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main.c
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#include <stdio.h>
#include <stdlib.h>
#include <conio.h>
#include <windows.h>
#include <time.h>
#include "monsters.h"
#include "player.h"
#include "fruit.h"
#include "general.h"
#include "helpers.h"
#define VERSION 2
#define MAP_WIDTH 30
#define MAP_HEIGHT 20
int main(void)
{
srand(time(NULL));
int *game_over_Ptr;
MonsterName** monsterNamesPtrArr = NULL;
int monstersSize = hello();
int game_over = 0;
int mapHeight = MAP_HEIGHT;
int mapWidth = MAP_WIDTH;
system("@cls||clear");
Board *board = createBoard(mapWidth, mapHeight);
if(board == NULL) {
printf("There is an internal error with allocate memory. Please try again.\n");
return 0;
}
Player *ptrPlayer = getPlayer();
if(ptrPlayer == NULL) {
printf("There is an internal error with alocate memory. Please try again.\n");
return 0;
}
Fruit *ptrFruit = getFruit();
if(ptrFruit == NULL) {
printf("There is an internal error with alocate memory. Please try again.\n");
return 0;
}
MonsterArray *monsters = getMonstersArray(monstersSize);
if(monsters == NULL) {
printf("There is an internal error with alocate memory. Please try again.\n");
return 0;
}
game_over_Ptr = &game_over;
createMonsterNames(&monsterNamesPtrArr, monsters->_size);
setup(monsters, ptrPlayer, ptrFruit, board, &monsterNamesPtrArr);
while(*game_over_Ptr == 0) {
clock_t t1;
t1 = clock();
if ((t1 - (monsters->secondsCounter)) >= 10000) {
monsters->secondsCounter = t1;
removeMonsterFromArray(monsters);
Monster* newMonster = generateNewMonster(monsters, ptrPlayer, board, &monsterNamesPtrArr, monsters->_size + 1);
addNewMonsterToArray(monsters, newMonster);
}
monstersRenderEngine(monsters, ptrPlayer, board, t1);
playerRenderEngine(ptrPlayer, board);
fruitsRenderEngine(ptrFruit, monsters, board);
draw(ptrPlayer, monsters, ptrFruit, board);
if(isPlayerGetTheFruit(ptrPlayer, ptrFruit)) {
ptrFruit->alive = 0;
ptrPlayer->score += 10;
}
if(isMonsterEatPlayer(ptrPlayer, monsters)) {
*game_over_Ptr = 1;
}
}
system("@cls||clear");
puts("You Lose");
printf("Final score: %d\n", ptrPlayer->score);
saveScoreToFile(ptrPlayer);
puts("Click X to quit the game.");
destructMonsters(monsters);
destroyMonsterNames(&monsterNamesPtrArr, monstersSize);
destructFruit(ptrFruit);
destructBoard(board);
char var;
while(var != 'x')
{
var = getch();
};
destructPlayer(ptrPlayer);
return 0;
}