Added various gameplay elements...
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xungeons.c
71
xungeons.c
@ -2,15 +2,16 @@
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#include <stdlib.h>
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#include <string.h>
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#include <termios.h>
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#include <time.h>
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#include <sys/ioctl.h>
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#include <sys/types.h>
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#include <sys/stat.h>
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#define level_width (256)
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#define level_height (256)
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#define members ( 6)
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#define items ( 36)
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#define level_width_limit (120)
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#define level_height_limit ( 60)
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#define members ( 6)
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#define items ( 36)
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enum { normal = '0', bold = '1', italic = '2', blink = '5', reverse = '7' };
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@ -27,6 +28,14 @@ enum { fighting, blocking, shooting, spellcasting, evoking, trading, healing, lo
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enum { warrior, mage, thief, priest, archer, alchemist, warlock, merchant, classes };
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static struct {
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char clip, style, colour, symbol;
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} const tiles [] = {
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{ 1, normal, white, ' ' },
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{ 0, bold, grey, '.' },
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{ 1, bold, grey, '#' }
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};
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static struct {
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char * name, damage, condition, value, spell, type, style, colour, symbol;
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} const weapons [] = {
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{ "Bone Dagger", 1, 11, 5, 0, cut, bold, yellow, '!' },
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@ -75,8 +84,9 @@ static int signal;
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static int screen_width;
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static int screen_height;
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static char * screen;
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static char * map;
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static int level_width;
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static int level_height;
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static char * level;
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static void screen_add (char style, char colour, char symbol, int x, int y) {
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char format [] = "\033[ ;3 m \033[0m";
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@ -158,8 +168,8 @@ static void synchronize_screen (void) {
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default: break;
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}
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player.x = (player.x > level_width) ? (level_width - 1) : ((player.x < 0) ? 0 : player.x);
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player.y = (player.y > level_height) ? (level_height - 1) : ((player.y < 0) ? 0 : player.y);
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player.x = (char) ((player.x > level_width) ? (level_width) : ((player.x < 0) ? 0 : player.x));
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player.y = (char) ((player.y > level_height) ? (level_height) : ((player.y < 0) ? 0 : player.y));
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}
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static void generate_party (void) {
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@ -188,23 +198,56 @@ static void generate_party (void) {
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}
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static void generate_level (void) {
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int room, i, j, x, y, width, height;
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level_width = rand () % level_width_limit / 2 + level_width_limit / 2;
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level_height = rand () % level_height_limit / 2 + level_height_limit / 2;
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level = calloc ((unsigned long int) (level_width * level_height), sizeof (* level));
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for (room = rand () % 12 + 6; room > 1; --room) {
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width = rand () % 24 + 12;
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height = rand () % 24 + 12;
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x = rand () % (level_width - width);
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y = rand () % (level_height - height);
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for (i = 1; i < height - 1; ++i) {
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for (j = 1; j < width - 1; ++j) {
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level [(i + y) * level_width + (j + x)] = 1;
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}
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}
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for (i = 0; i < height; ++i) {
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level [(i + y) * level_width + x] = 2;
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level [(i + y) * level_width + x + width - 1] = 2;
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}
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for (j = 0; j < width; ++j) {
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level [y * level_width + j + x] = 2;
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level [(y + height - 1) * level_width + j + x] = 2;
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}
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}
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}
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int main (void) {
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int x, y;
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int i, x, y;
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initialize_screen ();
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srand ((unsigned long) time (NULL));
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generate_party ();
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generate_level ();
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while (signal != 'Q') {
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for (y = 0; y < screen_height; ++y) {
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for (x = 0; x < screen_width - 1; ++x) {
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screen_add (bold, grey, '.', x, y);
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for (x = 0; x < screen_width; ++x) {
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screen_add (tiles [0].style, tiles [0].colour, tiles [0].symbol, x, y);
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}
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}
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for (y = 0; (y < level_height) && (y < screen_height); ++y) {
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for (x = 0; (x < level_width) && (x < screen_width); ++x) {
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i = (int) level [y * level_width + x];
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screen_add (tiles [i].style, tiles [i].colour, tiles [i].symbol, x, y);
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}
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screen_add (bold, red, '#', x, y);
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}
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screen_add (bold, cyan, '@', player.x, player.y);
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@ -212,7 +255,11 @@ int main (void) {
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synchronize_screen ();
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}
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free (level);
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deinitialize_screen ();
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printf ("L: %i x %i\n", level_width, level_height);
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return (0);
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}
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