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Remove unused files

I.e. definitions.hpp.bu and invaders_fork.cpp
Enrico Guiraud 4 years ago
parent
commit
1bcf651610
2 changed files with 0 additions and 401 deletions
  1. 0 77
      definitions.hpp.bu
  2. 0 324
      invaders_fork.cpp

+ 0 - 77
definitions.hpp.bu

@@ -1,77 +0,0 @@
-#ifndef _definitions_
-#define _definitions_
-
-//MAIN LIBRARIES INCLUDES
-#include <cstdlib>
-#include <ctime>
-#include <fstream>
-#include <sstream>
-#include <algorithm>
-#include <iostream>
-#include <iomanip>
-#include <list>
-#include <vector>
-#include <cmath>
-//#include <unistd.h>
-#include <pthread.h>
-#include <ncurses.h>
-
-//GAME BOX DIMENSIONS
-#define R 30	//rows (Y)
-#define C 60	//columns (X)
-
-//GAME DEFINES
-#define AVERAGE_DROP 2
-#define POWERUP_RATIO 2
-#define ROCKET_RATIO 3
-#define MAX_WEAPONCLASS 5
-#define MAX_WEAPONCLASSRKT 5
-#define MAX_LENGTH 20
-#ifdef R
-#define MAX_WIDTH R
-#endif
-#ifdef C
-#define MAX_HEIGHT C
-#endif
-#define CHEAT_CODE "pinkie"
-#define BOSS_FILE1 "myboss"
-#define BOSS_FILE2 "palombo"
-#define BOSS_FILE3 "maderna"
-#define BOSS_FILE4 "maero"
-#define BOSS_FILE5 "big_alienboss"
-#define PLAYER_SPRITE '='
-#define ENEMY_SPRITE '#'
-#define BULLET_SPRITE '|'
-#define BOMB_SPRITE 'o'
-#define POWERUP1_SPRITE '+'
-#define POWERUP2_SPRITE '-'
-#define POWERUP3_SPRITE 'X'
-#define WALL_SPRITE '@'
-#define ROCKET_SPRITE '^'
-
-//THREAD DEFINES
-#define THREADS_NUM 5
-
-//COLORS
-#define red "\033[31m" 
-#define crimson "\033[1;31m"
-#define magenta "\033[35m" 
-#define violet "\033[1;35m"  
-#define green "\033[32m" 
-#define lightgreen "\033[1;32m" 
-#define blue "\033[34m" 
-#define lightblue "\033[1;34m" 
-#define none "\033[0m" 
-#define yellow "\033[33m" 
-#define orange "\033[1;33m"
-#define cyan "\033[36m"
-#define azure "\033[1;36m"
-#define grey "\e[1;30m"
-#define backred "\033[41m" 
-#define backcyan "\033[46m"
-#define backgreen "\033[1;42m" 
-
-static int ENEMY_NUM=40;
-static int WALLS_NUM;
-	
-#endif

+ 0 - 324
invaders_fork.cpp

@@ -1,324 +0,0 @@
-#include "bullet.hpp"
-#include "enemy.hpp"
-#include "player.hpp"
-#include "box.hpp"
-#include "boss.hpp"
-#include "powerup.hpp"
-#include "definitions.hpp"
-#include "functions.hpp"
-#include "wall.hpp"
-
-using std::cout;
-using std::endl; 
-using std::min;
-
-int main()
-{
-	
-  	typedef std::list<bullet> b_list;
-  	typedef std::list<enemy> e_list;
-  	typedef std::vector<wall> w_vec;
-	srand(time(NULL));
-	
-	//OBJECTS INIZIALIZATION
-	Box box1;
-	player player1;						//player is automatically created in [C/2][R]
-	e_list enemies;						//vector of enemies
-	b_list bullets;                				//list of player's bullets
-	b_list bombs;						//list of enemies' bombs
-	b_list powerups;					//list of powerups
-	int refresh_time;          				//how long the program waits before refreshing the screen
-	int chflag=0;						//cheat flag: 0=normal, 1=cheats allowed, 2=special mode activated, 3=both special mode and cheats.
-	boss boss1;
-	WINDOW *Score,*BossHP;
-	
-	//PARAMETERS/UTILITIES
-	double shootrate;				  	//probability of an enemy shooting a bomb 
-	int command;						//keyboard input
-	int score=0;					   	//score: gain +100 when an enemy is destroyed and +50 when a bomb is destroyed
-	char level='1';	
-	bool sound=true;					//difficulty level
-
-
-	//NCURSES STUFF
-	initscr();
-	curs_set(0);
-	noecho();	
-	cbreak();
-	keypad(stdscr,TRUE);
-	start_color();
-	init_pair(0,COLOR_WHITE,COLOR_BLACK);
-	init_pair(1,COLOR_GREEN,COLOR_BLACK);	//PLAYER
-	init_pair(2,COLOR_RED,COLOR_BLACK);	//ENEMY
-	init_pair(3,COLOR_YELLOW,COLOR_BLACK);	//BULLETS-POWERUPS
-	init_pair(4,COLOR_MAGENTA,COLOR_BLACK);	//WALLS
-	init_pair(5,COLOR_CYAN,COLOR_BLACK);	//BOSS
-	init_pair(6,COLOR_BLUE,COLOR_BLACK);	//BOMBS
-	init_pair(7,COLOR_RED,COLOR_RED);
-	init_pair(8,COLOR_GREEN,COLOR_GREEN);
-	
-	//////////PROGRAM START: creation of game objects and set of parameters
-		
-	WALLS_NUM=2;
-	
-	ENEMY_NUM=choose_level(shootrate, refresh_time, boss1, level);     	//choose difficulty level and set game parameters and boss
-	
-	erase();
-	
-	if(atoi(&level)==1) WALLS_NUM=3;
-	
-	w_vec walls(WALLS_NUM);
-	
-	Score=newwin(3,10,R/3,C+3);
-	BossHP=newwin(3,15,R/3-3,C+3);
-	load_enemies(enemies,ENEMY_NUM);
-	
-	int i=0;
-	for(w_vec::iterator it=walls.begin(); it!=walls.end(); ++it, ++i)				//creating walls (in a quite symmetric pattern)
-		it->create((i+1)*(C/(3*WALLS_NUM+1))+i*(2*C/(3*WALLS_NUM+1)),2*R/3,(int)min(6,2*C/(3*WALLS_NUM+1)),2,3);
-
-	box1.refresh(bullets, bombs, enemies, player1, score, boss1, walls, powerups);   //matrix is loaded for the first time
-
-	
-	/////////ENTERING MAIN LOOP
-	
-	int childPID0=fork();
-	if(childPID0==0 && sound){
-		music();
-		return 0;
-	}
-	while(1)
-	{
-		napms(refresh_time);					//ncurses sleep function (ms)
-		timeout(0);
-	    	command = getch();
-	    	              
-	    	if(command!=ERR)                        		//READING INPUT
-	    		command = tolower(command);     
-		    		           
-	    	if(command == 'q'){ 						//q = exit game
-	    		endwin();
-	    		kill_music(childPID0);
-	    		cout<<lightgreen<<"Game exited correctly."<<none<<endl;
-	    		return 1;
-	    	}  
-
-	    	if(command == 'p')
-	    		pause_game(chflag);						//p = pause game
-
-	    	if(chflag==1 || chflag==3){								//cheats
-	    		if(command == '+' && player1.weaponclass<5) player1.weaponclass++;	//increase weaponclass
-	    		if(command == '\\' && player1.weaponclass>1) player1.weaponclass--;	//decrease weaponclass
-	    		if(command == '-' && player1.length>2){					//decrease size
-				mvaddch(player1.y,player1.x+player1.length-1,' ');
-	    			player1.length--;
-	    		}
-	    		if(command == '\'' && player1.length<20) player1.length++;		//increase size
-			if(command == 'n')							//nuke enemies
-				for(e_list::iterator it=enemies.begin();it!=enemies.end();it++){
-					it->alive=false;
-					mvaddch(it->y,it->x,' ');
-				}
-	    	}
-
-	    	if(chflag!=2 && chflag!=3)
-			get_KonamiCode(command,chflag,boss1,enemies,bullets,bombs,powerups,box1);
-			    
-	    	if(command == 'a' || command == KEY_LEFT || command == 'd' || command == KEY_RIGHT ||
-		((command == 'w'|| command == KEY_UP || command == 's' || command == KEY_DOWN) &&
-		(chflag==1 || chflag==3))){   	//a or d = move player (if cheats are triggered, also w and s)
-	    		for(int i=player1.x;i<player1.x+player1.length;i++) mvaddch(player1.y,i,' ');	
-	    		player1.next_pos(command);	
-	    	}	    
-		    		
-		if(command==' '){                		//spacebar = shoot!
-			if(sound){
-				int childPID=fork();
-				if(childPID==0){
-					system("beep -f 1000 -l 30 -n -f 850 -l 30");
-					return 0;
-				}
-			}
-			player1.shoot(bullets);
-		}
-		
-		if(command=='m'){				//mute/unmute
-			if(sound) kill_music(childPID0);
-			else{
-				childPID0=fork();
-				if(childPID0==0){
-					music();
-					return 0;
-				}
-			}
-			sound=!sound;
-		}
-		
-		if(enemyalive(enemies))					//if there's at least one enemy alive:
-		{
-			int n_enemies=0;
-			e_list::const_iterator e_end = enemies.end();
-			
-			for(e_list::iterator it=enemies.begin(); it!=e_end; ++it)
-				if(it->alive) n_enemies++;				//counts alive enemies
-		
-			for(e_list::iterator it=enemies.begin(); it!=e_end; ++it)         
-			{
-				mvaddch(it->y,it->x,' ');
-				it->next_pos();                                        //evaluate new positions
-				if(it->alive && (double)rand()/RAND_MAX<(shootrate*ENEMY_NUM/n_enemies)){     //try a bomb-dropping
-						if(sound){
-							int childPID=fork();
-							if(childPID==0){
-								system("beep -f 1500 -l 30 -n -f 1000 -l 30");
-								return 0;
-							}
-						}
-						it->shoot(bombs);
-				}
-			}
-		}
-		else boss1.alive = true;					//if no enemy is alive, boss spawns
-				
-		if(boss1.alive)							//if boss is alive, moves and shoots
-		{
-			for(int i=0;i<boss1.width;i++) mvaddch(boss1.y,boss1.x+i,' ');
-			for(int j=0;j<boss1.height;j++){
-				mvaddch(boss1.y+j,boss1.x,' ');
-				mvaddch(boss1.y+j,boss1.x+boss1.width-1,' ');
-			}
-			boss1.next_pos();
-			if((double)rand()/RAND_MAX<shootrate*25.){		//boss's shootrate is 25 times the one of normal enemies
-				if(sound){
-					int childPID=fork();
-					if(childPID==0){
-						system("beep -f 1500 -l 30 -n -f 1000 -l 30");
-						return 0;
-					}
-				}
-				boss1.shoot(bombs);	
-			}
-		}
-		
-		if(!bullets.empty())						//evaluate new bullets' positions
-			for(b_list::iterator it=bullets.begin(); it!=bullets.end(); ++it){
-				mvaddch(it->y,it->x,' ');
-				it->next_pos();
-			}
-				
-		bullets.unique();      					//remove duplicates of bullets (i.e. player can't shoot enemies)
-
-		if(!bombs.empty())						//evaluate new bombs' positions
-			for(b_list::iterator it=bombs.begin(); it!=bombs.end(); ++it){
-				mvaddch(it->y,it->x,' ');
-				it->next_pos();
-			}
-				  	
-		bombs.unique();						//remove duplicates of bombs
-
-		if(!powerups.empty())						//new powerups' positions
-			for(b_list::iterator it=powerups.begin(); it!=powerups.end(); ++it){
-				mvaddch(it->y,it->x,' ');
-				it->next_pos();
-			}
-				
-		powerups.unique(); 	 //FIXME: THIS ONLY WORKS ON CONSECUTIVE ELEMENTS OF THE LIST!! we should at least sort powerups before calling unique()
-		
-		box1.refresh(bullets, bombs, enemies, player1, score, boss1, walls, powerups);		
-
-		///////ENDGAME CHECKS               
-		if(boss1.health<1)  					//YOU WON!!
-		{
-			if(sound){
-				kill_music(childPID0);
-				int childPID=fork();
-				if(childPID==0){
-					system("beep -f 1000 -l 150 -n -f 800 -l 150 -n -f 1000 -l 150 -n -f 1500 -l 600");
-					return 0;
-				}
-			}
-				
-			Victory(boss1.name,score,level,chflag);
-			
-			WINDOW *replay;
-			
-			replay=newwin(3,25,26,20);
-			box(replay,ACS_VLINE,ACS_HLINE);
-		
-			if(playagain(replay))                           //playagain() returns true if player wants to play again, false otherwise
-			{
-				delwin(replay);
-				timeout(500);
-				score=0;
-				erase();
-				refresh();
-				choose_level(shootrate, refresh_time, boss1, level);
-				reset(box1, player1, enemies, boss1, bullets, bombs, walls, powerups, level,chflag); // reset box, player, enemy and deletes all bullets and bombs
-				erase();
-				refresh();
-				continue;  
-			}
-			else { 
-				endwin();
-				cout<<lightgreen<<"Game exited correctly."<<none<<endl;
-				return 0;
-			}	
-		}
-				
-			
-		if(gameover(box1,player1))
-		{	
-			if(sound){	
-				kill_music(childPID0);
-				int childPID=fork();
-				if(childPID==0){
-					system("beep -f 700 -l 150 -n -f 585 -l 150 -n -f 550 -l 150 -n -f 520 -l 600");
-					return 0;
-				}
-			}
-				
-			Defeat(score);
-			
-			WINDOW* replay;
-		
-			replay=newwin(3,25,17,20);
-			box(replay,ACS_VLINE,ACS_HLINE);
-			
-			if(playagain(replay))                                        //playagain() returns true if player wants to play again, false otherwise
-			{
-				delwin(replay);
-				timeout(500);
-				score=0;
-				erase();
-				refresh();
-				choose_level(shootrate, refresh_time, boss1, level);
-				reset(box1, player1, enemies, boss1, bullets, bombs, walls, powerups, level,chflag);       // reset box, player, enemy and delete all bullets and bombs
-				erase();
-				refresh();
-				continue;  
-			}
-			else { 
-				endwin();
-				cout<<lightgreen<<"Game exited correctly."<<none<<endl;
-				return 0;
-			}		
-		}
-		
-		write_score(Score,score);
-	
-		if(boss1.alive){
-			write_bosshp(BossHP,boss1.health,boss1.healthmax,boss1.name);
-			wrefresh(BossHP);
-		}
-		
-		wrefresh(Score);
-		refresh();
-	}  
-////////END OF MAIN LOOP
-
-	endwin();
-	
-	return -1;  //program never really reaches here, but compiler is happy
-}
-
-