Added various gameplay elements...

This commit is contained in:
Ognjen Milan Robovic 2024-06-30 17:22:49 -04:00
parent f00f770ac2
commit 6b7f3246a6

View File

@ -2,15 +2,16 @@
#include <stdlib.h>
#include <string.h>
#include <termios.h>
#include <time.h>
#include <sys/ioctl.h>
#include <sys/types.h>
#include <sys/stat.h>
#define level_width (256)
#define level_height (256)
#define members ( 6)
#define items ( 36)
#define level_width_limit (120)
#define level_height_limit ( 60)
#define members ( 6)
#define items ( 36)
enum { normal = '0', bold = '1', italic = '2', blink = '5', reverse = '7' };
@ -27,6 +28,14 @@ enum { fighting, blocking, shooting, spellcasting, evoking, trading, healing, lo
enum { warrior, mage, thief, priest, archer, alchemist, warlock, merchant, classes };
static struct {
char clip, style, colour, symbol;
} const tiles [] = {
{ 1, normal, white, ' ' },
{ 0, bold, grey, '.' },
{ 1, bold, grey, '#' }
};
static struct {
char * name, damage, condition, value, spell, type, style, colour, symbol;
} const weapons [] = {
{ "Bone Dagger", 1, 11, 5, 0, cut, bold, yellow, '!' },
@ -75,8 +84,9 @@ static int signal;
static int screen_width;
static int screen_height;
static char * screen;
static char * map;
static int level_width;
static int level_height;
static char * level;
static void screen_add (char style, char colour, char symbol, int x, int y) {
char format [] = "\033[ ;3 m \033[0m";
@ -158,8 +168,8 @@ static void synchronize_screen (void) {
default: break;
}
player.x = (player.x > level_width) ? (level_width - 1) : ((player.x < 0) ? 0 : player.x);
player.y = (player.y > level_height) ? (level_height - 1) : ((player.y < 0) ? 0 : player.y);
player.x = (char) ((player.x > level_width) ? (level_width) : ((player.x < 0) ? 0 : player.x));
player.y = (char) ((player.y > level_height) ? (level_height) : ((player.y < 0) ? 0 : player.y));
}
static void generate_party (void) {
@ -188,23 +198,56 @@ static void generate_party (void) {
}
static void generate_level (void) {
int room, i, j, x, y, width, height;
level_width = rand () % level_width_limit / 2 + level_width_limit / 2;
level_height = rand () % level_height_limit / 2 + level_height_limit / 2;
level = calloc ((unsigned long int) (level_width * level_height), sizeof (* level));
for (room = rand () % 12 + 6; room > 1; --room) {
width = rand () % 24 + 12;
height = rand () % 24 + 12;
x = rand () % (level_width - width);
y = rand () % (level_height - height);
for (i = 1; i < height - 1; ++i) {
for (j = 1; j < width - 1; ++j) {
level [(i + y) * level_width + (j + x)] = 1;
}
}
for (i = 0; i < height; ++i) {
level [(i + y) * level_width + x] = 2;
level [(i + y) * level_width + x + width - 1] = 2;
}
for (j = 0; j < width; ++j) {
level [y * level_width + j + x] = 2;
level [(y + height - 1) * level_width + j + x] = 2;
}
}
}
int main (void) {
int x, y;
int i, x, y;
initialize_screen ();
srand ((unsigned long) time (NULL));
generate_party ();
generate_level ();
while (signal != 'Q') {
for (y = 0; y < screen_height; ++y) {
for (x = 0; x < screen_width - 1; ++x) {
screen_add (bold, grey, '.', x, y);
for (x = 0; x < screen_width; ++x) {
screen_add (tiles [0].style, tiles [0].colour, tiles [0].symbol, x, y);
}
}
for (y = 0; (y < level_height) && (y < screen_height); ++y) {
for (x = 0; (x < level_width) && (x < screen_width); ++x) {
i = (int) level [y * level_width + x];
screen_add (tiles [i].style, tiles [i].colour, tiles [i].symbol, x, y);
}
screen_add (bold, red, '#', x, y);
}
screen_add (bold, cyan, '@', player.x, player.y);
@ -212,7 +255,11 @@ int main (void) {
synchronize_screen ();
}
free (level);
deinitialize_screen ();
printf ("L: %i x %i\n", level_width, level_height);
return (0);
}