void	Event::gen_level_campaign(int level, int boss, bool coop) {
	int tmpx = 0, tmpy = 0;
	int p_x = 2 + (rand() % (globject::mapX_size - 4));
	int p_y = 2 + (rand() % (globject::mapY_size - 4));
	boss = (boss > 0) ? 0 : 1;
	fill_border_map();
	this->char_list.push_back(Factory::create_player(0, (float)p_x, (float)p_y, PLAYER1)); // change model
	if (coop == true) {
		p_x = 2 + (rand() % (globject::mapX_size - 4));
		p_y = 2 + (rand() % (globject::mapY_size - 4));
		while (check_coord(0, (float)p_x, (float)p_y) != true) {
			p_x = 2 + (rand() % (globject::mapX_size - 4));
			p_y = 2 + (rand() % (globject::mapY_size - 4));
			}
			this->char_list.push_back(Factory::create_player(0, (float)p_x, (float)p_y, PLAYER2)); // change model
	}

	int i = 0;
	while (i < (level % 3) + boss) {
		tmpx = 2 + (rand() % (globject::mapX_size - 4));
		tmpy = 2 + (rand() % (globject::mapY_size - 4));
		if (check_coord(0, (float)tmpx, (float)tmpy) == true) {
			if (boss == 1)
				this->char_list.push_back(Factory::create_boss(0, (float)tmpx, (float)tmpy, BOSS_A, BOSS_A)); // change model
			else
				this->char_list.push_back(Factory::create_enemy(0, (float)tmpx, (float)tmpy, ENEMY1)); // change model
			i++;
		}
	}
	gen_obstacle((level / 3));
}
Exemple #2
0
int		is_room(char *line)
{
	char	**info_room;

	info_room = NULL;
	if (!(ft_strchr(line, ' ')) || nb_space(line) != 1)
		return (0);
	info_room = ft_strsplit(line, ' ');
	if (!(check_nb_data(info_room)))
	{
		free_split(info_room);
		return (0);
	}
	if (!(check_name(info_room[0])))
	{
		free_split(info_room);
		return (0);
	}
	if (!(check_coord(info_room[1])) || !(check_coord(info_room[2])))
	{
		free_split(info_room);
		return (0);
	}
	free_split(info_room);
	return (1);
}
void 	check_tetriminos(t_env *e)
{
	valid_piece(e);
	check_coord(X);
	add_nb_tetri(&NB_TETRI, X);
	check_limit_tetri(NB_TETRI);
	add_width_and_save(NB_TETRI, &MAP_WIDTH, &MAP_WIDTH_SAVED);
	check_tetriminos_sharp(e);
}
void	Event::gen_level_arena(int level, int coop) {
	int i = 0, tmpx = 0, tmpy = 0;

	fill_border_map();
	while (i < coop) {
		int p_x = 2 + (rand() % (globject::mapX_size - 4));
		int p_y = 2 + (rand() % (globject::mapY_size - 4));
		if (check_coord(0, (float)p_x, (float)p_y) == true) {
			this->char_list.push_back(Factory::create_player(0, (float)p_x, (float)p_y, PLAYER1 + i));
			i++;
		}
	}
	tmpx = 2 + (rand() % (globject::mapX_size - 4));
	tmpy = 2 + (rand() % (globject::mapY_size - 4));
	while (check_coord(0, (float)tmpx, (float)tmpy) != true) {
		tmpx = 2 + (rand() % (globject::mapX_size - 4));
		tmpy = 2 + (rand() % (globject::mapY_size - 4));
	}
	this->char_list.push_back(Factory::create_boss(0, (float)tmpx, (float)tmpy, BOSS_A, BOSS_A));
	gen_obstacle((level / 3));
}
void	Event::gen_level_multi(int level, int coop) {
	int i = 0;

	fill_border_map();
	while (i < coop) {
		int p_x = 2 + (rand() % (globject::mapX_size - 4));
		int p_y = 2 + (rand() % (globject::mapY_size - 4));
		if (check_coord(0, (float)p_x, (float)p_y) == true) {
			this->char_list.push_back(Factory::create_player(0, (float)p_x, (float)p_y, PLAYER1 + i)); // change model
			i++;
		}
	}
	gen_obstacle((level / 3));
}
void	Event::gen_obstacle(int difficulty) {
	int block = ((globject::mapX_size - 2) * (globject::mapY_size - 2));
	int tmpx = 0, tmpy = 0;

	while (block >= 0) {
		tmpx = 1 + (rand() % (globject::mapX_size - 2));
		tmpy = 1 + (rand() % (globject::mapY_size - 2));
		if (check_coord(1, (float)tmpx, (float)tmpy) == true) {
			delete this->map[tmpy][tmpx];
            this->map[tmpy][tmpx] = NULL;
			if (rand() % 20 <= 2)
				this->map[tmpy][tmpx] = Factory::create_wall(WALL_INDESTRUCTIBLE, (float)tmpx, (float)tmpy, WALL_INDESTRUCTIBLE);
			else
				this->map[tmpy][tmpx] = Factory::create_wall(rand_range(WALL_HP_1, 1 + difficulty), (float)tmpx, (float)tmpy, WALL_HP_1);
		}
		block--;
	}
}
void		check_tetriminos_sharp(t_env *e)
{
	int		count;

	count = 0;
	X = 0;
	Y = 0;
	while (TETRI_TAB[X] != NULL)
	{
		while (TETRI_TAB[X][Y] != '\0')
		{
			if (TETRI_TAB[X][Y] == '#')
				count++;
			Y++;
		}
		check_coord(count);
		X++;
	}
}
Exemple #8
0
void			solver(t_fill *fill)
{
	fill->map_size = 2;
	while (fill->map_size * fill->map_size < fill->num_piece * 4)
		fill->map_size++;
	init_map(fill->map_size, fill->map);
	fill->piece = 0;
	while (fill->piece <= fill->num_piece)
	{
		if (check_place(fill->parsing[fill->piece],
					&fill->coord[fill->piece], fill->map))
		{
			place(fill->parsing[fill->piece], &fill->coord[fill->piece],
					fill->map, 'A' + fill->piece);
			fill->piece++;
		}
		else if (check_coord(&fill->coord[fill->piece], fill->map_size))
			update_coord(&fill->coord[fill->piece], fill->map_size);
		else
			solver_bis(fill);
	}
}