//Fonction qui propose 2 affichages des caractéristiques du pokemon en fonction de l'entier : 0 sans attaques, 1 avec. Les \t et \n sont pour la présentation void get_Pokemon (int choix, Pokemon pok) { if (choix == 0) //sans les attaques { printf("Adversaire\tPokemon:%s \tNiveau:%d\tType:%s\n\t\t", pok.Nom, pok.LVL, int_type_to_string(pok.Type)); get_life(pok); printf("\t\tVie:%d/%d\n\n\n\n", pok.HP, pok.HPMAX); } else if (choix == 1) //avec les attaques { printf("Joueur\t\tPokemon:%s \tNiveau:%d\tType:%s\n\t\t", pok.Nom, pok.LVL, int_type_to_string(pok.Type)); get_life(pok); printf("\t\tVie:%d/%d\n\t\tAttaque:%d\t\tDefense:%d\n", pok.HP, pok.HPMAX, pok.ATK, pok.DEF); printf("Attaques : \n"); get_attack(pok.Attaques[0]); get_attack(pok.Attaques[1]); get_attack(pok.Attaques[2]); get_attack(pok.Attaques[3]); printf("\n\n\n"); } else { fprintf(stderr, "Il n'y a que 2 modes d'affichage : 0 et 1, %d est invalide", choix); exit(-1); } }
int main(int argc, char *argv[]) { srand((unsigned int)time(NULL));//ランダム関数の初期化 nq = atoi(argv[1]); if(!(nq > 0 && nq < 1000))//引数に0~999の数字が与えられなかった場合、8queenを解く { nq = 8; } int queens[1000];//クイーンの位置を格納する配列 queens[i]にはi列目のクイーンが何行目にあるか格納されている int conf[1000];//コンフリクトの数を格納する配列 int attacked[1000];//各クイーンの衝突数を格納する配列 attacked[i]にはi列目のクイーンがいくつ衝突しているか格納している int i,j; int num; int temp; //各クイーンの位置をランダムで初期化 init_queens(queens); get_attack(queens,attacked);//どのクイーンがいくつ衝突しているか計算 for(i=0;i<MAX_LOOP;i++) { if(check_attack(attacked)) { for(j=0;j<nq;j++)//結果出力 { printf("%d ",queens[j]); } printf("end\n"); return(0); } num = select_move_queen(attacked);//どのクイーンを動かすか選択 temp = queens[num]; for(j=0;j<nq;j++)//queens[num]がj列目にあるとき…のコンフリクトを計算 { //get_conf(queens,num)を使ってconf[]の各要素を計算すること // //ここにプログラムを書きくわえる // } queens[num] = temp; chenge_queen(queens,conf,num); get_attack(queens,attacked); } return(0); }
AudioProcessorState * AudioProcessor::get_state(vtime_t time) { AudioProcessorState *state = new AudioProcessorState; if (!state) return 0; // Channel order get_input_order(state->input_order); get_output_order(state->output_order); // Master gain state->master = get_master(); state->gain = get_gain(); // AGC options state->auto_gain = get_auto_gain(); state->normalize = get_normalize(); state->attack = get_attack(); state->release = get_release(); // DRC state->drc = get_drc(); state->drc_power = get_drc_power(); state->drc_level = get_drc_level(); // Matrix get_matrix(state->matrix); // Automatrix options state->auto_matrix = get_auto_matrix(); state->normalize_matrix = get_normalize_matrix(); state->voice_control = get_voice_control(); state->expand_stereo = get_expand_stereo(); // Automatrix levels state->clev = get_clev(); state->slev = get_slev(); state->lfelev = get_lfelev(); // Input/output gains get_input_gains(state->input_gains); get_output_gains(state->output_gains); // Input/output levels get_input_levels(time, state->input_levels); get_output_levels(time, state->output_levels); // SRC state->src_quality = get_src_quality(); state->src_att = get_src_att(); // Equalizer state->eq = get_eq(); state->eq_master_nbands = get_eq_nbands(CH_NONE); state->eq_master_bands = 0; if (state->eq_master_nbands) { state->eq_master_bands = new EqBand[state->eq_master_nbands]; get_eq_bands(CH_NONE, state->eq_master_bands, 0, state->eq_master_nbands); } for (int ch_name = 0; ch_name < CH_NAMES; ch_name++) { state->eq_nbands[ch_name] = get_eq_nbands(ch_name); state->eq_bands[ch_name] = 0; if (state->eq_nbands[ch_name]) { state->eq_bands[ch_name] = new EqBand[state->eq_nbands[ch_name]]; get_eq_bands(ch_name, state->eq_bands[ch_name], 0, state->eq_nbands[ch_name]); } } // Bass redirection state->bass_redir = get_bass_redir(); state->bass_freq = get_bass_freq(); state->bass_channels = get_bass_channels(); // Delays state->delay = get_delay(); state->delay_units = get_delay_units(); get_delays(state->delays); // Dithering state->dithering = get_dithering(); return state; }