int main(int argc, char **argv) { t_fillit *linear; t_info l; char *map; if (argc != 2) { write(1, "usage: ./fillit file\n", 21); return (0); } if (!check(argv[1]) || open(argv[1], O_RDONLY) == -1) { write(1, "error\n", 6); return (0); } linear = full_it(argv[1], &l); min_map(&l); map = generate_map(l.min); while (resolve(&linear, &l, &map) != 1) { l.min++; ft_strdel(&map); map = generate_map((&l)->min); } return (0); }
void MultisphereParallel::restart(double *list) { bool dummy = false; int m = 0, nrecv_this; int nbody_all_old = static_cast<int> (list[m++]); nbody_ = nbody_all_ = 0; for(int i = 0; i < nbody_all_old; i++) { nrecv_this = static_cast<int>(list[m]); double *x_bnd = &(list[m+1]); if(domain->is_in_subdomain(x_bnd)) { customValues_.addZeroElement(); customValues_.deleteRestartElement(nbody_,dummy,dummy,dummy); customValues_.popElemFromBuffer(&(list[m+4]),OPERATION_RESTART,dummy,dummy,dummy); nbody_++; } m += nrecv_this; } // do initialization tasks MPI_Sum_Scalar(nbody_,nbody_all_,world); generate_map(); reset_forces(true); }
void reset_game(void) { t_link *l; t_users *u; int seed; printf("Team %s won!\n", g_info.winner->name); lookup(g_info.users, graphics_seg(g_info.winner->name), ¬ify_graphic); while ((l = lookup_and_pop(g_info.users, NULL, &find_player)) != NULL) { u = (t_users*)l->ptr; u->team->free_slots = g_info.world.clients_per_team; u->team->nb_max_lvl = 0; lookup(g_info.users, graphics_pdi(u), ¬ify_graphic); delete_link(l, &free_users); } free_map(g_info.map); if (g_info.world.seed_spec == true) seed = g_info.world.seed; else seed = time(NULL); if ((g_info.map = generate_map(g_info.world.x, g_info.world.y, seed)) == NULL) leave("Failed to generate map"); g_info.winner = NULL; g_info.end_game = false; log_msg(stdout, "Game restarted!\n"); }
config default_map_generator::create_scenario() { DBG_NG << "creating scenario...\n"; config res = cfg_.child_or_empty("scenario"); DBG_NG << "got scenario data...\n"; std::map<map_location,std::string> labels; DBG_NG << "generating map...\n"; try{ res["map_data"] = generate_map(&labels); } catch (mapgen_exception& exc){ res["map_data"] = ""; res["error_message"] = exc.message; } DBG_NG << "done generating map..\n"; for(std::map<map_location,std::string>::const_iterator i = labels.begin(); i != labels.end(); ++i) { if(i->first.x >= 0 && i->first.y >= 0 && i->first.x < static_cast<long>(width_) && i->first.y < static_cast<long>(height_)) { config& label = res.add_child("label"); label["text"] = i->second; i->first.write(label); } } return res; }
int main() { srand(time(NULL)); window = initscr(); if (window == NULL) { fprintf(stderr, "error initialising curses.\n"); return 1; } start_color(); if (has_colors() && COLOR_PAIRS >= 13) { init_colors(); } curs_set(0); // hide the cursor noecho(); // do not show characters when they've been typed generate_map(); player = (Player) { .x_pos = 5, .y_pos = 5, .inventory = { (Item) { "", 0 } } }; loop('\0'); char key = '\0'; while (key != 27) { // 27 = escape key key = getch(); loop(key); } quit(window); }
int tuxrts_init(char *object_name, char *map_name, int players) { FILE *fp; object_counter = 0; if(!init_players(players, 1)) { printf("No players created!\n"); DEBUGMSG(debug_game, "No players created!"); return 0; } fp = LoadObj("objects"); if(fp == NULL) { printf("File not found!\n"); DEBUGMSG(debug_game, "File not found!"); return 0; } printf("Object files in memory!\n"); if(objects_xml(fp)) { printf("Error parsing file!"); DEBUGMSG(debug_game, "Error loading the objects description file.\n"); return 0; } printf("Object file parsed.\n"); fp = LoadMap(map_name); if(fp == NULL) { DEBUGMSG(debug_game, "File not found!"); return 0; } printf("Map file in memory.\n"); if(map_xml(fp)) { printf("Error parsing file!"); DEBUGMSG(debug_game, "Error loading the map file.\n"); return 0; } printf("Map file parsed!\n"); if(create_gmaps(players)) { printf("Couldn't generate grpah mesh!\n"); return 0; } generate_map(); if(!panel_init()) { printf("Error loading GUI.\n"); return 0; } return 1; }
int main(){ node* map = generate_map(); printf("%f %f\n", map->pos.x, map->pos.y); printf("size = %d\n", sizeof(map)); int start = rand() % 10; int end = rand() % 10; while(end == start) end = rand() % 10; node* p_node = &map[start]; point* p_end = &map[end].pos; printf("%d :%f, %f\n", start, p_node->pos.x, p_node->pos.y); printf("%d :%f, %f\n", end, p_end->x, p_end->y); std::ofstream myfile; myfile.open("start_end.dat"); myfile << p_node->pos.x << " " << p_node->pos.y << std::endl; myfile << p_end->x << " " << p_end->y << std::endl; myfile.close(); printf("JUST DOIT\n"); dfs(*p_node, *p_end); delete[] map; printf("final"); //starting_edge = node(); //ending_position_x, ending_position_y; return 0; }
int main(int argc, char* argv[]) { // Start the Dark Core Reactor! dc_init(640, 480); world = dc_world_create(); generate_map(&world); dc_object obj = dc_object_create(); dc_object_set_x(&obj, 10); dc_object_set_y(&obj, 1); dc_object_set_on_key_press(&obj, obj_on_key_press); dc_world_add_object(&world, &obj); // Load the texture struct dc_texture tex; dc_texture_create(&tex, "resources/grass-tiles-2-small.png", "png"); dc_world_add_texture(&world, &tex); // Map tiles to texture dc_tile t1, t2, t3; dc_texture_map(&world, &t1, "Grass", 0, 0, 6, 2, 0); dc_world_add_tile(&world, &t1); dc_texture_map(&world, &t2, "Grass", 5, 0, 6, 2, 0); dc_world_add_tile(&world, &t2); dc_texture_map(&world, &t3, "Dirt", 4, 0, 6, 2, 1); dc_world_add_tile(&world, &t3); dc_run(&world); dc_texture_destory(&tex); return 0; }
int main(int argc, char *argv[]) { FILE *out = stdout; struct options *options = options_alloc(argc, argv); if (options->error || options->help) { options_print_usage(options); return options->error? EXIT_FAILURE : EXIT_SUCCESS; } if (action_game == options->action) { play_game(options->rnd); } else if (action_tui == options->action) { run_tui(); } else { fprintf(out, "Fiends and Fortune\n"); switch (options->action) { case action_character: generate_character(options->rnd, out, options->character_method); break; case action_check: check(out, options->check_constant); break; case action_dungeon: if (options->dungeon_type_small) { generate_sample_dungeon(options->rnd, out); } else { generate_random_dungeon(options->rnd, out); } break; case action_each: generate_each_treasure(options->rnd, out); break; case action_magic: generate_magic_items(options->rnd, out, options->magic_count); break; case action_map: generate_map(options->rnd, out); break; case action_table: generate_treasure_type_table(out); break; case action_treasure: generate_treasure_type(options->rnd, out, options->treasure_type); break; default: fprintf(stderr, "%s: unrecognized option\n", options->command_name); break; } fprintf(out, "\n"); } options_free(options); alloc_count_is_zero_or_die(); return EXIT_SUCCESS; }
/** * Processes source code, writing the result to the output file. */ int generate(Pool *pool, FILE *out, Dynamic node) { if(node.type == type_lookup) return generate_lookup(pool, out, node.p); if(node.type == type_macro_call) return generate_macro_call(pool, out, node.p); if(node.type == type_outline_item)return generate_outline_item(pool, out, node.p); if(node.type == type_map) return generate_map(pool, out, node.p); if(node.type == type_for) return generate_for(pool, out, node.p); if(node.type == type_code_text) return generate_code_text(pool, out, node.p); assert(0); return 0; }
static void check(FILE *out, uint32_t constant) { struct rnd *fake_rnd = rnd_alloc_fake_fixed(constant); generate_treasure_type_table(out); generate_map(fake_rnd, out); generate_each_treasure(fake_rnd, out); generate_sample_dungeon(fake_rnd, out); generate_random_dungeon(fake_rnd, out); generate_character(fake_rnd, out, characteristic_generation_method_simple); generate_character(fake_rnd, out, characteristic_generation_method_1); generate_character(fake_rnd, out, characteristic_generation_method_2); generate_character(fake_rnd, out, characteristic_generation_method_3); generate_character(fake_rnd, out, characteristic_generation_method_4); generate_character(fake_rnd, out, characteristic_generation_method_general_NPC); generate_character(fake_rnd, out, characteristic_generation_method_special_NPC); rnd_free(fake_rnd); }
l_link::l_link() { for(uint32_t i = 0; i < DIRECTIONS; ++i){ if(i == 0){ directions[i] = EAST; } else if(i == 1){ directions[i] = SOUTH; } else if(i == 2){ directions[i] = WEST; } else{ directions[i] = NORTH; } }//for memset(&path, 0, sizeof(path)); pair_count = 0; find_pairs = 0; generate_map(); }
/** Standalone testprogram for the mapgenerator. */ int main(int argc, char** argv) { int x = 50, y = 50, iterations = 50, hill_size = 50, lakes=3, nvillages = 25, nplayers = 2; if(argc >= 2) { x = std::stoi(argv[1]); } if(argc >= 3) { y = std::stoi(argv[2]); } if(argc >= 4) { iterations = std::stoi(argv[3]); } if(argc >= 5) { hill_size = std::stoi(argv[4]); } if(argc >= 6) { lakes = std::stoi(argv[5]); } if(argc >= 7) { nvillages = std::stoi(argv[6]); } if(argc >= 8) { nplayers = std::stoi(argv[7]); } srand(time(nullptr)); std::cout << generate_map(x,y,iterations,hill_size,lakes,nvillages,nplayers) << "\n"; }
int main(int ac, char **av) { int i; if (ac > 1) { i = 1; while (i < ac) { if (ac != 2) put_file_path(av[i]); solve_map(av[i++]); } } else { generate_map(); solve_map(MAP_PATH); if ((i = open(MAP_PATH, O_TRUNC)) <= 0) create_error(MAP_PATH); close(i); } return (0); }
std::string default_map_generator::create_map() { return generate_map(); }
std::string default_map_generator::create_map(boost::optional<uint32_t> randomseed) { return generate_map(nullptr, randomseed); }
int main (void) { generate_map(); show_map(); return 0; }
std::string default_map_generator::create_map(const std::vector<std::string>& args) { return generate_map(args); }