offset = abs(drawlocation)-abs(620-object.y); //left of player wrap correction
};
- if(object.active==1&&object.x>=1&&object.x<=18&&offset>=0&&offset<=79){
+ if((object.active==1&&object.x>=1&&object.x<=18&&offset>=0&&offset<=79)||(object.number>=200&&object.number<=230)){
if(object.face==0){
mvprintw(object.x,offset,"%s",object.line0);
} else if(object.face==1){
{ 123, 0, 0, 0, 4, 0, 1, 0, 0 }
};
+ //Reference loops 200-230
+ struct game_object refs[31] = {
+ { 200, 1, 19, 0, 5, 0, 0, 0, 0 },
+ { 201, 1, 19, 20, 5, 0, 0, 0, 0 },
+ { 202, 1, 19, 40, 5, 0, 0, 0, 0 },
+ { 203, 1, 19, 60, 5, 0, 0, 0, 0 },
+ { 204, 1, 19, 80, 5, 0, 0, 0, 0 },
+ { 205, 1, 19, 100, 5, 0, 0, 0, 0 },
+ { 206, 1, 19, 120, 5, 0, 0, 0, 0 },
+ { 207, 1, 19, 140, 5, 0, 0, 0, 0 },
+ { 208, 1, 19, 160, 5, 0, 0, 0, 0 },
+ { 209, 1, 19, 180, 5, 0, 0, 0, 0 },
+ { 210, 1, 19, 200, 5, 0, 0, 0, 0 },
+ { 211, 1, 19, 220, 5, 0, 0, 0, 0 },
+ { 212, 1, 19, 240, 5, 0, 0, 0, 0 },
+ { 213, 1, 19, 260, 5, 0, 0, 0, 0 },
+ { 214, 1, 19, 280, 5, 0, 0, 0, 0 },
+ { 215, 1, 19, 300, 5, 0, 0, 0, 0 },
+ { 216, 1, 19, 320, 5, 0, 0, 0, 0 },
+ { 217, 1, 19, 340, 5, 0, 0, 0, 0 },
+ { 218, 1, 19, 360, 5, 0, 0, 0, 0 },
+ { 219, 1, 19, 380, 5, 0, 0, 0, 0 },
+ { 220, 1, 19, 400, 5, 0, 0, 0, 0 },
+ { 221, 1, 19, 420, 5, 0, 0, 0, 0 },
+ { 222, 1, 19, 440, 5, 0, 0, 0, 0 },
+ { 223, 1, 19, 460, 5, 0, 0, 0, 0 },
+ { 224, 1, 19, 480, 5, 0, 0, 0, 0 },
+ { 225, 1, 19, 500, 5, 0, 0, 0, 0 },
+ { 226, 1, 19, 520, 5, 0, 0, 0, 0 },
+ { 227, 1, 19, 540, 5, 0, 0, 0, 0 },
+ { 228, 1, 19, 560, 5, 0, 0, 0, 0 },
+ { 229, 1, 19, 580, 5, 0, 0, 0, 0 },
+ { 230, 1, 19, 600, 5, 0, 0, 0, 0 }
+ };
+
+ for(int refloop = 0; refloop<31; refloop++){
+ strcpy (refs[refloop].line0, "|");
+ strcpy (refs[refloop].line1, "|");
+ };
+
initscr();
//Check screen size 80x24 and exit if not big enough
drawlocation = draw_object(powerups[poweruploop], drawlocation);
};
+ // Draw reference points 200-230
+ for(int refloop = 0; refloop<31; refloop++){
+ drawlocation = draw_object(refs[refloop], drawlocation);
+ };
+
// Draw pods objects 2-9
for(int podloop = 0; podloop<podmax; podloop++){ drawlocation = draw_object(pods[podloop], drawlocation); };
halfdelay(1);
//Advance level
level++;
+ //Drop shields
+ shieldup = 0;
//Reactivate pods if not zombied
if(level % 4 == 0){
for(int podloop = 0; podloop<podmax; podloop++){ pods[podloop] = pod_init(pods[podloop]); };