Exemple #1
0
int main()
{
    char GameBoard[GameHeigth][GameWidth] = {" "};  //Skapar plan-arrayen
    int NumberOfTurns = 0,Starter;  //Antal rundor, vem som startar
    int MaxRounds = GameHeigth*GameWidth;   //Antal maxrundor=bredd*höjd

    unsigned seed;
    seed = (unsigned)time(NULL); //Seed för random
    srand(seed);
    Starter = 1+(rand()%2);



    if(Starter==1) //Om spelaren ska börja
	{
        printf("You start!\n");
        for(; ; ) //Manuellt exitad loop
        {
        PrintBoard(GameBoard); //Skriv ut planen
        PlayerMove(GameBoard); //Be spelaren lägga ut en markör
        CheckWin(GameBoard); //Kolla om någon vunnit
        NumberOfTurns++;

			 if(NumberOfTurns == MaxRounds) //Om antalet rundor = maxrundor avsluta spelet
			 {
				   printf("Draw!");
				  break;
			 }

        ComputerMove(GameBoard); //Slumpa en position åt datorn
        CheckWin(GameBoard); //Kolla om någon vunnit
        NumberOfTurns++;

        }
    }
    else if(Starter==2)	//Om datorn ska börja
    {
        printf("Ai starts!\n");
        for(; ; )
        {
        ComputerMove(GameBoard);
        CheckWin(GameBoard);
        NumberOfTurns++;
			 if(NumberOfTurns == MaxRounds)
			 {
				  printf("Draw");
				  break;
			 }
        PrintBoard(GameBoard);
        PlayerMove(GameBoard);
        CheckWin(GameBoard);
        NumberOfTurns++;


        }

    }

    return 0;
}
int Connect4Player::Chance(int player)
{
	system("cls");
	ShowBoard();
	int row=PlayerMove(Turn(),player);
	while(!(row>=0))
	{
			system("cls");
			cout<<" Wrong move try again\n ";
			system("Pause");
			system("cls");
			ShowBoard();
			row=PlayerMove(Turn(),player);
	}
	return row;		
}
//-----------------------------------------------------------------------------
// Purpose: Overridden to allow players to run faster than the maxspeed
//-----------------------------------------------------------------------------
void CTFGameMovement::ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove )
{
	// Verify data.
	Assert( pBasePlayer );
	Assert( pMove );
	if ( !pBasePlayer || !pMove )
		return;

	// Reset point contents for water check.
	ResetGetPointContentsCache();

	// Cropping movement speed scales mv->m_fForwardSpeed etc. globally
	// Once we crop, we don't want to recursively crop again, so we set the crop
	// flag globally here once per usercmd cycle.
	m_iSpeedCropped = SPEED_CROPPED_RESET;

	// Get the current TF player.
	m_pTFPlayer = ToTFPlayer( pBasePlayer );
	player = m_pTFPlayer;
	mv = pMove;

	// The max speed is currently set to the scout - if this changes we need to change this!
	mv->m_flMaxSpeed = TF_MAX_SPEED; /*tf_maxspeed.GetFloat();*/

	// Run the command.
	PlayerMove();
	FinishMove();
}
void KalahContainers::KeepMoving()
{
	while (true) {
		int Num;
		int RetVal;
		do {
			Output();
		INPUT:
			cout << "Determine the house number(1 ~ 6): ";
			string StrNum;
			cin >> StrNum;
			try {
				Num = std::stoi(StrNum);
			} catch (const exception &e) {
				cout << "Non-numeric characters detected!\n";
				goto INPUT;
			}
			RetVal = PlayerMove(Num);			
			if (RetVal == INVALID_INPUT)
				cout << "Invalid number detected! Do it again!\n"<<endl;
			else{
				cout << "The player has chosen the " << Num << "th house" <<endl;
				Output();			
			}
			if (RetVal == GOOD_LUCK){				
				cout << "Good Job, You have an extra move!\n"<<endl;
			}
		} while (RetVal == GOOD_LUCK || RetVal == INVALID_INPUT);
		if (IsOver(PlayerHouses))
			return;
		do {
			cout << "############################################" << endl<<endl;
			cout << "Computer is thinking ......."<<endl<<endl;
			cout << "############################################" << endl<<endl;
		//	Num = ComputerThinking();
			Num = ComputerStrategy() + 1;
			cout << "Computer takes the " <<Length - Num + 1 << "th house!\n"<<endl;
			RetVal = ComputerMove(Num);
			
			if (RetVal == GOOD_LUCK){
				Output();
				cout << "Computer have an extra move!\n"<<endl;
			}
		} while (RetVal == GOOD_LUCK || RetVal == INVALID_INPUT);
		if (IsOver(ComputerHouses))
			return;
		
	}
}
Exemple #5
0
// constructs a snake of size 8 moving upwards to start
Snake::Snake() {
    size = 8;
    head = new SnakeBody(sf::Vector2f(20 * pixelSizeX, 12 * pixelSizeY), playerMove.getDirection());
    tail = head;
    for (unsigned i = 1; i < size; i++) {
        Vector2f nextPos = head->shape.getPosition();
        nextPos.y -= pixelSizeY;
        SnakeBody* nextBody = new SnakeBody(nextPos, playerMove.getDirection());
        head->prev = nextBody;
        nextBody->next = head;
        head = nextBody;
    }

    headShape.setRadius((pixelSizeX / 2) - 10);
    headShape.setFillColor(sf::Color::Black);
    headShape.setPosition(head->shape.getPosition());
    playerMove = PlayerMove();
}
Exemple #6
0
int main() {

	int x, y; //플레이어의 실시간좌표

	setcursortype(NOCURSOR);

	LoadingStage();

	Round = 0;

	while (1) {
		memcpy(stage, StageData[Round], sizeof(stage));

		clrscr();


		for (y = 0; y < 18; y++) {

			for (x = 0; x < 20; x++) {

				if (stage[y][x] == '@') {

					Rx = x; //플레이어 좌표지정
					Ry = y; //플레이어 좌표지정
					stage[y][x] = ' '; //공백으로 지우기

				}

			}
		}

		while (1) {

			DrawStage();
			PlayerMove();
		}
	}

	

	getchar();
	return 0;

}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pMove - 
//-----------------------------------------------------------------------------
void CPortalGameMovement::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove )
{
	Assert( pMove && pPlayer );

	float flStoreFrametime = gpGlobals->frametime;

	//!!HACK HACK: Adrian - slow down all player movement by this factor.
	//!!Blame Yahn for this one.
	gpGlobals->frametime *= pPlayer->GetLaggedMovementValue();

//	ResetGetPointContentsCache();

	// Cropping movement speed scales mv->m_fForwardSpeed etc. globally
	// Once we crop, we don't want to recursively crop again, so we set the crop
	//  flag globally here once per usercmd cycle.
	m_bSpeedCropped = false;

	player = pPlayer;
	mv = pMove;
	mv->m_flMaxSpeed = sv_maxspeed.GetFloat();
	
	m_bInPortalEnv = (((CPortal_Player *)pPlayer)->m_hPortalEnvironment != NULL);

	g_bAllowForcePortalTrace = m_bInPortalEnv;
	g_bForcePortalTrace = m_bInPortalEnv;

	// Run the command.
	PlayerMove();

	FinishMove();

	g_bAllowForcePortalTrace = false;
	g_bForcePortalTrace = false;

#ifndef CLIENT_DLL
	pPlayer->UnforceButtons( IN_DUCK );
	pPlayer->UnforceButtons( IN_JUMP );
#endif

	//This is probably not needed, but just in case.
	gpGlobals->frametime = flStoreFrametime;
}
Exemple #8
0
/*
==============
CL_PredictUsercmd
==============
*/
void
CL_PredictUsercmd(player_state_t *from, player_state_t *to, usercmd_t *u,
		  qboolean spectator)
{
    // split up very long moves
    if (u->msec > 50) {
	player_state_t temp;
	usercmd_t split;

	split = *u;
	split.msec /= 2;

	CL_PredictUsercmd(from, &temp, &split, spectator);
	CL_PredictUsercmd(&temp, to, &split, spectator);
	return;
    }

    VectorCopy(from->origin, pmove.origin);
//      VectorCopy (from->viewangles, pmove.angles);
    VectorCopy(u->angles, pmove.angles);
    VectorCopy(from->velocity, pmove.velocity);

    pmove.oldbuttons = from->oldbuttons;
    pmove.waterjumptime = from->waterjumptime;
    pmove.dead = cl.stats[STAT_HEALTH] <= 0;
    pmove.spectator = spectator;

    pmove.cmd = *u;

    PlayerMove();
//for (i=0 ; i<3 ; i++)
//pmove.origin[i] = ((int)(pmove.origin[i]*8))*0.125;
    to->waterjumptime = pmove.waterjumptime;
    to->oldbuttons = pmove.cmd.buttons;
    VectorCopy(pmove.origin, to->origin);
    VectorCopy(pmove.angles, to->viewangles);
    VectorCopy(pmove.velocity, to->velocity);
    to->onground = onground;

    to->weaponframe = from->weaponframe;
}
Exemple #9
0
char PlayerMove(char GameBoard[GameHeigth][GameWidth])  //Funktion för att placera ut användarens val
{

  int x, y;

    printf("\nEnter X,Y coordinates for your move(EX: 1 1): ");
    fflush(stdin);
    scanf("%d", &x); //Scannar in x + y koordinater
    scanf("%d", &y);
    x-- ,y--; //Tar bort 1 från båda talen så de kommer in på rätt plats i arrayen


    if(GameBoard[x][y]=='X'||GameBoard[x][y]=='O') //Om positionen spelaren angett är upptagen
    {
        printf("Invalid move, try again.\n");
        PlayerMove(GameBoard);
    }
    else //Om positionen inte är upptagen placera ut spelarens markör
        GameBoard[x][y] = 'X';

    return GameBoard;

}
Exemple #10
0
int turn( char board[ROWS][COLS], char mark, int cumulative_tries )
{
    int row;
    int col;
    int status;

    // Display current board
    // Query message before entering rows and cols
    clear_screen();
    printf("%c's turn! Go go go, %c!\n\n", mark, mark);
    DisplayBoard(board);
    printf("\n");
    row = enter_row();
    col = enter_col();

    printf("\n");
    status = 0;
    status = PlayerMove(row, col, board, mark);

    printf("\n");
    if ( status == 0 ) {
        if ( cumulative_tries == 3 ) {
            // Print something about not having forfeited turn
            return 1;
        }
        clear_screen();
        return turn( board, mark, cumulative_tries + 1 );
    }
    // Push back if invalid position was entered

    // display the board
    clear_screen();
    DisplayBoard(board);
    // display victory message
    return DisplayVictoryMessage( VictoryCheck(CONSECUTIVE_MARKS_REQUIRED, board) );
}
Exemple #11
0
int main()
{
	// declare variables
	char board[ROWS][COLS];

	// initialize board
	InitializeBoard(board);

	// populate the board with moves
	PlayerMove( 1,  1, board, MARKONE );
	PlayerMove( 1,  2, board, MARKONE );
	PlayerMove( 4,  3, board, MARKONE );
	PlayerMove( 1,  1, board, MARKTWO );
	PlayerMove( 6,  2, board, MARKTWO );
	PlayerMove( 4, 12, board, MARKTWO );

	// display the board
	DisplayBoard(board);

	// exit program
	return 0;
}
/*******************************************************************************************************
* GANE ENGINE - handles the looping of the game
*******************************************************************************************************/
void GameEngine()
{
	// user input variables
	const int userInputLimit = 11;
	char userInput[userInputLimit] = {};
	bool humanFinished = false;
	bool moveHuman = false;
	StringOO humanMove = "move south";
	int loopCount = 0;

	// location variables
	const int locationNum = 11;
	Location *Locations[locationNum] = {};
	int prevLocation = 0;
	int newLocation = 0;
	int finishLocation = locationNum - 1;

	// human player variables
	int humanLoc = 0;
	StringOO name = "Bruce";
	int strength = 10;
	int health = 100;
	int luck = 10;
	int intellegence = 10;

	// enemy variables
	const int enemyNum = 5;
	Enemy * Enemies[enemyNum] = {};

	// challenges variables
	const int challengeNum = 16;
	Challenge *Challenges[challengeNum] = {};

	// initialise Locations
	InitLocations(Locations);

	// initialise human
	Human Human(humanLoc, name, strength, health, luck, intellegence);

	// initialise Enemies
	InitEnemies(Enemies, enemyNum);

	// initialise Challenges
	InitChallenges(Challenges);
	//AllocateChallenges(Locations, locationNum);
	AllocateChallengesManually(Locations, locationNum);
	AddEnemyToChallenge(Challenges, enemyNum, challengeNum);

	// initial splash screen
	SetConsole();
	StartText(Human);

	// Game loop
	while (!humanFinished)
	{
		// print out details of room
		std::cout << Locations[Human.GetLocation()]->GetDescription() << std::endl;
		while (!moveHuman)
		{
			// get user to enter move
			std::cout << "+ ";
			std::cin.getline(userInput, userInputLimit);
			std::cout << std::endl;
			humanMove = userInput;
			if (loopCount == 5)
			{
				std::cout << "\n     ENOUGH ALREADY...YOUR MOVING SOUTH!! \n\n";
				//bored of guesses
				humanMove = "move south";
				loopCount = 0;
			}
			// determine the new location
			newLocation = PlayerMove(Human, humanMove, Locations[Human.GetLocation()]->GetAjacentLoc());

			// validate users move and if validate change their location
			if (ValidateMove(newLocation, prevLocation))
			{
				// set challenge user has to perform before progrogressing to the next room
				Human.SetChallenge(Locations[Human.GetLocation()]->GetPathChallenge(Human.GetHeading()));
				// challenge User
				Challenge *ChallengePtr = Challenges[Human.GetChallenge()];
				ApplyChallenge(ChallengePtr, Human, Enemies);
				// move user to new location
				prevLocation = Human.GetLocation();
				Human.SetPrevHeading(Human.GetHeading());
				Human.SetLocation(newLocation);
				moveHuman = true;
				loopCount = 0;
				std::cout << "\n***----------------------------*  pop!  *-------------------------------------**\n\n";
			}
			else
			{
				// invalid move try again
				moveHuman = false;
				loopCount++;
			}
		}
		// reset move
		moveHuman = false;
		//check if user is in the finish location
		if (Human.GetLocation() == finishLocation)
		{
			humanFinished = true;
			std::cout << Locations[Human.GetLocation()]->GetDescription() << std::endl;
			FinishText(Human);
		}

	}
	//DestroyEnemies(Enemies, enemyNum);
	for (int i = 0; i < enemyNum; i++)
	{
		delete Enemies[i];
	}
	//DestroyChallenges(Challenges, challengeNum);
	for (int i = 0; i < challengeNum; i++)
	{
		delete Challenges[i];
	}
	//DestroyLocations(Locations, locationNum);
	for (int i = 0; i < locationNum; i++)
	{
		delete Locations[i];
	}

}
/*
===========
SV_RunCmd
===========
*/
static void SV_RunCmd (usercmd_t *ucmd)
{
	edict_t		*ent;
	int			i, n;
	int			oldmsec;

	cmd = *ucmd;

	// chop up very long commands
	if (cmd.msec > 50)
	{
		oldmsec = ucmd->msec;
		cmd.msec = oldmsec/2;
		SV_RunCmd (&cmd);
		cmd.msec = oldmsec/2;
		cmd.impulse = 0;
		SV_RunCmd (&cmd);
		return;
	}

	if (!sv_player->v.fixangle)
		VectorCopy (ucmd->angles, sv_player->v.v_angle);

	sv_player->v.button0 = ucmd->buttons & 1;
	sv_player->v.button2 = (ucmd->buttons & 2)>>1;

	if (ucmd->buttons & 4 || sv_player->v.playerclass == CLASS_DWARF) // crouched?
		sv_player->v.flags2 = ((int)sv_player->v.flags2) | FL2_CROUCHED;
	else
		sv_player->v.flags2 = ((int)sv_player->v.flags2) & (~FL2_CROUCHED);

	if (ucmd->impulse)
		sv_player->v.impulse = ucmd->impulse;

//
// angles
// show 1/3 the pitch angle and all the roll angle
	if (sv_player->v.health > 0)
	{
		if (!sv_player->v.fixangle)
		{
			sv_player->v.angles[PITCH] = -sv_player->v.v_angle[PITCH]/3;
			sv_player->v.angles[YAW] = sv_player->v.v_angle[YAW];
		}
		sv_player->v.angles[ROLL] = 
				V_CalcRoll (sv_player->v.angles, sv_player->v.velocity)*4;
	}

	host_frametime = ucmd->msec * 0.001;
	if (host_frametime > HX_FRAME_TIME)
		host_frametime = HX_FRAME_TIME;

	if (!host_client->spectator)
	{
		pr_global_struct->frametime = host_frametime;

		pr_global_struct->time = sv.time;
		pr_global_struct->self = EDICT_TO_PROG(sv_player);
		PR_ExecuteProgram (pr_global_struct->PlayerPreThink);

		SV_RunThink (sv_player);
	}

	for (i = 0; i < 3; i++)
		pmove.origin[i] = sv_player->v.origin[i] + (sv_player->v.mins[i] - player_mins[i]);

	VectorCopy (sv_player->v.velocity, pmove.velocity);
	VectorCopy (sv_player->v.v_angle, pmove.angles);

	pmove.spectator = host_client->spectator;
//	pmove.waterjumptime = sv_player->v.teleport_time;
	pmove.numphysent = 1;
	pmove.physents[0].model = sv.worldmodel;
	pmove.cmd = *ucmd;
	pmove.dead = sv_player->v.health <= 0;
	pmove.oldbuttons = host_client->oldbuttons;
	pmove.hasted = sv_player->v.hasted;
	pmove.movetype = sv_player->v.movetype;
	pmove.crouched = (sv_player->v.hull == HULL_CROUCH);
	pmove.teleport_time = realtime + (sv_player->v.teleport_time - sv.time);

//	movevars.entgravity = host_client->entgravity;
	movevars.entgravity = sv_player->v.gravity;
	movevars.maxspeed = host_client->maxspeed;

	for (i = 0; i < 3; i++)
	{
		pmove_mins[i] = pmove.origin[i] - 256;
		pmove_maxs[i] = pmove.origin[i] + 256;
	}
#if 1
	AddLinksToPmove ( sv_areanodes );
#else
	AddAllEntsToPmove ();
#endif

#if 0
	{
		int	before, after;

		before = PM_TestPlayerPosition (pmove.origin);
		PlayerMove ();
		after = PM_TestPlayerPosition (pmove.origin);

		if (sv_player->v.health > 0 && before && !after )
			Con_Printf ("player %s got stuck in playermove!!!!\n", host_client->name);
	}
#else
	PlayerMove ();
#endif

	host_client->oldbuttons = pmove.oldbuttons;
//	sv_player->v.teleport_time = pmove.waterjumptime;
	sv_player->v.waterlevel = waterlevel;
	sv_player->v.watertype = watertype;
	if (onground != -1)
	{
		sv_player->v.flags = (int)sv_player->v.flags | FL_ONGROUND;
		sv_player->v.groundentity = EDICT_TO_PROG(EDICT_NUM(pmove.physents[onground].info));
	}
	else
		sv_player->v.flags = (int)sv_player->v.flags & ~FL_ONGROUND;

	for (i = 0; i < 3; i++)
		sv_player->v.origin[i] = pmove.origin[i] - (sv_player->v.mins[i] - player_mins[i]);

#if 0
	// truncate velocity the same way the net protocol will
	for (i = 0; i < 3; i++)
		sv_player->v.velocity[i] = (int)pmove.velocity[i];
#else
	VectorCopy (pmove.velocity, sv_player->v.velocity);
#endif

	VectorCopy (pmove.angles, sv_player->v.v_angle);

	if (!host_client->spectator)
	{
		// link into place and touch triggers
		SV_LinkEdict (sv_player, true);

		// touch other objects
		for (i = 0; i < pmove.numtouch; i++)
		{
			n = pmove.physents[pmove.touchindex[i]].info;
			ent = EDICT_NUM(n);

		// Why not just do an SV_Impact here?
		//	SV_Impact(sv_player,ent);

			if (sv_player->v.touch)
			{
				pr_global_struct->self = EDICT_TO_PROG(sv_player);
				pr_global_struct->other = EDICT_TO_PROG(ent);
				PR_ExecuteProgram (sv_player->v.touch);
			}
			if (!ent->v.touch || (playertouch[n/8]&(1<<(n%8))))
				continue;
			pr_global_struct->self = EDICT_TO_PROG(ent);
			pr_global_struct->other = EDICT_TO_PROG(sv_player);
			PR_ExecuteProgram (ent->v.touch);
			playertouch[n/8] |= 1 << (n%8);
		}
	}
}
Exemple #14
0
void Update()
{
	clock_t CurTime = clock(); // 현재 시각

	PlayerMove(CurTime);
}
Exemple #15
0
int main()
{
	// declare variables
	char board[ROWS][COLS];

	// Produce a NoWin condition
	// initialize board
	InitializeBoard(board);
	// populate board
	PlayerMove(1, 1, board, MARKONE);
	PlayerMove(1, 2, board, MARKONE);

	// display the board
	DisplayBoard(board);
	// display victory message
	DisplayVictoryMessage( VictoryCheck(CONSECUTIVE_MARKS_REQUIRED, board) );

	// Produce a horizontal victory
	// initialize board
	InitializeBoard(board);
	// populate board
	PlayerMove(1, 1, board, MARKONE);
	PlayerMove(1, 2, board, MARKONE);
	PlayerMove(1, 3, board, MARKONE);
	// display the board
	DisplayBoard(board);
	// display victory message
	DisplayVictoryMessage( VictoryCheck(CONSECUTIVE_MARKS_REQUIRED, board) );

	// Produce a vertical victory
	// initialize board
	InitializeBoard(board);
	// populate board
	PlayerMove(1, 1, board, MARKTWO);
	PlayerMove(2, 1, board, MARKTWO);
	PlayerMove(3, 1, board, MARKTWO);
	// display the board
	DisplayBoard(board);
	// display victory message
	DisplayVictoryMessage( VictoryCheck(CONSECUTIVE_MARKS_REQUIRED, board) );

	// Produce a diagonal-down victory
	// initialize board
	InitializeBoard(board);
	// populate board
	PlayerMove(1, 1, board, MARKONE);
	PlayerMove(2, 2, board, MARKONE);
	PlayerMove(3, 3, board, MARKONE);
	// display the board
	DisplayBoard(board);
	// display victory message
	DisplayVictoryMessage( VictoryCheck(CONSECUTIVE_MARKS_REQUIRED, board) );

	// Produce a diagonal-up victory
	// initialize board
	InitializeBoard(board);
	// populate board
	PlayerMove(3, 1, board, MARKTWO);
	PlayerMove(2, 2, board, MARKTWO);
	PlayerMove(1, 3, board, MARKTWO);
	// display the board
	DisplayBoard(board);
	// display victory message
	DisplayVictoryMessage( VictoryCheck(CONSECUTIVE_MARKS_REQUIRED, board) );

	// Produce a multiple player victory
	// initialize board
	InitializeBoard(board);
	// populate board
	PlayerMove(4, 1, board, MARKONE);
	PlayerMove(4, 2, board, MARKONE);
	PlayerMove(4, 3, board, MARKONE);
	PlayerMove(3, 1, board, MARKTWO);
	PlayerMove(2, 2, board, MARKTWO);
	PlayerMove(1, 3, board, MARKTWO);
	// display the board
	DisplayBoard(board);
	// display victory message
	DisplayVictoryMessage( VictoryCheck(CONSECUTIVE_MARKS_REQUIRED, board) );

	// Produce a tie
	// initialize board
	// InitializeBoard(board);
	// populate board
	// for (int k = 0; k < COLS; ) {
		/* code */
		// k % 2 == 0 ? k+=1 : k += 3;
	// }
	// display the board
	// DisplayBoard(board);
	// display victory message
	// DisplayVictoryMessage( VictoryCheck(CONSECUTIVE_MARKS_REQUIRED, board) );

	// exit program
	return 0;
}
Exemple #16
0
void tictactoe::on_btnBR_clicked()
{
  PlayerMove(BR);
}
Exemple #17
0
void tictactoe::on_btnBC_clicked()
{
  PlayerMove(BC);
}
void CBPGameMovement::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove )
{
	Assert( pMove && pPlayer );

	float flStoreFrametime = gpGlobals->frametime;

	//!!HACK HACK: Adrian - slow down all player movement by this factor.
	//!!Blame Yahn for this one.
	gpGlobals->frametime *= pPlayer->GetLaggedMovementValue();

	ResetGetPointContentsCache();

	Assert( player == pPlayer );
	player = pPlayer;

	mv = pMove;
	bpmv = (CBPMoveData*) pMove ;
	mv->m_flMaxSpeed = pPlayer->GetPlayerMaxSpeed();

	// Add trigger to history for interp stuff
	m_flInterpLTrigger.AddToTail( float_time( bpmv->m_flLTrigger, gpGlobals->curtime ) );
	m_flInterpRTrigger.AddToTail( float_time( bpmv->m_flRTrigger, gpGlobals->curtime ) );

	m_flLTriggerAvg = 0;
	for ( int i = 0; i < m_flInterpLTrigger.Count(); i++ )
		m_flLTriggerAvg += m_flInterpLTrigger[i].m_flValue;
	m_flLTriggerAvg /= m_flInterpLTrigger.Count();
	m_flLTriggerDiff = bpmv->m_flLTrigger - m_flLTriggerAvg;

	//DevMsg("Diff = %.2f - %.2f = %.2f\n",bpmv->m_flLTrigger,lDiff, m_flLTriggerDiff,m_flLTriggerDiff);
	
	m_flRTriggerAvg = 0;
	for ( int i = 0; i < m_flInterpRTrigger.Count(); i++ )
		m_flRTriggerAvg += m_flInterpRTrigger[i].m_flValue;
	m_flRTriggerAvg /= m_flInterpRTrigger.Count();
	m_flRTriggerDiff = bpmv->m_flRTrigger - m_flRTriggerAvg;


	int iCount = m_flInterpLTrigger.Count();
	for ( int i = iCount-1; i >= 0; i-- )
	{
		if ( m_flInterpLTrigger[i].m_flTime < gpGlobals->curtime-0.15 )
			m_flInterpLTrigger.Remove(i);
	}
	
	iCount = m_flInterpRTrigger.Count();
	for ( int i = iCount-1; i >= 0; i-- )
	{
		if ( m_flInterpRTrigger[i].m_flTime < gpGlobals->curtime-0.15 )
			m_flInterpRTrigger.Remove(i);
	}

	DiffPrint( "start %f %f %f", mv->GetAbsOrigin().x, mv->GetAbsOrigin().y, mv->GetAbsOrigin().z );

	// Run the command.
	PlayerMove();

	FinishMove();

	DiffPrint( "end %f %f %f", mv->GetAbsOrigin().x, mv->GetAbsOrigin().y, mv->GetAbsOrigin().z );

	//This is probably not needed, but just in case.
	gpGlobals->frametime = flStoreFrametime;
}
Exemple #19
0
void tictactoe::on_btnMR_clicked()
{
  PlayerMove(MR);
}
Exemple #20
0
void tictactoe::on_btnMC_clicked()
{
  PlayerMove(MC);
}
Exemple #21
0
void tictactoe::on_btnML_clicked()
{
  PlayerMove(ML);
}
Exemple #22
0
void tictactoe::on_btnTR_clicked()
{
  PlayerMove(TR);
}
Exemple #23
0
void ProcessGame(void)
{
	COORD movement;
	int monster, monstersAlive;

	movement.X = 0, movement.Y = 0;

	/* 移动玩家 */
	switch(iLastAction)
	{
		case 's':
		case 'S':
			Save();
			break;

		case VK_UP:
			movement.Y = -1;
			break;
		case VK_DOWN:
			movement.Y = 1;
			break;
		case VK_RIGHT:
			movement.X = 1;
			break;
		case VK_LEFT:
			movement.X = -1;
			break;

		case VK_HOME:
			movement.X = -1;
			movement.Y = -1;
			break;
		case VK_PRIOR:
			movement.X = 1;
			movement.Y = -1;
			break;
		case VK_END:
			movement.X = -1;
			movement.Y = 1;
			break;
		case VK_NEXT:
			movement.Y = 1;
			movement.Y = 1;
			break;

		case VK_INSERT:
			if(PlayerGetLeaps() > 0)
			{
				PlayerRandomLeap(cdArena);
				PlayerSetLeaps(PlayerGetLeaps() - 1);
			}
			break;

		case VK_ESCAPE:
			EndGame();
			iGameStatus = GameMainMenu;
			break;

		default:
			break;
	}/* switch */

	/* 移动 */
	if(movement.X != 0 || movement.Y != 0)
	{
		COORD playerPosition;
		PlayerGetPosition(&playerPosition);

		/* 如果在范围内,就相应的移动娃娃你家 */
		if(movement.X + playerPosition.X > 0
			&& movement.Y + playerPosition.Y > 0
			&& movement.X + playerPosition.X < cdArena.X
			&& movement.Y + playerPosition.Y < cdArena.Y)
		{
			PlayerMove(movement);
		}

		/* 编写怪物人工智能,检测是否会发生碰撞 */
		MoveMonsters();
		CheckCollisions();

		/* 检测是否还有怪物活着 */
		monstersAlive = 0;
		for(monster = 0; monster < iMonstersNumber; monster++)
		{
			/* 检验怪物是否死了 */
			if(cdpMonsters[monster].X == 0)
				continue;
			monstersAlive = 1;
			break;
		}/* end for */

		if(monstersAlive == 0)
		{
			iGameStatus = GameWon;
		}
	}/* 移动 if */
}
Exemple #24
0
void tictactoe::on_btnTL_clicked()
{
  PlayerMove(TL);
}
Exemple #25
0
void tictactoe::on_btnBL_clicked()
{
  PlayerMove(BL);
}
Exemple #26
0
void tictactoe::on_btnTC_clicked()
{
  PlayerMove(TC);
}
int main()
{
	sf::RenderWindow App(sf::VideoMode(800, 600, 32), "MyDemo");
    App.PreserveOpenGLStates(true);

	sf::Clock Clock;
	sf::Vector3f CamPos;

	// ======= Create some players =======
	Player p1;

	p1.SetRace('b');
	p1.SetID((int) Players.size());
	p1.SetCellPosition(0, 10);

	Players.push_back(p1);
	
	Player p2;

	p2.SetRace('a');
	p2.SetID((int) Players.size());
	p2.SetCellPosition(10, 10);
	
	Players.push_back(p2);

	// ======== Calculate 1/2 of map size ==========
	HalfMapSpaceSize = (int) Players.size() * CellsPerPlayer * (CellWidth / 2);
	HalfMapCellSize = (int) Players.size() * (CellsPerPlayer / 2);

	PreapareGrid();

	// ======== Place players in random corners of the map ========
	for (unsigned int i = 0; i < Players.size(); i++)
    {
		int a = i % 3, b = i / 3;
        Players[i].SetCellPosition(((HalfMapCellSize * 2) - 1) * ((a > 1) ? 1 : a), ((HalfMapCellSize * 2) - 1) * ((b > 1) ? 1 : b));
    }

	// ======= OpenGL settings =======
	glEnable(GL_DEPTH_TEST);
	glDepthMask(GL_TRUE);
	glClearDepth(1.f);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(90.f, 1.f, 1.f, 500.f);

	glClearColor(0.0f, 0.5f, 1.0f, 0.5f);

	// ======= Set camera position =======
	CamPos = sf::Vector3f(0, 100, 75);

	App.ShowMouseCursor(false);

	while (App.IsOpened())
    {
        sf::Event Event;

		while (App.GetEvent(Event))
        {
	        if (Event.Type == sf::Event::Resized)
                glViewport(0, 0, Event.Size.Width, Event.Size.Height);

			if (Event.Type == sf::Event::Closed || App.GetInput().IsKeyDown(sf::Key::Escape))
				App.Close();

			if (App.GetInput().IsKeyDown(sf::Key::W))
				CamPos.z -= 3;

			if (App.GetInput().IsKeyDown(sf::Key::S))
				CamPos.z += 3;

			if (App.GetInput().IsKeyDown(sf::Key::A))
				CamPos.x -= 3;

			if (App.GetInput().IsKeyDown(sf::Key::D))
				CamPos.x += 3;

			if (Event.Type == sf::Event::MouseButtonReleased)
			{
				if (Event.MouseButton.Button == sf::Mouse::Left)
				{
					sf::Vector3f v = ScreenToSpace(App.GetInput().GetMouseX(), App.GetInput().GetMouseY());

					int x1, z1; // cell indexes
					float x2, z2; // cell normal basis

					SpaceToCell(v.x, v.z, x1, z1, x2, z2);

					PlayerMove(x1, z1, Players[0]);
				}
			}
		}
		
		//  ======= Clear OpenGL state ======= 
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();

		if (true)
		{
			//  ======= Update camera view ======= 
			/*gluLookAt(Players[0].Model.GetPosition().GetX(), Players[0].Model.GetPosition().GetY() + 100, Players[0].Model.GetPosition().GetZ() + 75, 
					  Players[0].Model.GetPosition().GetX(), Players[0].Model.GetPosition().GetY(), Players[0].Model.GetPosition().GetZ(), 
					  0, 1, 0);*/

			gluLookAt(CamPos.x, CamPos.y, CamPos.z,
					  CamPos.x, CamPos.y - 100, CamPos.z - 75, 
					  0, 1, 0);

			DrawGrid();

			//  ======= Pick terrain point at mouse cursor position ======= 
			{
				sf::Vector3f v = ScreenToSpace(App.GetInput().GetMouseX(), App.GetInput().GetMouseY());

				int x1, z1; // cell indexes
				float x2, z2; // cell normal basis

				SpaceToCell(v.x, v.z, x1, z1);
				CellToSpace(x1, z1, x2, z2);

				//  ======= Draw normal ======= 
				glBegin(GL_LINES);
					glVertex3f(x2, 0, z2);
					glVertex3f(x2, 150, z2);
				glEnd();
			}

			//  ======= Render models ======= 
			for (unsigned int i = 0; i < Players.size(); i++)
			{
				float x1, x2;
				float time = Clock.GetElapsedTime();

				CellToSpace(Players[i].GetXCell(), Players[i].GetYCell(), x1, x2);

				Players[i].SetSpacePosition(x1,
					(float) (Players[i].GetModel().GetSize().GetY() / 4.f) + 6.5f, 
					x2);

				HighlightSquare(Players[i].GetXCell(), Players[i].GetYCell(), Players[i].GetWRadius(), sf::Color(1, 1, 0), 1);
				HighlightSquare(Players[i].GetXCell(), Players[i].GetYCell(), Players[i].GetARadius(), sf::Color(1, 0, 0), 2);

				Players[i].Draw(time);
			}
		}

		App.Display();
    }

	return EXIT_SUCCESS;
}