#include #include #define MAX_PROJECTILES 2 #define MAX_ZOMBIES 1000 #define MAX_ALIVE 10000 int scrRows,scrCols; int viewportWinRows,viewportWinCols; int lastPressed; WINDOW* viewportWin; WINDOW* scoreWin; struct Projectile{ int isAlive; char symbol; int curXpos; int curYpos; int prevYpos; int prevXpos; int nextYpos; int nextXpos; int range; char direction; int distanceTraveled; }; struct Projectile projectiles[MAX_PROJECTILES]; struct Weapon{ char name[10]; int range; int maxCapacity; int curCapacity; char projectileSymbol; char symbols[8]; }; struct Entity { char *type; char symbol; int curYpos, curXpos; int nextYpos, nextXpos; struct Weapon weapons[8]; int curWeapon; int isAlive; }; struct Entity player = {.type="player",.symbol='@', .curYpos=1, .curXpos=1, .nextYpos=1, .nextXpos=1 ,.isAlive=1}; struct Entity *zombies[MAX_ZOMBIES]; struct Entity *allEntities[MAX_ALIVE]; struct Entity zombie = {.type="zombie", .symbol='Z', .curYpos=5, .curXpos=5, .nextYpos=5, .nextXpos=5 ,.isAlive=1}; struct Weapon pistol = {.name="Pistol", .range=3, .maxCapacity=12, .curCapacity=12, .symbols="-\\|/-\\|/"}; struct Entity * collisionDetect(int objYpos, int objXpos){ int i; for(i=0; iisAlive){ if(objYpos==allEntities[i]->curYpos && objXpos==allEntities[i]->curXpos){ return allEntities[i]; } } } } void moveProjectiles(){ int i; for(i=0; itype=="zombie"){ projectiles[i].isAlive=0; hitEntity->isAlive=0; mvwaddch(viewportWin, allEntities[i]->curYpos, allEntities[i]->curXpos, ' '); } } if(mvwinch(viewportWin,projectiles[i].prevYpos, projectiles[i].prevXpos)==projectiles[i].symbol){ mvwaddch(viewportWin, projectiles[i].prevYpos, projectiles[i].prevXpos, ' '); } if(projectiles[i].distanceTraveled>=projectiles[i].range || projectiles[i].curYpos > viewportWinRows || projectiles[i].curYpos < 0 || projectiles[i].curXpos > viewportWinCols || projectiles[i].curXpos < 0){ projectiles[i].isAlive=0; mvwaddch(viewportWin, projectiles[i].curYpos, projectiles[i].curXpos, ' '); } usleep(30000); } else{ mvwaddch(viewportWin, projectiles[i].curYpos, projectiles[i].curXpos, ' '); } } } void fireWeapon(struct Weapon *weaponRef, char *direction){ struct Projectile projectile; if (!strcmp(weaponRef->name,"Pistol")){ projectile.range=20; } projectile.isAlive=1; projectile.distanceTraveled=0; projectile.curYpos=player.curYpos; projectile.curXpos=player.curXpos; if(direction=="up"){ projectile.range*=.4; projectile.direction='w'; projectile.symbol=weaponRef->symbols[2]; } if(direction=="left"){ projectile.direction='a'; projectile.symbol=weaponRef->symbols[0]; } if(direction=="down"){ projectile.range*=.4; projectile.direction='s'; projectile.symbol=weaponRef->symbols[6]; } if(direction=="right"){ projectile.direction='d'; projectile.symbol=weaponRef->symbols[4]; } int i; for(i=0;iisAlive){ mvwaddch(viewportWin, allEntities[i]->curYpos, allEntities[i]->curXpos, ' '); mvwaddch(viewportWin, allEntities[i]->nextYpos, allEntities[i]->nextXpos, allEntities[i]->symbol); allEntities[i]->curYpos = allEntities[i]->nextYpos; allEntities[i]->curXpos = allEntities[i]->nextXpos; } } wnoutrefresh(viewportWin); doupdate(); } void initializeWorld() { curs_set(0); getmaxyx(stdscr,scrRows,scrCols); viewportWin=newwin(scrRows-10,scrCols,0,0); getmaxyx(viewportWin,viewportWinRows,viewportWinCols); scoreWin=newwin(10,scrCols,scrRows-10,0); allEntities[0]=&player; allEntities[1]=&zombie; player.curYpos=10; player.curXpos=10; zombie.curYpos=rand()%viewportWinRows; zombie.curYpos=rand()%viewportWinCols; } int main() { srand(time(NULL)); initscr(); cbreak(); keypad(stdscr, TRUE); noecho(); initializeWorld(); nodelay(stdscr, TRUE); int ch; player.weapons[0]=pistol; player.curWeapon=0; while(1) { drawScore(); drawViewport(); moveProjectiles(); doupdate(); ch = getch(); switch(ch){ case 'w': case 'W':{ if(player.curYpos > 1){ player.nextYpos--; if(player.nextYpos < 0){ player.nextYpos = 0; } } break; } case 's': case 'S':{ if(player.curYpos < viewportWinRows - 2){ player.nextYpos++; if(player.nextYpos > viewportWinRows-1){ player.nextYpos = viewportWinRows-1; } } break; } case 'a': case 'A':{ if(player.curXpos > 1){ player.nextXpos--; if(player.nextXpos < 0){ player.nextXpos = 0; } } break; } case 'd': case 'D':{ if(player.curXpos < scrCols-2){ player.nextXpos++; if(player.nextXpos > viewportWinCols-1){ player.nextXpos = viewportWinCols-1; } } break; } case KEY_UP:{ if(player.weapons[player.curWeapon].curCapacity>0){ fireWeapon(&pistol, "up"); } break; } case KEY_LEFT:{ if(player.weapons[player.curWeapon].curCapacity>0){ fireWeapon(&pistol, "left"); } break; } case KEY_DOWN:{ if(player.weapons[player.curWeapon].curCapacity>0){ fireWeapon(&pistol, "down"); } break; } case KEY_RIGHT:{ if(player.weapons[player.curWeapon].curCapacity>0){ fireWeapon(&pistol, "right"); } break; } default: if (ch != ERR) {lastPressed=ch;}; break; } } return 0; }