Commit dac372a4 by gerann

Uuendus main.c

parent 48889ddc
Showing with 113 additions and 25 deletions
#include "Header.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
int main(void)
{
srand(time(NULL));
int choice;
PrintWelcomeMessage();
int selection;
char *saveFile = "GameSave.txt";
printf("Vajutage 1, et mängida!\n"
"Vajutage 2, et lugeda mängu reegleid!\n"
"Vajutage 0, et väljuda!\n");
while (1)
{
selection = Menu();
switch(selection)
{
case 1:
{
int gameState = 1;
Player player = CreatePlayer();
int defeatedEnemies = 0;
do
while (gameState == 1)
{
scanf("%d", &choice);
if (choice != 1 && choice != 0 && choice != 2)
int moveResult = Move(defeatedEnemies);
if (moveResult == LOSE_HP)
{ // Player encountered a trap
handleTrap(&player);
continue; // Restart the loop, allowing the player to choose the path again
}
if (moveResult == SAVE_GAME)
{
printf("Palun valige õige valik...\n");
SaveGame(saveFile, &player, defeatedEnemies);
return EXIT_SUCCESS;
}
} while (choice != 1 && choice != 0 && choice != 2);
if (choice == 0)
else if (moveResult == 0)
{
printf("\nVäljun...\n");
return 0;
gameState = 0;
}
else if (choice == 2)
else if (moveResult == 1)
{
DisplayGameRules();
if (defeatedEnemies < NUM_HENCHMEN)
{
Enemy enemy = CreateEnemy(defeatedEnemies);
printf("\nVastane tüübiga %s, %dHP ja rünnaku tugevusega"
" %d on loodud.\n", enemy.type, enemy.health,
enemy.attack);
gameState = fight(&player, &enemy);
}
else
{
// Generate the final boss
FinalBoss boss = CreateFinalBoss(defeatedEnemies);
printf("\nVastane tüübiga %s, %dHP ja rünnaku tugevusega"
" %d on loodud.\n", boss.type, boss.health,
boss.attack);
gameState = bossFight(&player, &boss);
}
if (gameState == 0)
{
return EXIT_SUCCESS;
}
if (gameState == SAVE_GAME)
{
SaveGame(saveFile, &player, defeatedEnemies);
return EXIT_SUCCESS;
}
else if (choice == 1)
defeatedEnemies++;
levelUp(&player);
}
}
break;
}
case 2:
DisplayGameRules();
break;
case 3:
{
int gameState = 1;
Player player = CreatePlayer();
int defeatedEnemies = 0;
Player player;
int defeatedEnemies;
LoadGame(saveFile, &player, &defeatedEnemies);
while (gameState == 1)
{
int moveResult = Move(defeatedEnemies);
if (moveResult == -10) { // Player encountered a trap
if (moveResult == LOSE_HP)
{ // Player encountered a trap
handleTrap(&player);
continue; // Restart the loop, allowing the player to choose the path again
}
if (defeatedEnemies < NUM_HENCHMEN) {
if (moveResult == SAVE_GAME)
{
SaveGame(saveFile, &player, defeatedEnemies);
return EXIT_SUCCESS;
}
else if (moveResult == 0)
{
gameState = 0;
}
else if (moveResult == 1)
{
if (defeatedEnemies < NUM_HENCHMEN)
{
Enemy enemy = CreateEnemy(defeatedEnemies);
printf("\nVastane tüübiga %s, %dHP ja rünnaku tugevusega"
" %d on loodud.\n", enemy.type, enemy.health, enemy.attack);
" %d on loodud.\n", enemy.type, enemy.health,
enemy.attack);
gameState = fight(&player, &enemy);
} else {
}
else
{
// Generate the final boss
FinalBoss boss = CreateFinalBoss(defeatedEnemies);
printf("\nVastane tüübiga %s, %dHP ja rünnaku tugevusega"
" %d on loodud.\n", boss.type, boss.health, boss.attack);
" %d on loodud.\n", boss.type, boss.health,
boss.attack);
gameState = bossFight(&player, &boss);
}
if (gameState == 0) {
return 0;
if (gameState == 0)
{
return EXIT_SUCCESS;
}
if (gameState == SAVE_GAME)
{
SaveGame(saveFile, &player, defeatedEnemies);
return EXIT_SUCCESS;
}
defeatedEnemies++;
levelUp(&player);
}
}
break;
}
case 0:
printf("VÄLJUN...\n\n");
return EXIT_SUCCESS;
}
}
return 0;
}
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