beautify
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daf638d060
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211
main.c
211
main.c
@ -1,10 +1,17 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <stdlib.h>
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#include <time.h>
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#include <stdint.h>
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#include <ncurses.h>
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#include <unistd.h>
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#include <math.h>
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uint16_t Hole_Div = 40;
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uint16_t SCR_X;
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uint16_t SCR_Y;
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@ -44,116 +51,113 @@ uint16_t goal_y = 0;
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uint16_t rng_tmp = 0;
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uint16_t orient = 0;
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uint16_t inputs_tmp = 0;
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struct Object *rendered;
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struct Bullet *bullets;
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char *playfield;
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struct Object * rendered;
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struct Bullet * bullets;
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char * playfield;
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int randomInt(int lower, int upper) {
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return rand() % (upper - lower + 1) + lower;
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}
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void generate_maze(){
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void generate_maze() {
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//fill playfield with blank
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for (uint16_t y = 0; y < SCR_Y; y++) {
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for (uint16_t x = 0; x < SCR_X; x++) {
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playfield[y*SCR_X + x] = blank_char;
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for (uint16_t x = 0; x < SCR_X; x++) {
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playfield[y * SCR_X + x] = blank_char;
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}
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}
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//fill every other row with walls
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for (uint16_t y = 0; y < SCR_Y; y += 2) {
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for (uint16_t x = 0; x < SCR_X; x++) {
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playfield[y*SCR_X + x] = wall_char;
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for (uint16_t x = 0; x < SCR_X; x++) {
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playfield[y * SCR_X + x] = wall_char;
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}
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}
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//punch holes in the walls
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for (uint16_t y = 0; y < SCR_Y; y++) {
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//punch holes in the walls depending on the SCR_X
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for (uint16_t ix = 0; ix < ((SCR_X-(SCR_X%Hole_Div))/Hole_Div); ix += 1) {
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for (uint16_t ix = 0; ix < ((SCR_X - (SCR_X % Hole_Div)) / Hole_Div); ix += 1) {
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rng_tmp = randomInt(1, SCR_X);
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playfield[y*SCR_X + rng_tmp] = blank_char;
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playfield[y * SCR_X + rng_tmp] = blank_char;
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}
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if (orient == 0) {
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if(y == 0){
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playfield[y*SCR_X + rng_tmp] = goal_char;
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if (y == 0) {
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playfield[y * SCR_X + rng_tmp] = goal_char;
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goal_x = rng_tmp;
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goal_y = y;
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}
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if (y == SCR_Y -1){
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playfield[y*SCR_X + rng_tmp] = player_char;
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if (y == SCR_Y - 1) {
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playfield[y * SCR_X + rng_tmp] = player_char;
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player_x = rng_tmp;
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player_y = y;
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}
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} else {
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if(y == SCR_Y -1){
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playfield[y*SCR_X + rng_tmp] = goal_char;
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if (y == SCR_Y - 1) {
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playfield[y * SCR_X + rng_tmp] = goal_char;
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goal_x = rng_tmp;
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goal_y = y;
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}
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if (y == 0){
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playfield[y*SCR_X + rng_tmp] = player_char;
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if (y == 0) {
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playfield[y * SCR_X + rng_tmp] = player_char;
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player_x = rng_tmp;
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player_y = y;
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}
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}
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}
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}
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}
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void render_maze(){
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void render_maze() {
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//fill rendered with blank
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for (uint16_t y = 0; y < SCR_Y; y++) {
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for (uint16_t x = 0; x < SCR_X; x++) {
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rendered[y*SCR_X + x].letter = blank_char;
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rendered[y*SCR_X + x].color = blank_color;
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rendered[y*SCR_X + x].x = x;
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rendered[y*SCR_X + x].y = y;
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rendered[y * SCR_X + x].letter = blank_char;
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rendered[y * SCR_X + x].color = blank_color;
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rendered[y * SCR_X + x].x = x;
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rendered[y * SCR_X + x].y = y;
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}
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}
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for (uint16_t y = 0; y < SCR_Y; y++) {
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for (uint16_t x = 0; x < SCR_X; x++) {
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letter = playfield[(y)*SCR_X + (x)];
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rendered[(y)*SCR_X + (x)].letter = letter;
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rendered[(y)*SCR_X + (x)].x = x;
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rendered[(y)*SCR_X + (x)].y = y;
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if (letter == goal_char){
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rendered[(y)*SCR_X + (x)].color = goal_color;
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}
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else if (letter == player_char){
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rendered[(y)*SCR_X + (x)].color = player_color;
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}
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else if (letter == blank_char){
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rendered[(y)*SCR_X + (x)].color = blank_color;
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}
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else if (letter == wall_char){
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rendered[(y)*SCR_X + (x)].color = wall_color;
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letter = playfield[(y) * SCR_X + (x)];
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rendered[(y) * SCR_X + (x)].letter = letter;
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rendered[(y) * SCR_X + (x)].x = x;
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rendered[(y) * SCR_X + (x)].y = y;
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if (letter == goal_char) {
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rendered[(y) * SCR_X + (x)].color = goal_color;
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} else if (letter == player_char) {
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rendered[(y) * SCR_X + (x)].color = player_color;
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} else if (letter == blank_char) {
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rendered[(y) * SCR_X + (x)].color = blank_color;
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} else if (letter == wall_char) {
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rendered[(y) * SCR_X + (x)].color = wall_color;
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}
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}
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}
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}
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void draw_maze(){
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for (uint16_t y = 0; y < SCR_Y; y++) {
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void draw_maze() {
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for (uint16_t y = 0; y < SCR_Y; y++) {
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for (uint16_t x = 0; x < SCR_X; x++) {
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attron(COLOR_PAIR(rendered[(y)*SCR_X + (x)].color));
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mvaddch(y, x, rendered[(y)*SCR_X + (x)].letter);
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attroff(COLOR_PAIR(rendered[(y)*SCR_X + (x)].color));
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attron(COLOR_PAIR(rendered[(y) * SCR_X + (x)].color));
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mvaddch(y, x, rendered[(y) * SCR_X + (x)].letter);
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attroff(COLOR_PAIR(rendered[(y) * SCR_X + (x)].color));
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}
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}
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refresh();
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refresh();
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}
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void init(){
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void init() {
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initscr();
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//get screen size
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getmaxyx(stdscr, SCR_Y, SCR_X);
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@ -174,74 +178,74 @@ void init(){
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clear();
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srand(time(NULL));
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}
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int keyinput(){
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int keyinput() {
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inchar = getch();
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if (inchar == 'q'){
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if (inchar == 'q') {
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return 1;
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}
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if (inchar == 'w'){
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if (inchar == 'w') {
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//if (playfield[player_y - 1][player_x] == blank_char){
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if (player_y > 0&&playfield[(player_y-1)*SCR_X + player_x] == blank_char){
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playfield[(player_y)*SCR_X + player_x] = blank_char;
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if (player_y > 0 && playfield[(player_y - 1) * SCR_X + player_x] == blank_char) {
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playfield[(player_y) * SCR_X + player_x] = blank_char;
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player_y--;
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playfield[(player_y)*SCR_X + player_x] = player_char;
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//}else if (playfield[player_y - 1][player_x] == goal_char){
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}else if (playfield[(player_y-1)*SCR_X + player_x] == goal_char){
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playfield[(player_y) * SCR_X + player_x] = player_char;
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//}else if (playfield[player_y - 1][player_x] == goal_char){
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} else if (playfield[(player_y - 1) * SCR_X + player_x] == goal_char) {
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return 2;
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}
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}
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if (inchar == 'a'){
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if (inchar == 'a') {
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//if (playfield[player_y][player_x - 1] == blank_char){
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if (player_x > 0 &&playfield[(player_y)*SCR_X + (player_x-1)] == blank_char){
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playfield[(player_y)*SCR_X + player_x] = blank_char;
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if (player_x > 0 && playfield[(player_y) * SCR_X + (player_x - 1)] == blank_char) {
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playfield[(player_y) * SCR_X + player_x] = blank_char;
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player_x--;
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playfield[(player_y)*SCR_X + player_x] = player_char;
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playfield[(player_y) * SCR_X + player_x] = player_char;
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}
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//else if (playfield[player_y][player_x - 1] == goal_char){
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else if (playfield[(player_y)*SCR_X + (player_x-1)] == goal_char){
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else if (playfield[(player_y) * SCR_X + (player_x - 1)] == goal_char) {
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return 2;
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}
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}
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if (inchar == 's'){
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if (inchar == 's') {
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//if (playfield[player_y + 1][player_x] == blank_char){
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if (player_x < SCR_X - 1 &&playfield[(player_y+1)*SCR_X + player_x] == blank_char){
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playfield[(player_y)*SCR_X + player_x] = blank_char;
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if (player_x < SCR_X - 1 && playfield[(player_y + 1) * SCR_X + player_x] == blank_char) {
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playfield[(player_y) * SCR_X + player_x] = blank_char;
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player_y++;
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playfield[(player_y)*SCR_X + player_x] = player_char;
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// }else if (playfield[player_y + 1][player_x] == goal_char){
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}else if (playfield[(player_y+1)*SCR_X + player_x] == goal_char){
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playfield[(player_y) * SCR_X + player_x] = player_char;
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// }else if (playfield[player_y + 1][player_x] == goal_char){
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} else if (playfield[(player_y + 1) * SCR_X + player_x] == goal_char) {
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return 2;
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}
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}
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if (inchar == 'd'){
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if (inchar == 'd') {
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// if (playfield[player_y][player_x + 1] == blank_char){
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if (player_x < SCR_X - 1 &&playfield[(player_y)*SCR_X + (player_x+1)] == blank_char){
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playfield[(player_y)*SCR_X + player_x] = blank_char;
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if (player_x < SCR_X - 1 && playfield[(player_y) * SCR_X + (player_x + 1)] == blank_char) {
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playfield[(player_y) * SCR_X + player_x] = blank_char;
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player_x++;
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playfield[(player_y)*SCR_X + player_x] = player_char;
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playfield[(player_y) * SCR_X + player_x] = player_char;
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}
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//else if (playfield[player_y][player_x + 1] == goal_char){
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else if (playfield[(player_y)*SCR_X + (player_x+1)] == goal_char){
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else if (playfield[(player_y) * SCR_X + (player_x + 1)] == goal_char) {
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return 2;
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}
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}
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}
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int main(int argc, char *argv[]){
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int main(int argc, char * argv[]) {
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init();
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//parse the command line arguments for width and height
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if (argc == 3){
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if (argc == 3) {
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SCR_X = atoi(argv[1]);
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SCR_Y = atoi(argv[2]);
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}
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if (argc == 2){
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if (argc == 2) {
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Hole_Div = atoi(argv[1]);
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}
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if (argc == 4){
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if (argc == 4) {
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SCR_X = atoi(argv[1]);
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SCR_Y = atoi(argv[2]);
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Hole_Div = atoi(argv[3]);
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@ -249,14 +253,13 @@ int main(int argc, char *argv[]){
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generate_maze();
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render_maze();
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draw_maze();
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while (1)
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{
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while (1) {
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inputs_tmp = keyinput();
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if (inputs_tmp == 1){
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if (inputs_tmp == 1) {
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break;
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}
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if (inputs_tmp == 2){
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if (orient == 0){
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if (inputs_tmp == 2) {
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if (orient == 0) {
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orient = 1;
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} else {
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orient = 0;
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@ -265,7 +268,7 @@ int main(int argc, char *argv[]){
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}
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render_maze();
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draw_maze();
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usleep(round(1000000/FPS));
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usleep(round(1000000 / FPS));
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}
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endwin();
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free(playfield);
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