Example #1
0
void	launch_new_game(t_box *box)
{
	box->is_launch = 1;
	create_grid(box);
	put_food(box);
	mlx_put_image_to_window(box->mlx, box->win, box->img, 0, 0);
	return ;
}
Example #2
0
void
do_organic_farm (int x, int y)
{
  /* 
     // int_1 is the tech level of the farm when built
     // int_2 is a flag so we don't create a farm with nearly ripe crops.
     // int_3 is the food sold count so far this year.
     // int_4 is the food made last year.
     // int_5 is the random crop rotation key.
     // int_6 is the random month stagger, so they don't all flash at once
     // int_7 is the tech-level dependent output of a powered farm with a full
     // workforce.
  */
  int i;
  if (MP_INFO(x,y).int_5 == 0)	/* this should be done when we create */

    {				/* the area! */

      MP_INFO(x,y).int_5 = (rand () % 4) + 1;
      MP_INFO(x,y).int_6 = rand () % 300;
    }
  MP_INFO(x,y).flags &= (0xffffffff - FLAG_POWERED);
  if (get_jobs (x, y, 1) == 0)
    put_food (x, y, 30);
  else if (get_jobs (x, y, FARM_JOBS_USED) != 0)
    {
      if (get_power (x, y, ORG_FARM_POWER_REC, 0) != 0)
	{
	  if (put_food (x, y, (ORGANIC_FARM_FOOD_OUTPUT
			       + MP_INFO(x,y).int_7)) == 0)
	    put_jobs (x, y, FARM_JOBS_USED);
	  else
	    MP_INFO(x,y).int_3++;
	  MP_INFO(x,y).flags |= FLAG_POWERED;
	}
      else
	{
	  if (put_food (x, y, (ORGANIC_FARM_FOOD_OUTPUT / 4)) == 0)
	    put_jobs (x, y, FARM_JOBS_USED);
	  else
	    MP_INFO(x,y).int_3++;
	}
    }
  else if (get_jobs (x, y, FARM_JOBS_USED / 4) != 0)
    {
      if (get_power (x, y, ORG_FARM_POWER_REC, 0) != 0)
	{
	  if (put_food (x, y, (ORGANIC_FARM_FOOD_OUTPUT
			       + (MP_INFO(x,y).int_7 / 4))) == 0)
	    put_jobs (x, y, FARM_JOBS_USED / 4);
	  else
	    MP_INFO(x,y).int_3++;
	  MP_INFO(x,y).flags |= FLAG_POWERED;
	}
      else
	{
	  if (put_food (x, y, (ORGANIC_FARM_FOOD_OUTPUT / (4 * 4))) == 0)
	    put_jobs (x, y, FARM_JOBS_USED / 4);
	  else
	    MP_INFO(x,y).int_3++;
	}
    }
  else
    {
      if (get_power (x, y, ORG_FARM_POWER_REC, 0) != 0)
	{
	  if (put_food (x, y, (ORGANIC_FARM_FOOD_OUTPUT
			       + (MP_INFO(x,y).int_7 / 8))) != 0)
	    MP_INFO(x,y).int_3++;
	  MP_INFO(x,y).flags |= FLAG_POWERED;
	}
      else if (put_food (x, y, 30
			 + (ORGANIC_FARM_FOOD_OUTPUT / (4 * 8))) != 0)
	MP_INFO(x,y).int_3++;
    }
  if ((total_time & 0x7f) == 0)
    if ((MP_INFO(x,y).flags & FLAG_POWERED) != 0)
      get_waste (x, y, 0x80 * ORG_FARM_WASTE_GET);
  if ((total_time % 1200) == 0)
    {
      MP_INFO(x,y).int_4 = MP_INFO(x,y).int_3;
      MP_INFO(x,y).int_3 = 0;
    }
  i = ((total_time + (MP_INFO(x,y).int_5 * 1200)
	+ MP_INFO(x,y).int_6) % 4800);
  if (i % 300 == 0)
    {
      i /= 300;
      if ( /* MP_INFO(x,y).int_2!=0 &&  */ MP_INFO(x,y).int_4
	  > MIN_FOOD_SOLD_FOR_ANIM)
	{
	  if (i % 4 == 0)
	    {
	      MP_INFO(x,y).int_6 = rand () % 100;
	    }
	  switch (i)
	    {
	    case (0):
	      MP_TYPE(x,y) = CST_FARM_O3;
	      break;
	    case (1):
	      MP_TYPE(x,y) = CST_FARM_O3;
	      break;
	    case (2):
	      MP_TYPE(x,y) = CST_FARM_O3;
	      break;
	    case (3):
	      MP_TYPE(x,y) = CST_FARM_O3;
	      break;
	    case (4):
	      MP_TYPE(x,y) = CST_FARM_O7;
	      break;
	    case (5):
	      MP_TYPE(x,y) = CST_FARM_O7;
	      break;
	    case (6):
	      MP_TYPE(x,y) = CST_FARM_O7;
	      break;
	    case (7):
	      MP_TYPE(x,y) = CST_FARM_O7;
	      break;
	    case (8):
	      MP_TYPE(x,y) = CST_FARM_O11;
	      break;
	    case (9):
	      MP_TYPE(x,y) = CST_FARM_O11;
	      break;
	    case (10):
	      MP_TYPE(x,y) = CST_FARM_O11;
	      break;
	    case (11):
	      MP_TYPE(x,y) = CST_FARM_O11;
	      break;
	    case (12):
	      MP_TYPE(x,y) = CST_FARM_O15;
	      break;
	    case (13):
	      MP_TYPE(x,y) = CST_FARM_O15;
	      break;
	    case (14):
	      MP_TYPE(x,y) = CST_FARM_O15;
	      break;
	    case (15):
	      MP_TYPE(x,y) = CST_FARM_O15;
	      break;

	    }
	}
      else
	{
	  MP_TYPE(x,y) = CST_FARM_O0;
	}
    }
}
Example #3
0
void change_dir()
{
	// Can eat?
	if (food.x == snake[snake_len-1].x && food.y == snake[snake_len-1].y) {
		snake[snake_len].x = food.x;
		snake[snake_len].y = food.y;
		if (++snake_len  == MAX_LEN) snake_len  = 0;

		screen[food.x][food.y] = SNAKE;
		score += 10; put_food();
	}

	switch(direction) {
	case UP:    {
		// Check for screen edge
		if (snake[snake_len-1].x == 0) {
			snake[snake_len].x = 5;
			snake[snake_len].y = snake[snake_len-1].y;
		} else {
			snake[snake_len].x = snake[snake_len-1].x-1;
			snake[snake_len].y = snake[snake_len-1].y;
		}

		break;
	}
	case RIGHT: {
		// Check for screen edge
		if (snake[snake_len-1].y == WIDTH-1) {
			snake[snake_len].x = snake[snake_len-1].x;
			snake[snake_len].y = 0;
		} else {
			snake[snake_len].x = snake[snake_len-1].x;
			snake[snake_len].y = snake[snake_len-1].y+1;
		}

		break;
	}
	case DOWN:  {
		// Check for screen edge
		if (snake[snake_len-1].x == HEIGHT-1) {
			snake[snake_len].x = 0;
			snake[snake_len].y = snake[snake_len-1].y;
		} else {
			snake[snake_len].x = snake[snake_len-1].x+1;
			snake[snake_len].y = snake[snake_len-1].y;
		}

		break;
	}
	case LEFT:  {
		// Check for screen edge
		if (snake[snake_len-1].y == 0) {
			snake[snake_len].x = snake[snake_len-1].x;
			snake[snake_len].y = WIDTH-1;
		} else {
			snake[snake_len].x = snake[snake_len-1].x;
			snake[snake_len].y = snake[snake_len-1].y-1;
		}

		break;
	}
	}

	// Wrong bite
	if (screen[snake[snake_len].x][snake[snake_len].y] == SNAKE) {

		// Score to string and screen
		char ss[] = "Points: ";
		char s[10];
		dtostrf(score, 3, 0, s);
		strcat(ss,s);

		LCD_clear();
		LCD_write_string(0,0,"  GAME  OVER ");
		LCD_write_string(0,2,ss);

		// End game
		game = 0; return;
	}



	// Mark slice as inactive
	snake[snake_tail].x = -1;

	// Keep inside array limit
	if (++snake_tail == MAX_LEN) snake_tail = 0;
	if (++snake_len  == MAX_LEN) snake_len  = 0;

	update_snake();
}
Example #4
0
int main(void) 
{
	double axg = 0, ayg = 0, azg = 0;
	double gxds = 0, gyds = 0, gzds = 0;

	//init mpu6050
	mpu6050_init();
	_delay_ms(50);

	LCD_init();
	LCD_clear();

	put_food();

	// INtro
	while (1) {
		// Read current parameters
		mpu6050_getConvData(&axg, &ayg, &azg, &gxds, &gyds, &gzds);

		LCD_write_string(0,0," Little Snake ");
		LCD_write_string(0,3,"  >> Move << ");
		if (axg > LIMIT || axg < -LIMIT ||ayg < -LIMIT || ayg >  LIMIT)
			break;
	}

    	// Init snake, both on screen and array
	screen[3][5] = SNAKE;
	screen[3][6] = SNAKE;
	screen[3][7] = SNAKE;
	snake[0].x = 3; snake[0].y = 5;
	snake[1].x = 3; snake[1].y = 6;
	snake[2].x = 3; snake[2].y = 7;

	snake_tail = 0; snake_len = 3;
	for (int z=snake_len; z<MAX_LEN; z++) snake[z].x = -1;
	

	while(game) {

		// Read current parameters
		mpu6050_getConvData(&axg, &ayg, &azg, &gxds, &gyds, &gzds);

		// Take a decision
		if(axg >  LIMIT)      {if (direction !=    UP) direction = DOWN;}
		else if(axg < -LIMIT) {if (direction !=  DOWN) direction = UP;}
		if(ayg >  LIMIT)      {if (direction !=  LEFT) direction = RIGHT;}
		else if(ayg < -LIMIT) {if (direction != RIGHT) direction = LEFT;}

		// Make it happen
		change_dir();

		// Check end game
		if (!game) break;

		LCD_init();
     	   	LCD_clear();
	
		// Print entire screen
       		for (int x=0; x<HEIGHT; x++) {
       			for (int y=0; y<WIDTH; y++) {
				if (x == snake[snake_len-1].x && y == snake[snake_len-1].y) {
					LCD_write_char(HEAD);
				} else if (screen[x][y] == SNAKE) {
					LCD_write_char(SNAKE);
				} else if (screen[x][y] == FOOD) {
					LCD_write_char(FOOD);
				} else {
					LCD_write_char(SPACE);
				}
			}
        	}

		_delay_ms(250);
	}
}
void do_organic_farm(int x, int y)
{
    /* // MP_INFO(x,y)
       // int_1 unused
       // int_2 unused
       // int_3 is the food sold count so far this year.
       // int_4 is the food made last year.
       // int_5 is the random crop rotation key.
       // int_6 is the random month stagger, so they don't all flash at once
       // int_7 is the jobs stored at the farm 
       * 
       * MP_INFO(x+1,y) stores additional info
       *    int_1 reserved (=x)
       *    int_2 reserved (=y)
       *    int_3 max possible production (assuming 100% water and power)
       *    int_4 number of 1x1 tiles with underground water inside the farm
       *    int_5 current production
       *
       // MP_TECH is the tech level of the farm when built
       // MP_ANIM  FIXME, this is unused
     */
    int i;
    int has_power = false;
    int used_jobs = 0;
    int tech_bonus = (int)(((double)MP_TECH(x, y) * ORGANIC_FARM_FOOD_OUTPUT) / MAX_TECH_LEVEL);
    MP_INFO(x + 1, y).int_3 = ORGANIC_FARM_FOOD_OUTPUT + tech_bonus;

    /* Animation */
    if (MP_INFO(x, y).int_5 == 0) {
        /* this should be done when we create the area! */
        MP_INFO(x, y).int_5 = (rand() % 4) + 1;
        MP_INFO(x, y).int_6 = rand() % 300;     /* AL1 will be sooner or later redefined as %100. see below */
    }

    /* check jobs */
    if (MP_INFO(x, y).int_7 < FARM_JOBS_USED) {
        if (get_jobs(x, y, FARM_JOBS_USED) != 0)
            MP_INFO(x, y).int_7 += FARM_JOBS_USED;
        /* adding if (get_jobs ... /2) would allow to have some jobs stored at farm,
         * so would smooth the behavior and make farms more resistant to job penury.
         * Currently keep previous behavior.
         */
        else if (get_jobs(x, y, FARM_JOBS_USED / 4) != 0)
            MP_INFO(x, y).int_7 += FARM_JOBS_USED / 4;
        else if (get_jobs(x, y, 1) != 0)
            MP_INFO(x, y).int_7 += 1;
    }

    /* check power */
    MP_INFO(x, y).flags &= (0xffffffff - FLAG_POWERED);
    if (MP_INFO(x, y).int_7 >= 1) {
        /* There are jobs to do some production, so check for power */
        if (get_power(x, y, ORG_FARM_POWER_REC, 0) != 0) {
            MP_INFO(x, y).flags |= FLAG_POWERED;
            has_power = true;
        }
    }

    /* Produce some food */
    int prod = 0;
    if (MP_INFO(x, y).int_7 >= FARM_JOBS_USED) {
        used_jobs = FARM_JOBS_USED;
        if (has_power) {
            prod = ORGANIC_FARM_FOOD_OUTPUT + tech_bonus;
        } else {
            prod = ORGANIC_FARM_FOOD_OUTPUT / 4;
        }
    } else if (MP_INFO(x, y).int_7 >= FARM_JOBS_USED / 4) {
        used_jobs = FARM_JOBS_USED / 4;
        if (has_power) {
            prod = ORGANIC_FARM_FOOD_OUTPUT + tech_bonus / 4;
        } else {
            prod = ORGANIC_FARM_FOOD_OUTPUT / (4 * 4);
        }
    } else if (MP_INFO(x, y).int_7 >= 1) {
        /* got 1 job */
        used_jobs = 1;
        if (has_power) {
            prod = ORGANIC_FARM_FOOD_OUTPUT + tech_bonus / 8;
        } else {
            /* AL1 "small ouch":
             * without power output with 1 job is bigger than output with 3 !
             * 3 = FARMS_JOBS_USED / 4 
             * ORGANIC_FARM_FOOD_OUTPUT = 550 currently (ng_1.1)
             */
            prod = 30 + ORGANIC_FARM_FOOD_OUTPUT / (4 * 8);
        }
    } else {
        /* AL1 : the farm gives very small amount of food without job. 
         *  ? Probably needed for start ?
         *  ? Useful to prevent starvation when no jobs ? 
         *  The various buildings are "done" in random order,
         *  so it should be ok without this.
         */
        put_food(x, y, 30);
        /* note that this does not generate revenu int_3) */
    }
    /* Check underground water, and reduce production accordingly */
    if (use_waterwell) {
        // TODO No need to count each time. Should be done at build time, and stored 
        int w = 0;
        int n = 0;
        for (int i = 0; i < MP_SIZE(x, y); i++) {
            for (int j = 0; j < MP_SIZE(x, y); j++) {
                n++;
                if (HAS_UGWATER(x + i, y + j))
                    w++;
            }
        }
        prod = (prod * w) / n;
        MP_INFO(x + 1, y).int_4 = w;
    }
    MP_INFO(x + 1, y).int_5 = prod;

    if (prod != 0) {
        if (put_food(x, y, prod) != 0) {
            MP_INFO(x, y).int_3++;
            MP_INFO(x, y).int_7 -= used_jobs;
        }
    }

    if ((total_time & 0x7f) == 0)
        if ((MP_INFO(x, y).flags & FLAG_POWERED) != 0)
            get_waste(x, y, 0x80 * ORG_FARM_WASTE_GET);

    if ((total_time % 1200) == 0) {
        MP_INFO(x, y).int_4 = MP_INFO(x, y).int_3;
        MP_INFO(x, y).int_3 = 0;
    }

    i = (total_time + MP_INFO(x, y).int_5 * 1200 + MP_INFO(x, y).int_6) % 4800;

    if (i % 300 == 0) {
        i /= 300;
        if ( MP_INFO(x, y).int_4 > MIN_FOOD_SOLD_FOR_ANIM) {
            if (i % 4 == 0) {
                MP_INFO(x, y).int_6 = rand() % 100;     /* AL1: initially defined as %300 */
            }
            switch (i) {
            case (0):
                MP_TYPE(x, y) = CST_FARM_O3;
                break;
            case (1):
                MP_TYPE(x, y) = CST_FARM_O3;
                break;
            case (2):
                MP_TYPE(x, y) = CST_FARM_O3;
                break;
            case (3):
                MP_TYPE(x, y) = CST_FARM_O3;
                break;
            case (4):
                MP_TYPE(x, y) = CST_FARM_O7;
                break;
            case (5):
                MP_TYPE(x, y) = CST_FARM_O7;
                break;
            case (6):
                MP_TYPE(x, y) = CST_FARM_O7;
                break;
            case (7):
                MP_TYPE(x, y) = CST_FARM_O7;
                break;
            case (8):
                MP_TYPE(x, y) = CST_FARM_O11;
                break;
            case (9):
                MP_TYPE(x, y) = CST_FARM_O11;
                break;
            case (10):
                MP_TYPE(x, y) = CST_FARM_O11;
                break;
            case (11):
                MP_TYPE(x, y) = CST_FARM_O11;
                break;
            case (12):
                MP_TYPE(x, y) = CST_FARM_O15;
                break;
            case (13):
                MP_TYPE(x, y) = CST_FARM_O15;
                break;
            case (14):
                MP_TYPE(x, y) = CST_FARM_O15;
                break;
            case (15):
                MP_TYPE(x, y) = CST_FARM_O15;
                break;

            }
        } else {
            MP_TYPE(x, y) = CST_FARM_O0;
        }
    }
}