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level.c
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level.c
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/*-
* Copyright (c) 1994, 1995, 1999
* Simon Burge. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
#include <curses.h>
#include "zombies.h"
void
play_level(void)
{
flush_in();
wrefresh(curscr);
Alive_zombies = Num_zombies;
while (!Dead && Alive_zombies > 0) {
move(Mypos.y, Mypos.x);
refresh();
get_move();
if (!Dead)
move_zombies();
}
}
/*
* make_level:
* Make the current level
*/
void
make_level(void)
{
int i, x, y, inwall;
COORD *cp;
inwall = 0;
WallsLeft = 0;
for (y = 1; y < Y_FIELDSIZE; y++) {
for (x = 1; x < X_FIELDSIZE; x++)
if ((x % (X_WALLGAP + WALLSIZE) < X_WALLGAP) ||
(y % (Y_WALLGAP + 1))) {
MVAddCh(y, x, BACKGR);
inwall = 0;
}
else {
MVAddCh(y, x, WALL);
if (!inwall) {
inwall = 1;
WallsLeft++;
}
}
inwall = 0;
}
leaveok(stdscr, FALSE);
for (cp = Zombies; cp < &Zombies[MAX_ZOMBIES]; cp++)
cp->y = -1;
Mypos.x = X_FIELDSIZE / 2;
Mypos.y = Y_FIELDSIZE / 2;
if (Field[Mypos.y][Mypos.x] == WALL)
Mypos.y++;
MVAddCh(Mypos.y, Mypos.x, PLAYER);
i = Num_zombies = min(Num_zombies + ZOMBIE_INCR, MAX_ZOMBIES);
while (i-- > 0) {
do
cp = rnd_pos();
while (Field[cp->y][cp->x] != BACKGR &&
!((abs(Mypos.y - cp->y) < 3) &&
(abs(Mypos.x - cp->x) < 3)));
Zombies[i] = *cp;
MVAddCh(cp->y, cp->x, ZOMBIE);
}
move(Y_LEVEL, X_LEVEL);
printw("%d", Level);
refresh();
}