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Copy patharena.c
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295 lines (231 loc) · 6.32 KB
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#include <ncurses.h>
#define ENTER 10
#define ESC 27
#define UP 0
#define DOWN 1
#define LEFT 2
#define RIGHT 3
#define PLAYER_DEAD 0
#define ENEMY_DEAD 1
#define NONE_DEAD 2
#define vect_up(v) (vector){v.x, v.y-1}
#define vect_down(v) (vector){v.x, v.y+1}
#define vect_left(v) (vector){v.x-1, v.y}
#define vect_right(v) (vector){v.x+1, v.y}
#define vect_add(v1, v2) (vector){v1.x+v2.x, v1.y+v2.y}
#define vect_sub(v1, v2) (vector){v1.x-v2.x, v1.y-v2.y}
#define ARENA_W 80
#define ARENA_H 24
void init_enemies();
int all_enemies_dead();
char info[100];
void start_arena()
{
WINDOW *arena_win = newwin(ARENA_H, ARENA_W, 0, 0);
keypad(arena_win, true);
ENEMY all_enemies[] = {ENEMY_PEASANT, ENEMY_THIEF, ENEMY_BARBARIAN, ENEMY_BANDIT, ENEMY_DESERTER, ENEMY_GLADIATOR, ENEMY_CHAMP};
PLAYER player = {
15,
15,
WEAPON_DAGGER,
0,
1,
vect_new(1, ARENA_H/2)
};
int input = 0;
while (input != ESC)
{
int enemy_level = ((player.level/3 <= 7) ? player.level/3 : 7);
if (player.level % 3 == 0)
--enemy_level;
if (player.level/3 > 6)
player.level = enemy_level*3;
ENEMY enemies[] = {all_enemies[enemy_level], all_enemies[enemy_level], all_enemies[enemy_level]};
if (player.level % 3 == 1)
{
enemies[1].life = 0;
enemies[2].life = 0;
}
else if (player.level % 3 == 2)
enemies[2].life = 0;
init_enemies(enemies);
show_arena(player, enemies, arena_win);
while ((input = wgetch(arena_win)) != ESC)
{
int can_go[4] = {true, true, true, true};
int k;
if (input == 'p' && player.potions >= 1 && player.life != player.maxlife)
{
player.potions -= 1;
player.life = player.maxlife;
}
if (input == 'G' && getch() == 'M') //Godmode
{
player.maxlife = 1000;
player.life = 1000;
player.weapon = WEAPON_BLADE;
player.potions = 1000;
}
for (k = 0; k <= 2; ++k)
{
int killed_enemy = false;
vector newpos = vect_add(vect_norm(vect_sub(player.pos, enemies[k].pos)), enemies[k].pos);
if (enemies[k].life <= 0)
continue;
if (newpos.x >= 1 && newpos.x < ARENA_W-1 && newpos.y >= 1 && newpos.y < ARENA_H-1 && !vect_equals(newpos, player.pos))
enemies[k].pos = newpos;
if (vect_equals(enemies[k].pos, vect_up(player.pos)))
{
killed_enemy = attack(&player, &enemies[k]);
can_go[UP] = false;
}
else if (vect_equals(enemies[k].pos, vect_down(player.pos)))
{
killed_enemy = attack(&player, &enemies[k]);
can_go[DOWN] = false;
}
else if (vect_equals(enemies[k].pos, vect_left(player.pos)))
{
killed_enemy = attack(&player, &enemies[k]);
can_go[LEFT] = false;
}
else if (vect_equals(enemies[k].pos, vect_right(player.pos)))
{
killed_enemy = attack(&player, &enemies[k]);
can_go[RIGHT] = false;
}
if (killed_enemy && all_enemies_dead(enemies))
goto win;
else if (killed_enemy)
player.maxlife += enemies[0].dmg * 2;
}
if (player.life <= 0)
goto end;
if (can_go[UP] && (input == KEY_UP || input == 'w') && player.pos.y > 1)
--player.pos.y;
if (can_go[DOWN] && (input == KEY_DOWN || input == 's') && player.pos.y < ARENA_H-2)
++player.pos.y;
if (can_go[LEFT] && (input == KEY_LEFT || input == 'a') && player.pos.x > 1)
--player.pos.x;
if (can_go[RIGHT] && (input == KEY_RIGHT || input == 'd') && player.pos.x < ARENA_W-2)
++player.pos.x;
show_arena(player, enemies, arena_win);
}
win:;
if (input != ESC)
{
player.maxlife += (enemies[0].dmg * 2)+player.level;
player.life = player.maxlife;
player.level += mrand(0, 1);
show_shop(&player);
info[0] = '\0';
}
}
end:;
wclear(arena_win);
wrefresh(arena_win);
delwin(arena_win);
if (player.life <= 0)
show_death_screen();
}
int all_enemies_dead(enemies)
ENEMY enemies[];
{
int k;
for (k = 0; k <= 2; ++k)
if (enemies[k].life > 0)
return(false);
return(true);
}
void init_enemies(enemies)
ENEMY enemies[];
{
int k;
for (k = 0; enemies[k].life > 0 && k <= 2; ++k)
enemies[k].pos = vect_new(mrand(10, ARENA_W-3), mrand(2+((ARENA_H/3)*k), ((ARENA_H/3)*(k+1))-2));
}
void show_death_screen()
{
int c;
clear();
attron(A_BOLD | COLOR_PAIR(COLOR_RED));
mvprintw((WIN_H-1)/2, (WIN_W/2)-16, "You died. Better luck next time!");
attroff(A_BOLD | COLOR_PAIR(COLOR_RED));
mvprintw(WIN_H-1, 0, "Press [ENTER] to continue");
while ((c = getch()) != ENTER);
refresh();
}
int attack(player, enemy)
PLAYER *player;
ENEMY *enemy;
{
int pdmg = mrand(player->weapon.dmg-2, player->weapon.dmg+2);
int edmg = mrand(enemy->dmg-2, enemy->dmg+2);
enemy->life -= pdmg;
sprintf(info, "You hit the %s with your %s, dealing %d damage!\n", enemy->name, player->weapon.name, pdmg);
if (enemy->life > 0)
{
player->life -= edmg;
if (player->life > 0)
sprintf(info, "%sThe %s hits you with its %s, dealing %d damage!",
info,
enemy->name,
enemy->weapon,
edmg
);
}
else
{
sprintf(info, "You kill the %s", enemy->name);
return(true);
}
return(false);
}
void show_arena(player, enemies, arena_win)
PLAYER player;
ENEMY enemies[];
WINDOW *arena_win;
{
int k;
int offset = find(info, "\n") != -1;
if (info[0] == '\0')
offset = -2;
clear();
wclear(arena_win);
wborder(arena_win, '|', '|', '-', '-', '+', '+', '+', '+');
wattron(arena_win, A_BOLD | COLOR_PAIR(PLAYER_COLOR));
mvwaddch(arena_win, player.pos.y, player.pos.x, '@');
wattroff(arena_win, A_BOLD | COLOR_PAIR(PLAYER_COLOR));
for (k = 0; k <= 2; ++k)
{
if (enemies[k].life > 0)
{
wattron(arena_win, COLOR_PAIR(enemies[k].color));
mvwaddch(arena_win, enemies[k].pos.y, enemies[k].pos.x, enemies[k].sym);
wattroff(arena_win, COLOR_PAIR(enemies[k].color));
attron(COLOR_PAIR(enemies[k].color));
mvprintw(ARENA_H+4+(k * 2)+offset, 0, "[%s] Life: %d | Weapon: %s (DMG: %d)",
enemies[k].name,
enemies[k].life,
enemies[k].weapon,
enemies[k].dmg
);
attroff(COLOR_PAIR(enemies[k].color));
}
}
attron(COLOR_PAIR(PLAYER_COLOR));
mvprintw(ARENA_H+2+offset, 0, "[You] Life: %d/%d | Weapon: %s (DMG: %d) | Potions: %d",
player.life,
player.maxlife,
player.weapon.name,
player.weapon.dmg,
player.potions
);
attroff(COLOR_PAIR(PLAYER_COLOR));
mvprintw(WIN_H-1, 0, "Use arrow keys/WASD to move, P to drink a potion, and ESC to return main menu");
if (info[0] != '\0')
mvprintw(ARENA_H, 0, info);
info[0] = '\0';
refresh();
wrefresh(arena_win);
}