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 <collisionDetection.h>
#include <weaponsSystem.h>
#include <string.h>
void moveProjectiles(){
int i;
for(i=0; i<MAX_PROJECTILES; i++){
if(allProjectiles[i].isAlive && ((float)(clock() - allProjectiles[i].lastMoveClock)/CLOCKS_PER_SEC) > allProjectiles[i].speed){
allProjectiles[i].prevYpos=allProjectiles[i].curYpos;
allProjectiles[i].prevXpos=allProjectiles[i].curXpos;
checkProjectileCollision(&allProjectiles[i]);
switch(allProjectiles[i].direction){
case 'w':{
allProjectiles[i].curYpos--;
break;
}
case 'a':{
allProjectiles[i].curXpos--;
break;
}
case 's':{
allProjectiles[i].curYpos++;
break;
}
case 'd':{
allProjectiles[i].curXpos++;
break;
}
}
allProjectiles[i].distanceTraveled++;
checkProjectileCollision(&allProjectiles[i]);
if(allProjectiles[i].distanceTraveled>=allProjectiles[i].range){
allProjectiles[i].isAlive=0;
}
allProjectiles[i].lastMoveClock = clock();
}
}
}
void fireWeapon(struct Weapon *weaponRef, char *direction){
struct Projectile projectile;
projectile.range=weaponRef->projectileRange;
projectile.speed=weaponRef->projectileSpeed;
projectile.isAlive=1;
projectile.distanceTraveled=0;
projectile.curYpos=allEntities[0].curYpos;
projectile.curXpos=allEntities[0].curXpos;
projectile.lastMoveClock=clock();
if(allEntities[0].curWeapon==0){
if(!strcmp(direction,"up")){
projectile.direction='w';
projectile.curYpos--;
projectile.symbol=weaponRef->symbols[2];
}
if(!strcmp(direction,"left")){
projectile.direction='a';
projectile.curXpos--;
projectile.symbol=weaponRef->symbols[0];
}
if(!strcmp(direction,"down")){
projectile.direction='s';
projectile.curYpos++;
projectile.symbol=weaponRef->symbols[6];
}
if(!strcmp(direction,"right")){
projectile.direction='d';
projectile.curXpos++;
projectile.symbol=weaponRef->symbols[4];
}
int i;
for(i=0;i<MAX_PROJECTILES;i++){
if(!allProjectiles[i].isAlive && !allProjectiles[i+1].isAlive){
allProjectiles[i]=projectile;
break;
}
}
}
else if(allEntities[0].curWeapon==2){
if(!strcmp(direction,"up")){
projectile.direction='w';
projectile.curYpos--;
projectile.symbol=weaponRef->symbols[2];
}
if(!strcmp(direction,"left")){
projectile.direction='a';
projectile.curXpos--;
projectile.symbol=weaponRef->symbols[0];
}
if(!strcmp(direction,"down")){
projectile.direction='s';
projectile.curYpos++;
projectile.symbol=weaponRef->symbols[6];
}
if(!strcmp(direction,"right")){
projectile.direction='d';
projectile.curXpos++;
projectile.symbol=weaponRef->symbols[4];
}
int i;
for(i=0;i<MAX_PROJECTILES;i++){
if(!allProjectiles[i].isAlive && !allProjectiles[i+1].isAlive){
allEntities[0].projectilesFired++;
int x;
for(x=0;x<15;x++){
if(!allProjectiles[i+x].isAlive){
allProjectiles[i+x]=projectile;
}
if(x==1){
if(projectile.direction=='w'){
allProjectiles[i+x].curYpos--;
allProjectiles[i+x].curXpos--;
allProjectiles[i+x].symbol='\\';
}
if(projectile.direction=='a'){
allProjectiles[i+x].curYpos--;
allProjectiles[i+x].curXpos--;
allProjectiles[i+x].symbol='\\';
}
if(projectile.direction=='s'){
allProjectiles[i+x].curYpos++;
allProjectiles[i+x].curXpos--;
allProjectiles[i+x].symbol='/';
}
if(projectile.direction=='d'){
allProjectiles[i+x].curYpos--;
allProjectiles[i+x].curXpos++;
allProjectiles[i+x].symbol='/';
}
}
if(x==2){
if(projectile.direction=='w'){
allProjectiles[i+x].curYpos--;
allProjectiles[i+x].symbol='|';
}
if(projectile.direction=='a'){
allProjectiles[i+x].curXpos--;
allProjectiles[i+x].symbol='-';
}
if(projectile.direction=='s'){
allProjectiles[i+x].curYpos++;
allProjectiles[i+x].symbol='|';
}
if(projectile.direction=='d'){
allProjectiles[i+x].curXpos++;
allProjectiles[i+x].symbol='-';
}
}
if(x==3){
if(projectile.direction=='w'){
allProjectiles[i+x].curYpos--;
allProjectiles[i+x].curXpos++;
allProjectiles[i+x].symbol='/';
}
if(projectile.direction=='a'){
allProjectiles[i+x].curXpos--;
allProjectiles[i+x].curYpos++;
allProjectiles[i+x].symbol='/';
}
if(projectile.direction=='s'){
allProjectiles[i+x].curYpos++;
allProjectiles[i+x].curXpos++;
allProjectiles[i+x].symbol='\\';
}
if(projectile.direction=='d'){
allProjectiles[i+x].curYpos++;
allProjectiles[i+x].curXpos++;
allProjectiles[i+x].symbol='\\';
}
}
if(x==4){
if(projectile.direction=='w'){
allProjectiles[i+x].curYpos-=2;
allProjectiles[i+x].curXpos-=2;
allProjectiles[i+x].symbol='\\';
}
if(projectile.direction=='a'){
allProjectiles[i+x].curXpos-=2;
allProjectiles[i+x].curYpos--;
allProjectiles[i+x].symbol='-';
}
if(projectile.direction=='s'){
allProjectiles[i+x].curYpos+=2;
allProjectiles[i+x].curXpos-=2;
allProjectiles[i+x].symbol='/';
}
if(projectile.direction=='d'){
allProjectiles[i+x].curYpos--;
allProjectiles[i+x].curXpos+=2;
allProjectiles[i+x].symbol='-';
}
}
if(x==5){
if(projectile.direction=='w'){
allProjectiles[i+x].curYpos-=2;
allProjectiles[i+x].curXpos--;
allProjectiles[i+x].symbol='|';
}
if(projectile.direction=='a'){
allProjectiles[i+x].curXpos-=2;
allProjectiles[i+x].symbol='-';
}
if(projectile.direction=='s'){
allProjectiles[i+x].curYpos+=2;
allProjectiles[i+x].curXpos--;
allProjectiles[i+x].symbol='|';
}
if(projectile.direction=='d'){
allProjectiles[i+x].curXpos+=2;
allProjectiles[i+x].symbol='-';
}
}
if(x==6){
if(projectile.direction=='w'){
allProjectiles[i+x].curYpos-=2;
allProjectiles[i+x].symbol='|';
}
if(projectile.direction=='a'){
allProjectiles[i+x].curXpos-=2;
allProjectiles[i+x].curYpos++;
allProjectiles[i+x].symbol='-';
}
if(projectile.direction=='s'){
allProjectiles[i+x].curYpos+=2;
allProjectiles[i+x].symbol='|';
}
if(projectile.direction=='d'){
allProjectiles[i+x].curXpos+=2;
allProjectiles[i+x].curYpos++;
allProjectiles[i+x].symbol='-';
}
}
if(x==7){
if(projectile.direction=='w'){
allProjectiles[i+x].curYpos-=2;
allProjectiles[i+x].curXpos++;
allProjectiles[i+x].symbol='|';
}
if(projectile.direction=='a'){
allProjectiles[i+x].curXpos-=3;
allProjectiles[i+x].curYpos--;
allProjectiles[i+x].symbol='-';
}
if(projectile.direction=='s'){
allProjectiles[i+x].curYpos+=2;
allProjectiles[i+x].curXpos++;
allProjectiles[i+x].symbol='|';
}
if(projectile.direction=='d'){
allProjectiles[i+x].curXpos+=3;
allProjectiles[i+x].curYpos--;
allProjectiles[i+x].symbol='-';
}
}
if(x==8){
if(projectile.direction=='w'){
allProjectiles[i+x].curYpos-=2;
allProjectiles[i+x].curXpos+=2;
allProjectiles[i+x].symbol='/';
}
if(projectile.direction=='a'){
allProjectiles[i+x].curXpos-=3;
allProjectiles[i+x].symbol='-';
}
if(projectile.direction=='s'){
allProjectiles[i+x].curYpos+=2;
allProjectiles[i+x].curXpos+=2;
allProjectiles[i+x].symbol='\\';
}
if(projectile.direction=='d'){
allProjectiles[i+x].curXpos+=3;
allProjectiles[i+x].symbol='-';
}
}
if(x==9){
if(projectile.direction=='a'){
allProjectiles[i+x].curYpos++;
allProjectiles[i+x].curXpos-=3;
allProjectiles[i+x].symbol='-';
}
if(projectile.direction=='d'){
allProjectiles[i+x].curXpos+=3;
allProjectiles[i+x].curYpos++;
allProjectiles[i+x].symbol='-';
}
}
}
}
allEntities[0].weapons[allEntities[0].curWeapon].curCapacity--;
allEntities[0].projectilesFired++;
if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity==0 && allEntities[0].weapons[allEntities[0].curWeapon].curMags==0){
allEntities[0].weapons[allEntities[0].curWeapon].isAlive=0;
}
break;
}
}
else{
if(!strcmp(direction,"up")){
projectile.range*=.4;
projectile.direction='w';
projectile.symbol=weaponRef->symbols[2];
}
if(!strcmp(direction,"left")){
projectile.direction='a';
projectile.symbol=weaponRef->symbols[0];
}
if(!strcmp(direction,"down")){
projectile.range*=.4;
projectile.direction='s';
projectile.symbol=weaponRef->symbols[6];
}
if(!strcmp(direction,"right")){
projectile.direction='d';
projectile.symbol=weaponRef->symbols[4];
}
int i;
for(i=0;i<MAX_PROJECTILES;i++){
if(!allProjectiles[i].isAlive && !allProjectiles[i+1].isAlive){
allEntities[0].projectilesFired++;
allProjectiles[i]=projectile;
allEntities[0].weapons[allEntities[0].curWeapon].curCapacity--;
if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity==0 && allEntities[0].weapons[allEntities[0].curWeapon].curMags==0){
allEntities[0].weapons[allEntities[0].curWeapon].isAlive=0;
}
break;
}
}
}
}
void addMagazine(struct Weapon *weaponRef){
weaponRef->curMags++;
}
void reload(struct Weapon *weaponRef){
weaponRef->curMags--;
weaponRef->curCapacity=weaponRef->maxCapacity;
}