void initLocations2012() { clearLocationList(getNavigationLocationList()); // -> General locations addNavigationLocation(&startAreaLocation, START_AREA, START_AREA_X, START_AREA_Y); #ifdef INCLUDE_HOMOLOGATION addNavigationLocation(&startAreaFrontLocation, START_AREA_FRONT, START_AREA_FRONT_X, START_AREA_FRONT_Y); #endif addNavigationLocation(&bullion1Location, BULLION_1, BULLION_1_X, BULLION_1_Y); addNavigationLocation(&bottle1Location, BOTTLE_1, BOTTLE_1_X, BOTTLE_1_Y); addNavigationLocation(&bottle2FrontLocation, BOTTLE_2_FRONT, BOTTLE_2_FRONT_X, BOTTLE_2_FRONT_Y); addNavigationLocation(&bottle2Location, BOTTLE_2, BOTTLE_2_X, BOTTLE_2_Y); //addNavigationLocation(&cdTakeLocation, CD_TAKE, CD_TAKE_X, CD_TAKE_Y); addNavigationLocation(&dropZone1Location, DROP_ZONE_1, DROP_ZONE_1_X, DROP_ZONE_1_Y); addNavigationLocation(&frontOfMapLocation, FRONT_OF_MAP_LOCATION, FRONT_OF_MAP_LOCATION_X, FRONT_OF_MAP_LOCATION_Y); // -> Bullion 1 addNavigationLocation(&bullionRight1Location, BULLION_RIGHT_1, BULLION_RIGHT_1_X, BULLION_RIGHT_1_Y); addNavigationLocation(&bullionLeft1Location, BULLION_LEFT_1, BULLION_LEFT_1_X, BULLION_LEFT_1_Y); // -> Bullion 2 / Opponent CD addNavigationLocation(&bullionMiddle2Location, BULLION_MIDDLE_2, BULLION_MIDDLE_2_X, BULLION_MIDDLE_2_Y); addNavigationLocation(&obstacleL1Location, OBSTACLE_L1, OBSTACLE_L_X, OBSTACLE_1_Y); addNavigationLocation(&obstacleL2Location, OBSTACLE_L2, OBSTACLE_L_X, OBSTACLE_2_Y); addNavigationLocation(&obstacleL3Location, OBSTACLE_L3, OBSTACLE_L_X, OBSTACLE_3_Y); addNavigationLocation(&obstacleL4Location, OBSTACLE_L4, OBSTACLE_L_X, OBSTACLE_4_Y); addNavigationLocation(&obstacleM1Location, OBSTACLE_M1, OBSTACLE_M_X, OBSTACLE_1_Y); addNavigationLocation(&obstacleM2Location, OBSTACLE_M2, OBSTACLE_M_X, OBSTACLE_4_Y); addNavigationLocation(&obstacleR1Location, OBSTACLE_R1, OBSTACLE_R_X, OBSTACLE_1_Y); addNavigationLocation(&obstacleR2Location, OBSTACLE_R2, OBSTACLE_R_X, OBSTACLE_2_Y); addNavigationLocation(&obstacleR3Location, OBSTACLE_R3, OBSTACLE_R_X, OBSTACLE_3_Y); addNavigationLocation(&obstacleR4Location, OBSTACLE_R4, OBSTACLE_R_X, OBSTACLE_4_Y); }
void printStrategyAllDatas(OutputStream* outputStream) { printLocationList(outputStream, "navigationLocationList:", getNavigationLocationList()); printPathList(outputStream, "navigationPathList:", getNavigationPathList()); printGameTargetList(outputStream); printGameStrategyList(outputStream); printGameStrategyContext(outputStream, getStrategyContext()); }
/** * Change the location for color. */ void changeLocationsForColor(GameStrategyContext* gameStrategyContext) { if (isViolet(gameStrategyContext)) { return; } Navigation* navigation = gameStrategyContext->navigation; LocationList* locationList = getNavigationLocationList(navigation); unsigned int i; unsigned int size = locationList->size; for (i = 0; i < size; i++) { Location* location = getLocation(locationList, i); location->y = (float) (GAMEBOARD_HEIGHT - location->y); } }