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alien.c
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alien.c
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/*
* Copyright (C) Shubham T. Rane shubhamr022@gmail.com
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or
* (at your option) any later version.
*
"This program is distributed in the hope that it will be useful,"
"but WITHOUT ANY WARRANTY; without even the implied warranty of"
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the"
"GNU Lesser General Public License for more details."
*
"You should have received a copy of the GNU Lesser General Public License
"along with this program; if not, write to the Free Software Foundation,
"Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*
*/
#include <ncurses.h>
#include <stdlib.h>
#include <unistd.h>
#include "globals.h"
#include "player.h"
#include "score.h"
#include "utilities.h"
enum{RED = 1, GREEN, YELLOW, BLUE, MAGENTA, CYAN, WHITE};
void alienGroupDisplay() {
int i, j;
static int Anime, show = 0;
/* Decides which animation to display */
show = (show + 1) % 4;
Anime = show/2;
char alienType[2][6][5] = {{"\\_-/", "<O-> ", "(-_)", "\\--/", "/-_\\", " "}, {"\\-_/","<-O>","(_-)", "\\''/", "/_-\\", " "}};
/* Made changes here */
werase(alienGroup);
wrefresh(alienGroup);
delwin(alienGroup);
alienGroup = newwin(ALIEN_MAXH, ALIEN_MAXW, alienY, alienX);
for(i = 0; i < 5; i++) {
for(j = 0; j < 9; j++) {
/* check if alien is alive */
switch(alienGroupBin[i][j]) {
case 0:
wattrset(alienGroup, COLOR_PAIR(WHITE));
mvwaddstr(alienGroup, i, j * 4, alienType[Anime][5]); //print the blank
break;
case 1:
wattrset(alienGroup, COLOR_PAIR(MAGENTA));
mvwaddstr(alienGroup, i, j * 4, alienType[Anime][1]);
break;
case 2:
wattrset(alienGroup, COLOR_PAIR(CYAN));
mvwaddstr(alienGroup, i, j * 4, alienType[Anime][2]);
break;
case 3:
wattrset(alienGroup, COLOR_PAIR(YELLOW));
mvwaddstr(alienGroup, i, j * 4, alienType[Anime][3]);
break;
case 4:
wattrset(alienGroup, COLOR_PAIR(GREEN));
mvwaddstr(alienGroup, i, j * 4, alienType[Anime][4]);
break;
case 5:
wattrset(alienGroup, COLOR_PAIR(RED));
mvwaddstr(alienGroup, i, j * 4, alienType[Anime][0]);
break;
}
}
}
wrefresh(alienGroup);
}
void alienGroupInit() {
int i, j;
alienCount = 0;
alienY = alienX = 0;
alienGroup = newwin(ALIEN_MAXH, ALIEN_MAXW, alienY, alienX);
wrefresh(alienGroup);
for(i = 0; i < 5; i++) {
for(j = 0; j < 9; j++) {
alienGroupBin[i][j] = i+1;
alienCount++;
}
}
refresh();
}
void alienMovement() {
static int journey = 0; /* checks if aliens should move right(0) ar left(1) */
static int status = 0; /* checks if alien has instantly reached boundary */
/* if at right boundary */
if(alienX == 0) {
if(status == 0) {
alienY++;
journey = 0;
status = 1;
}
else
status = 0;
}
/* If at left boundary */
else if(alienX + ALIEN_MAXW == 80) {
if(status == 0) {
journey = 1;
alienY++;
status = 1;
}
else
status = 0;
}
/* Should move right */
if(journey == 0) {
if(status == 0)
alienX++;
}
/* Should move left */
else {
if(status == 0)
alienX--;
}
alienGroupDisplay();
}
void displayPlayerAnimation() {
int i = 0;
int ch;
/* Display random characters */
while(i <= 3) {
/* 33 to 47 Ascii value character generate */
ch = rand() % 15 + 33;
mvwprintw(playerShip, 0, player.playerX, "%c%c%c%c%c%c%c", ch, ch+1, ch+2, ch+3, ch+4, ch+5, ch+6);
wrefresh(playerShip);
usleep(35000);
i++;
}
mvwprintw(playerShip, 0, player.playerX, "<-)^(->");
wrefresh(playerShip);
/* initialize the player in the middle position again */
}
/* returns 1 if missile hits player , 2 if hits boundary, 0 otherwise */
int alienMissilePlayerCollision() {
/* check co-ordinates of missile against player position */
if(alienMissileY == player.playerY - 1 || alienMissileY == player.playerY) {
if(alienMissileX + 7>= player.playerX && alienMissileX<= player.playerX + PLAYER_WIDTH) {
/* reduce player health */
player.health -= 2;
displayPlayerAnimation();
return 1;
}
}
/* check if missile has reached boundary */
else if(alienMissileY >= FIELD_HEIGHT)
return 2;
return 0;
}
void alienShoot() {
/* if no current missile generate new missile */
if(alienMissileExist == 0) {
alienMissileExist = 1;
alienMissileY = alienY + ALIEN_MAXH;
alienMissileX = alienX + ALIEN_MAXW / 2 - 5;
alienMissile = newwin(1, 7, alienMissileY, alienMissileX);
wattrset(alienMissile, COLOR_PAIR(4));
waddch(alienMissile, ':');
wmove(alienMissile, 0, 6);
waddch(alienMissile, ':');
wrefresh(alienMissile);
}
/* if missile already present perform missile actions */
else {
/* move alien missile y++ */
alienMissileY += 1;
werase(alienMissile);
wrefresh(alienMissile);
delwin(alienMissile);
alienMissile = newwin(1, 7, alienMissileY, alienMissileX);
wattrset(alienMissile, COLOR_PAIR(4));
waddch(alienMissile, ACS_BULLET);
wmove(alienMissile, 0, 6);
waddch(alienMissile, ACS_BULLET);
wrefresh(alienMissile);
/* clear the old position */
if(alienMissilePlayerCollision() == 1) {
alienMissileExist = 0;
werase(alienMissile);
wrefresh(alienMissile);
delwin(alienMissile);
}
/* check boundary collision */
else if(alienMissilePlayerCollision() == 2) {
alienMissileExist = 0;
werase(alienMissile);
wrefresh(alienMissile);
delwin(alienMissile);
}
}
}