One of my first programming projects. I tried to learn C and use curses...it is quite embarrassing looking back at it now :D
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#include <world.h>
#include <initializeWorld.h>
#include <unistd.h>
#include <stdlib.h>
#include <string.h>
#include <weaponsSystem.h>
void updateViewportWin(){
int i;
for(i=0; i<MAX_ITEMS; i++){
if(allItems[i].isAlive){
mvwaddch(viewportWin, allItems[i].curYpos, allItems[i].curXpos, allItems[i].symbol);
}
else if(mvwinch(viewportWin,allItems[i].curYpos,allItems[i].curXpos)==allItems[i].symbol){
mvwaddch(viewportWin, allItems[i].curYpos, allItems[i].curXpos, ' ');
}
}
for(i=0; i<MAX_PROJECTILES; i++){
if(allProjectiles[i].isAlive && mvwinch(viewportWin,allProjectiles[i].curYpos,allProjectiles[i].curXpos)==' '){
mvwaddch(viewportWin, allProjectiles[i].curYpos, allProjectiles[i].curXpos, allProjectiles[i].symbol);
}
if(allProjectiles[i].isAlive && mvwinch(viewportWin,allProjectiles[i].prevYpos, allProjectiles[i].prevXpos)==allProjectiles[i].symbol){
mvwaddch(viewportWin, allProjectiles[i].prevYpos, allProjectiles[i].prevXpos, ' ');
}
else if(!allProjectiles[i].isAlive && mvwinch(viewportWin,allProjectiles[i].prevYpos,allProjectiles[i].prevXpos)==allProjectiles[i].symbol){
mvwaddch(viewportWin, allProjectiles[i].prevYpos, allProjectiles[i].prevXpos, ' ');
}
}
for(i=0; i<MAX_ENTITIES; i++){
if(allEntities[i].isAlive && mvwinch(viewportWin,allEntities[i].curYpos,allEntities[i].curXpos)==' '){
mvwaddch(viewportWin, allEntities[i].curYpos, allEntities[i].curXpos, allEntities[i].symbol);
}
if(allEntities[i].isAlive && mvwinch(viewportWin,allEntities[i].prevYpos, allEntities[i].prevXpos)==allEntities[i].symbol){
if(allEntities[i].prevYpos != allEntities[i].curYpos || allEntities[i].prevXpos != allEntities[i].curXpos){
mvwaddch(viewportWin, allEntities[i].prevYpos, allEntities[i].prevXpos, ' ');
}
}
else if(!allEntities[i].isAlive && mvwinch(viewportWin,allEntities[i].prevYpos,allEntities[i].prevXpos)==allEntities[i].symbol){
mvwaddch(viewportWin, allEntities[i].prevYpos, allEntities[i].prevXpos, ' ');
}
}
box(viewportWin,0,0);
wnoutrefresh(viewportWin);
doupdate();
}
void updateInfoWin(){
werase(infoWin);
box(infoWin, 0, 0);
mvwaddch(infoWin, 0, 24, ACS_TTEE);
mvwaddch(infoWin, 1, 24, ACS_VLINE);
mvwaddch(infoWin, 2, 24, ACS_VLINE);
mvwaddch(infoWin, 3, 24, ACS_VLINE);
mvwaddch(infoWin, 4, 24, ACS_BTEE);
mvwaddch(infoWin, 0, 24, ACS_TTEE);
mvwaddch(infoWin, 0, 45, ACS_TTEE);
mvwaddch(infoWin, 1, 45, ACS_VLINE);
mvwaddch(infoWin, 2, 45, ACS_VLINE);
mvwaddch(infoWin, 3, 45, ACS_VLINE);
mvwaddch(infoWin, 4, 45, ACS_BTEE);
mvwaddch(infoWin, 0, 59, ACS_TTEE);
mvwaddch(infoWin, 1, 59, ACS_VLINE);
mvwaddch(infoWin, 2, 59, ACS_VLINE);
mvwaddch(infoWin, 3, 59, ACS_VLINE);
mvwaddch(infoWin, 4, 59, ACS_BTEE);
mvwprintw(infoWin, 0, 6, "Current Weapon");
mvwprintw(infoWin, 0, 32, "Weapons");
mvwprintw(infoWin, 0, 50, "Items");
mvwprintw(infoWin, 0, 68, "Info");
mvwprintw(infoWin, 1, 7, "Weapon: %s",allEntities[0].weapons[allEntities[0].curWeapon].type);
mvwprintw(infoWin, 2, 9, "Ammo: %d/%d:%d",allEntities[0].weapons[allEntities[0].curWeapon].curCapacity,allEntities[0].weapons[allEntities[0].curWeapon].maxCapacity,allEntities[0].weapons[allEntities[0].curWeapon].curMags);
mvwaddch(infoWin, 1, 26, ACS_ULCORNER);
mvwaddch(infoWin, 2, 26, ACS_VLINE);
mvwaddch(infoWin, 3, 26, ACS_LLCORNER);
mvwaddch(infoWin, 1, 27, ACS_HLINE);
if(!strcmp(allEntities[0].weapons[1].type,"Pistol") && allEntities[0].weapons[1].isAlive){
if(allEntities[0].curWeapon==1){
wattron(infoWin,A_BOLD);
mvwprintw(infoWin, 2, 27, "1" );
wattroff(infoWin,A_BOLD);
}
else{
mvwprintw(infoWin, 2, 27, "1" );
}
}
mvwaddch(infoWin, 3, 27, ACS_HLINE);
mvwaddch(infoWin, 1, 28, ACS_URCORNER);
mvwaddch(infoWin, 2, 28, ACS_VLINE);
mvwaddch(infoWin, 3, 28, ACS_LRCORNER);
mvwaddch(infoWin, 1, 31, ACS_ULCORNER);
mvwaddch(infoWin, 2, 31, ACS_VLINE);
mvwaddch(infoWin, 3, 31, ACS_LLCORNER);
mvwaddch(infoWin, 1, 32, ACS_HLINE);
if(!strcmp(allEntities[0].weapons[2].type,"Shotgun") && allEntities[0].weapons[2].isAlive){
if(allEntities[0].curWeapon==2){
wattron(infoWin,A_BOLD);
mvwprintw(infoWin, 2, 32, "2" );
wattroff(infoWin,A_BOLD);
}
else{
mvwprintw(infoWin, 2, 32, "2" );
}
}
mvwaddch(infoWin, 3, 32, ACS_HLINE);
mvwaddch(infoWin, 1, 33, ACS_URCORNER);
mvwaddch(infoWin, 2, 33, ACS_VLINE);
mvwaddch(infoWin, 3, 33, ACS_LRCORNER);
mvwaddch(infoWin, 1, 36, ACS_ULCORNER);
mvwaddch(infoWin, 2, 36, ACS_VLINE);
mvwaddch(infoWin, 3, 36, ACS_LLCORNER);
mvwaddch(infoWin, 1, 37, ACS_HLINE);
if(allEntities[0].weapons[3].type && !strcmp(allEntities[0].weapons[3].type,"Rifle")){
mvwprintw(infoWin, 2, 37, "3");
}
mvwaddch(infoWin, 3, 37, ACS_HLINE);
mvwaddch(infoWin, 1, 38, ACS_URCORNER);
mvwaddch(infoWin, 2, 38, ACS_VLINE);
mvwaddch(infoWin, 3, 38, ACS_LRCORNER);
mvwaddch(infoWin, 1, 41, ACS_ULCORNER);
mvwaddch(infoWin, 2, 41, ACS_VLINE);
mvwaddch(infoWin, 3, 41, ACS_LLCORNER);
mvwaddch(infoWin, 1, 42, ACS_HLINE);
if(allEntities[0].weapons[4].type && !strcmp(allEntities[0].weapons[4].type,"Laser")){
mvwprintw(infoWin, 2, 42, "4");
}
mvwaddch(infoWin, 3, 42, ACS_HLINE);
mvwaddch(infoWin, 1, 43, ACS_URCORNER);
mvwaddch(infoWin, 2, 43, ACS_VLINE);
mvwaddch(infoWin, 3, 43, ACS_LRCORNER);
mvwaddch(infoWin, 1, 48, ACS_ULCORNER);
mvwaddch(infoWin, 2, 48, ACS_VLINE);
mvwaddch(infoWin, 3, 48, ACS_LLCORNER);
mvwaddch(infoWin, 1, 49, ACS_HLINE);
mvwprintw(infoWin, 2, 49, " ");
mvwaddch(infoWin, 3, 49, ACS_HLINE);
mvwaddch(infoWin, 1, 50, ACS_URCORNER);
mvwaddch(infoWin, 2, 50, ACS_VLINE);
mvwaddch(infoWin, 3, 50, ACS_LRCORNER);
mvwaddch(infoWin, 1, 54, ACS_ULCORNER);
mvwaddch(infoWin, 2, 54, ACS_VLINE);
mvwaddch(infoWin, 3, 54, ACS_LLCORNER);
mvwaddch(infoWin, 1, 55, ACS_HLINE);
mvwprintw(infoWin, 2, 55, " ");
mvwaddch(infoWin, 3, 55, ACS_HLINE);
mvwaddch(infoWin, 1, 56, ACS_URCORNER);
mvwaddch(infoWin, 2, 56, ACS_VLINE);
mvwaddch(infoWin, 3, 56, ACS_LRCORNER);
mvwprintw(infoWin, 1, 65, "Kills: %d", allEntities[0].killCount);
int mins=secsElapsed/60;
int secs=(int)secsElapsed%60;
mvwprintw(infoWin,2,66,"Time: %02d:%02d",mins,secs);
wnoutrefresh(infoWin);
}
void drawGameStartWin(){
gameStartWin=newwin(11,39,viewportWinRows/4,viewportWinCols/4);
int gameStartWinRows, gameStartWinCols;
getmaxyx(gameStartWin,gameStartWinRows,gameStartWinCols);
mvwprintw(gameStartWin,1,(gameStartWinCols-strlen("HOW TO PLAY"))/2,"%s","HOW TO PLAY");
mvwprintw(gameStartWin,3,13,"WASD | MOVE");
mvwprintw(gameStartWin,4,11,"ARROWS | ATTACK");
mvwprintw(gameStartWin,5,13,"1234 | SELECT WEAPON");
mvwprintw(gameStartWin,6,16,"R | RELOAD");
mvwprintw(gameStartWin,7,15,"QE | USE ITEM");
mvwprintw(gameStartWin,(gameStartWinRows)-2,(gameStartWinCols-strlen("Press any key to start or 'q' to quit"))/2,"%s","Press any key to start or 'q' to quit");
box(gameStartWin,0,0);
wnoutrefresh(gameStartWin);
doupdate();
char input = wgetch(gameStartWin);
switch(input){
case 'q':
case 'Q':
endwin();
exit(0);
default:
nodelay(stdscr, TRUE);
return;
}
}
void drawGameOverWin(){
gameOverWin=newwin(11,39,viewportWinRows/4,viewportWinCols/4);
int gameOverWinRows, gameOverWinCols;
getmaxyx(gameOverWin,gameOverWinRows,gameOverWinCols);
mvwprintw(gameOverWin,1,(gameOverWinCols-strlen("GAME OVER"))/2,"%s","GAME OVER");
mvwprintw(gameOverWin,3,5,"Zombies Killed: %i",allEntities[0].killCount);
mvwprintw(gameOverWin,4,8,"Shots Fired: %i",allEntities[0].projectilesFired);
int mins=secsElapsed/60;
int secs=(int)secsElapsed%60;
mvwprintw(gameOverWin,5,15,"Time: %02d:%02d",mins,secs);
mvwprintw(gameOverWin,(gameOverWinRows)-2,(gameOverWinCols-strlen("Press 'q' to quit or 'r' to restart"))/2,"%s","Press 'q' to quit or 'r' to restart");
nodelay(stdscr, FALSE);
box(gameOverWin,0,0);
wnoutrefresh(gameOverWin);
doupdate();
while(true){
char input = getch();
if (input == 'q' || input == 'Q'){
endwin();
exit(0);
}
if (input == 'r' || input == 'R'){
restartGame();
}
}
}