#include <iostream>
#include <vector>
#include <conio.h> // For _getch()
#include <algorithm> // For std::find_if
#include <cstdlib> // For system(), rand()
#include <ctime> // For time()
#include <cmath> // For abs(), sin(), cos(), M_PI
#include <string>
// --------------------
// Data Structures (Common)
// --------------------
struct Entity {
int x, y;
int health;
char symbol;
};
struct Pickup {
int x, y;
char symbol;
int value; // e.g., health restore
};
struct Weapon {
std::string name;
int range; // effective shooting range (grid cells)
int ammo; // current ammo in clip
int clipSize; // max ammo in a clip
};
struct DestructibleObstacle {
int x, y;
int health;
char symbol;
};
int score = 0;
// --------------------
// Battle Encounter System (for Campaigns 1-3)
// --------------------
void displayHealthBar(const std::string &name, int health, int maxHealth) {
int barWidth = 20;
int pos = (health * barWidth) / maxHealth;
std::cout << name << " Health: [";
for (int i = 0; i < barWidth; i++) {
std::cout << (i < pos ? "#" : "-");
}
std::cout << "] " << health << "/" << maxHealth << std::endl;
}
bool battleEncounter(const std::string &battleName, int &playerHealth, int maxPlayerHealth, int enemyHealth) {
std::cout << "\n=== Battle: " << battleName << " ===\n";
while (playerHealth > 0 && enemyHealth > 0) {
displayHealthBar("Player", playerHealth, maxPlayerHealth);
std::cout << "Enemy Health: " << enemyHealth << std::endl;
std::cout << "Press 's' to shoot: ";
char action = _getch();
if (action == 's' || action == 'S') {
// Rifle now does 10-60 damage.
int damage = 10 + rand() % 51;
std::cout << "\nYou shoot the enemy and deal " << damage << " damage!\n";
enemyHealth -= damage;
if (enemyHealth <= 0) {
std::cout << "Enemy defeated!\n";
break;
}
} else {
std::cout << "\nInvalid input, you lose your chance to shoot!\n";
}
int enemyDamage = 10 + rand() % 6; // 10-15 damage
std::cout << "Enemy shoots back and deals " << enemyDamage << " damage!\n";
playerHealth -= enemyDamage;
if (playerHealth <= 0) {
std::cout << "You have been defeated in battle: " << battleName << "\n";
return false;
}
}
return true;
}
bool battleBunker(Entity &bunker, int &playerHealth) {
int bunkerMaxHealth = bunker.health;
std::cout << "\nInitiating Bunker Assault at (" << bunker.x << "," << bunker.y << "). Bunker Health: " << bunker.health << "\n";
while (bunker.health > 0 && playerHealth > 0) {
displayHealthBar("Player", playerHealth, 100);
displayHealthBar("Bunker", bunker.health, bunkerMaxHealth);
std::cout << "Press 's' to shoot the bunker: ";
char action = _getch();
if (action == 's' || action == 'S') {
// Rifle damage now 10-60.
int damage = 10 + rand() % 51;
std::cout << "\nYou hit the bunker for " << damage << " damage!\n";
bunker.health -= damage;
if (bunker.health <= 0) {
std::cout << "Bunker destroyed and captured!\n";
return true;
}
} else {
std::cout << "\nInvalid input, you missed your chance!\n";
}
int turretDamage = 5 + rand() % 6; // 5-10 damage
std::cout << "Bunker turret fires and deals " << turretDamage << " damage to you!\n";
playerHealth -= turretDamage;
if (playerHealth <= 0) {
std::cout << "You have been killed by the bunker defenses!\n";
return false;
}
}
return true;
}
// --------------------
// Map-Based Gameplay for Campaigns 1-4 (Standard & German D-Day)
// --------------------
void render(const std::vector<std::vector<char>> &baseMap,
const Entity &player,
const std::vector<Entity> &enemies,
const std::vector<Pickup> &pickups,
const std::vector<Entity> &bunkers,
const Weapon &weapon) {
system("cls");
std::vector<std::vector<char>> displayMap = baseMap;
for (const auto &p : pickups)
displayMap[p.y][p.x] = p.symbol;
for (const auto &b : bunkers)
displayMap[b.y][b.x] = b.symbol;
for (const auto &e : enemies)
displayMap[e.y][e.x] = e.symbol;
displayMap[player.y][player.x] = player.symbol;
for (const auto &row : displayMap) {
for (char c : row)
std::cout << c << ' ';
std::cout << std::endl;
}
std::cout << "Player Health: " << player.health;
if (player.health < 30)
std::cout << " [WARNING: LOW HEALTH]";
std::cout << "\nScore: " << score;
std::cout << "\nWeapon: " << weapon.name << " | Ammo: " << weapon.ammo << "/" << weapon.clipSize << std::endl;
std::cout << "\nControls:\n Movement: w/a/s/d and diagonals (q, e, z, c)\n Shooting: i/j/k/l for up/left/down/right\n Grenade: g Reload: r" << std::endl;
}
void addObstacles(std::vector<std::vector<char>> &baseMap, int count) {
int height = baseMap.size(), width = baseMap[0].size();
int placed = 0;
while (placed < count) {
int x = rand() % width, y = rand() % height;
if (baseMap[y][x] == '.') {
baseMap[y][x] = '#';
placed++;
}
}
}
// --------------------
// Campaign 5 Rendering (Tank, Obstacles, Enemies)
// --------------------
void renderCampaign5(const int MAP_WIDTH, const int MAP_HEIGHT,
const std::vector<std::vector<char>> &grid) {
system("cls");
for (const auto &row : grid) {
for (char c : row)
std::cout << c << ' ';
std::cout << std::endl;
}
}
// --------------------
// Campaign 5: German Aden Offensive (Panther Assault)
// --------------------
struct Tank {
float x, y;
float angle; // degrees, 0 = right.
float speed;
int health;
};
float degToRad(float deg) {
return deg * M_PI / 180.0f;
}
float angleDiff(float a, float b) {
float diff = fabs(a - b);
return diff > 180 ? 360 - diff : diff;
}
void addObstaclesDestructible(std::vector<std::vector<char>> &grid, std::vector<DestructibleObstacle> &obs, int count) {
int height = grid.size(), width = grid[0].size();
int placed = 0;
while (placed < count) {
int x = rand() % width, y = rand() % height;
if (grid[y][x] == '.') {
grid[y][x] = '#';
// Give each obstacle 100 health.
obs.push_back({x, y, 100, '#'});
placed++;
}
}
}
void renderCampaign5Grid(const int MAP_WIDTH, const int MAP_HEIGHT,
const Tank &playerTank, const std::vector<DestructibleObstacle> &obs,
const std::vector<Entity> &enemies, const std::vector<Entity> &crew) {
// Create a grid.
std::vector<std::vector<char>> grid(MAP_HEIGHT, std::vector<char>(MAP_WIDTH, '.'));
// Place obstacles.
for (const auto &o : obs)
grid[o.y][o.x] = o.symbol;
// Place enemies.
for (const auto &e : enemies)
grid[e.y][e.x] = e.symbol;
// Place crew. We'll represent them with 'C'.
for (const auto &c : crew)
grid[c.y][c.x] = c.symbol;
// Place the tank (represented as 'P').
int tx = (int)round(playerTank.x), ty = (int)round(playerTank.y);
grid[ty][tx] = 'P';
renderCampaign5(MAP_WIDTH, MAP_HEIGHT, grid);
}
void playCampaign5() {
const int MAP_WIDTH = 20, MAP_HEIGHT = 10;
// Create a grid for campaign 5.
std::vector<std::vector<char>> grid(MAP_HEIGHT, std::vector<char>(MAP_WIDTH, '.'));
// Create destructible obstacles.
std::vector<DestructibleObstacle> obstacles;
addObstaclesDestructible(grid, obstacles, 5); // Place 5 obstacles.
Tank playerTank = { MAP_WIDTH/2.0f, MAP_HEIGHT - 2.0f, 90.0f, 0.0f, 150 }; // Facing upward.
// Weapons: main cannon and machine gun.
int cannonAmmo = 4; // main cannon ammo.
int machineGunAmmo = 20; // machine gun ammo.
// Crew members.
std::vector<Entity> crew = { { (int)round(playerTank.x) - 1, (int)round(playerTank.y), 100, 'C' },
{ (int)round(playerTank.x) + 1, (int)round(playerTank.y), 100, 'C' } };
int totalWaves = 8;
for (int wave = 1; wave <= totalWaves; wave++) {
std::cout << "\n--- Wave " << wave << " ---\n";
// Spawn enemy infantry ('I') and enemy tanks ('T').
std::vector<Entity> enemies;
int numInfantry = 3 + rand() % 3; // 3-5 infantry.
int numEnemyTanks = 1 + rand() % 2; // 1-2 tanks.
for (int i = 0; i < numInfantry; i++) {
enemies.push_back({ rand() % MAP_WIDTH, 0, 40, 'I' });
}
for (int i = 0; i < numEnemyTanks; i++) {
enemies.push_back({ rand() % MAP_WIDTH, 0, 80, 'T' });
}
// Wave simulation loop.
while (!enemies.empty()) {
// Render current grid.
// We update the grid with obstacles (they are stored in obstacles vector),
// then place crew, then the tank, then enemies.
// For simplicity, we create a fresh grid each turn.
std::vector<std::vector<char>> currentGrid(MAP_HEIGHT, std::vector<char>(MAP_WIDTH, '.'));
// Place obstacles.
for (const auto &o : obstacles)
currentGrid[o.y][o.x] = o.symbol;
// Place enemies.
for (const auto &e : enemies)
currentGrid[e.y][e.x] = e.symbol;
// Place crew.
for (const auto &c : crew)
currentGrid[c.y][c.x] = c.symbol;
// Place the tank.
int tx = (int)round(playerTank.x), ty = (int)round(playerTank.y);
currentGrid[ty][tx] = 'P';
renderCampaign5(MAP_WIDTH, MAP_HEIGHT, currentGrid);
std::cout << "German Aden Offensive (Panther Assault) - Wave " << wave << " / " << totalWaves << "\n";
std::cout << "Tank Health: " << playerTank.health << "\n";
std::cout << "Crew: ";
for (size_t i = 0; i < crew.size(); i++)
std::cout << "Crew" << i+1 << "(" << crew[i].health << ") ";
std::cout << "\nCannon Ammo: " << cannonAmmo << " Machine Gun Ammo: " << machineGunAmmo << "\n";
std::cout << "Enemies remaining: " << enemies.size() << "\n";
std::cout << "Enter command: ";
char cmd = _getch();
// Driving controls.
if (cmd == 'w') {
playerTank.speed += 0.5f;
if (playerTank.speed > 3.0f) playerTank.speed = 3.0f;
} else if (cmd == 's') {
playerTank.speed -= 0.5f;
if (playerTank.speed < 0) playerTank.speed = 0;
} else if (cmd == 'a') {
playerTank.angle += 10.0f;
if (playerTank.angle >= 360.0f) playerTank.angle -= 360.0f;
} else if (cmd == 'd') {
playerTank.angle -= 10.0f;
if (playerTank.angle < 0) playerTank.angle += 360.0f;
}
// Weapon firing.
else if (cmd == ' ') {
if (cannonAmmo <= 0) {
std::cout << "\nOut of cannon ammo! Press r to reload.\n";
} else {
cannonAmmo--;
std::cout << "\nFiring main cannon!\n";
float rad = degToRad(playerTank.angle);
int shotRange = 8;
int hitIndex = -1;
// Trace bullet path.
int bx = (int)round(playerTank.x), by = (int)round(playerTank.y);
for (int r = 0; r < shotRange; r++) {
bx += (int)round(cos(rad));
by -= (int)round(sin(rad));
// First, check if an obstacle is hit.
bool obstacleHit = false;
for (size_t i = 0; i < obstacles.size(); i++) {
if (obstacles[i].x == bx && obstacles[i].y == by) {
// Only main cannon can damage obstacles.
int damage = 200; // Base damage.
// Compute relative angle.
float dx = obstacles[i].x - playerTank.x;
float dy = playerTank.y - obstacles[i].y;
float targetAngle = atan2(dy, dx) * 180.0f / M_PI;
if (targetAngle < 0) targetAngle += 360;
float diff = angleDiff(playerTank.angle, targetAngle);
float multiplier = (diff < 45 ? 0.5f : (diff > 135 ? 1.5f : 1.0f));
int finalDamage = (int)(damage * multiplier);
obstacles[i].health -= finalDamage;
std::cout << "Main cannon hit an obstacle at (" << obstacles[i].x << "," << obstacles[i].y << ") for " << finalDamage << " damage.\n";
if (obstacles[i].health <= 0) {
std::cout << "Obstacle destroyed!\n";
obstacles.erase(obstacles.begin() + i);
// Also update grid.
}
obstacleHit = true;
break;
}
}
if (obstacleHit) break;
// Check for an enemy.
for (size_t i = 0; i < enemies.size(); i++) {
if (enemies[i].x == bx && enemies[i].y == by) {
hitIndex = i;
break;
}
}
if (hitIndex != -1) break;
}
if (hitIndex != -1) {
int baseDamage = 200; // Main cannon base damage.
float dx = enemies[hitIndex].x - playerTank.x;
float dy = playerTank.y - enemies[hitIndex].y;
float targetAngle = atan2(dy, dx) * 180.0f / M_PI;
if (targetAngle < 0) targetAngle += 360;
float diff = angleDiff(playerTank.angle, targetAngle);
float multiplier = (diff < 45 ? 0.5f : (diff > 135 ? 1.5f : 1.0f));
int damage = (int)(baseDamage * multiplier);
enemies[hitIndex].health -= damage;
std::cout << "Main cannon hit enemy at (" << enemies[hitIndex].x << "," << enemies[hitIndex].y << ") for " << damage << " damage.\n";
if (enemies[hitIndex].health <= 0) {
std::cout << "Enemy destroyed!\n";
enemies.erase(enemies.begin() + hitIndex);
score += 150;
}
} else {
std::cout << "Main cannon missed.\n";
}
}
}
else if (cmd == 'm') {
if (machineGunAmmo <= 0) {
std::cout << "\nOut of machine gun ammo! Press r to reload.\n";
} else {
machineGunAmmo--;
std::cout << "\nFiring machine gun!\n";
float rad = degToRad(playerTank.angle);
int shotRange = 6;
int hitIndex = -1;
int bx = (int)round(playerTank.x), by = (int)round(playerTank.y);
for (int r = 0; r < shotRange; r++) {
bx += (int)round(cos(rad));
by -= (int)round(sin(rad));
// Check if an obstacle is hit.
bool obstacleHit = false;
for (size_t i = 0; i < obstacles.size(); i++) {
if (obstacles[i].x == bx && obstacles[i].y == by) {
int damage = 30 + rand() % 11; // 30-40 damage.
obstacles[i].health -= damage;
std::cout << "Machine gun hit an obstacle at (" << obstacles[i].x << "," << obstacles[i].y << ") for " << damage << " damage.\n";
if (obstacles[i].health <= 0) {
std::cout << "Obstacle destroyed!\n";
obstacles.erase(obstacles.begin() + i);
}
obstacleHit = true;
break;
}
}
if (obstacleHit) break;
for (size_t i = 0; i < enemies.size(); i++) {
if (enemies[i].x == bx && enemies[i].y == by) { hitIndex = i; break; }
}
if (hitIndex != -1) break;
}
if (hitIndex != -1) {
int damage = 30 + rand() % 11; // 30-40 damage.
enemies[hitIndex].health -= damage;
std::cout << "Machine gun hit enemy at (" << enemies[hitIndex].x << "," << enemies[hitIndex].y << ") for " << damage << " damage.\n";
if (enemies[hitIndex].health <= 0) {
std::cout << "Enemy destroyed!\n";
enemies.erase(enemies.begin() + hitIndex);
score += 100;
}
} else {
std::cout << "Machine gun missed.\n";
}
}
}
else if (cmd == 'r') {
cannonAmmo = 4;
machineGunAmmo = 20;
std::cout << "\nReloading all weapons...\n";
}
// Update tank physics.
float rad = degToRad(playerTank.angle);
playerTank.x += playerTank.speed * cos(rad);
playerTank.y -= playerTank.speed * sin(rad);
if (playerTank.x < 0) playerTank.x = 0;
if (playerTank.x >= MAP_WIDTH) playerTank.x = MAP_WIDTH - 1;
if (playerTank.y < 0) playerTank.y = 0;
if (playerTank.y >= MAP_HEIGHT) playerTank.y = MAP_HEIGHT - 1;
// Move enemies toward the tank.
for (auto &enemy : enemies) {
if (enemy.x < (int)round(playerTank.x)) enemy.x++;
else if (enemy.x > (int)round(playerTank.x)) enemy.x--;
if (enemy.y < (int)round(playerTank.y)) enemy.y++;
else if (enemy.y > (int)round(playerTank.y)) enemy.y--;
// Enemy fires with 30% chance.
if (rand() % 100 < 30) {
int baseDmg = 15 + rand() % 6; // 15-20 damage.
float dx = enemy.x - playerTank.x;
float dy = playerTank.y - enemy.y;
float enemyAngle = atan2(dy, dx) * 180.0f / M_PI;
if (enemyAngle < 0) enemyAngle += 360;
float diff = angleDiff(playerTank.angle, enemyAngle);
float multiplier = (diff < 45 ? 0.5f : (diff > 135 ? 1.5f : 1.0f));
int dmg = (int)(baseDmg * multiplier);
playerTank.health -= dmg;
std::cout << "An enemy fires at your tank for " << dmg << " damage.\n";
}
}
std::cout << "\nPress any key for next turn in this wave...";
_getch();
if (playerTank.health <= 0) break;
}
if (playerTank.health <= 0) break;
std::cout << "\nWave " << wave << " cleared! Press any key for next wave...";
_getch();
}
if (playerTank.health > 0)
std::cout << "\nAll enemy defenses destroyed! German Aden Offensive mission accomplished.\n";
else
std::cout << "\nYour Panther tank and crew were destroyed. Mission failed.\n";
}
// --------------------
// Main
// --------------------
int main() {
srand(static_cast<unsigned int>(time(0)));
std::cout << "Battleground 1 - Enhanced Edition\n";
std::cout << "Controls (Campaigns 1-4):\n Movement: w/a/s/d and diagonals (q, e, z, c)\n Shooting: i/j/k/l for up/left/down/right\n Grenade: g Reload: r\n";
std::cout << "\nSelect Campaign:\n1. D-Day\n2. Aden Offensive\n3. Berlin Attack\n4. German D-Day (Machine Gun Defense)\n5. German Aden Offensive (Panther Assault - Drive the Tank)\nEnter choice (1-5): ";
int choice;
std::cin >> choice;
if (choice >= 1 && choice <= 5) {
if (choice == 5) {
playCampaign5();
} else {
// Campaigns 1-4 use playCampaign.
playCampaign(choice);
}
} else {
std::cout << "Invalid choice." << std::endl;
}
std::cout << "\nPress any key to exit.";
_getch();
return 0;
}