
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} |
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} |
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break; |
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} |
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case 's':
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case 'S':{ |
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if(allEntities[0].curYpos < viewportWinRows - 2){ |
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allEntities[0].nextYpos++; |
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if(allEntities[0].nextYpos > viewportWinRows-1){ |
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allEntities[0].nextYpos = viewportWinRows-1; |
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} |
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} |
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break; |
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} |
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case 'a': |
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case 'A':{ |
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if(allEntities[0].curXpos > 1){ |
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allEntities[0].nextXpos--; |
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if(allEntities[0].nextXpos < 0){ |
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allEntities[0].nextXpos = 0; |
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} |
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} |
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break; |
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} |
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case 'd': |
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case 'D':{ |
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if(allEntities[0].curXpos < scrCols-2){ |
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allEntities[0].nextXpos++; |
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if(allEntities[0].nextXpos > viewportWinCols-1){ |
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allEntities[0].nextXpos = viewportWinCols-1; |
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} |
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} |
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break; |
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} |
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case 'z': |
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case 'Z':{ |
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addZombie(); |
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break; |
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} |
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case KEY_UP:{ |
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if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity>0){ |
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fireWeapon(&pistol, "up"); |
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} |
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break; |
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} |
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case KEY_LEFT:{ |
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if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity>0){ |
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fireWeapon(&pistol, "left"); |
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} |
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break; |
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} |
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case KEY_DOWN:{ |
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if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity>0){ |
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fireWeapon(&pistol, "down"); |
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} |
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break; |
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} |
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case KEY_RIGHT:{ |
|
|
|
|
if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity>0){ |
|
|
|
|
fireWeapon(&pistol, "right"); |
|
|
|
|
} |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
default: |
|
|
|
|
if (ch != ERR) {lastPressed=ch;}; |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
struct Entity * hitEntity = collisionDetect(allEntities[0].curYpos, allEntities[0].curXpos); |
|
|
|
|
if(hitEntity){ |
|
|
|
|
if(hitEntity->type=="zombie"){ |
|
|
|
|
mvwprintw(viewportWin,1,10,"TEST");
|
|
|
|
|
allEntities[0].isAlive=0; |
|
|
|
|
mvwaddch(viewportWin, allEntities[0].curYpos, allEntities[0].curXpos, ' '); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
} |