debugged move action, and some other render problems
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ade7d5d38b
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af2321fe71
@ -26,7 +26,7 @@ void create_epicenter(int x, int y, int type);
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void create_epicenter_random(int type);
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int generate(int x, int y);
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void create_map(t_pixel** map, t_team* teams, int w, int h){
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void create_map(int w, int h){
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int i,j;
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int type;
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@ -1,6 +1,6 @@
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#ifndef GENERATOR_H
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#define GENERATOR_H
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void create_map(t_pixel** map, t_team* teams, int width, int height);
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void create_map(int width, int height);
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#endif
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@ -15,7 +15,7 @@ int max(int a, int b)
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return a > b ? a : b;
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}
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void create_map(t_pixel** map, t_team* teams, int w, int h){
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void create_map(int w, int h){
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int i,j, k;
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int r = (w/NB_TEAMS < h ? w/NB_TEAMS : h)/2;
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@ -39,7 +39,7 @@ void create_map(t_pixel** map, t_team* teams, int w, int h){
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if(d == 0){
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map[i][j].type = SPAWN;
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map[i][j].data = malloc(sizeof(int));
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*(int*)(map[i][j].data) = k;
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*((int*)(map[i][j].data)) = k;
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}else{
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int l = (d-20)+(rand()%40);
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if(l > r+15){
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102
main.c
102
main.c
@ -13,10 +13,6 @@ typedef struct{
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int attack;
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} t_fight;
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t_pixel** map;
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t_team* teams;
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SDL_Surface* img;
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// temp code
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t_action purple_update(void* my_info, void* com_data, int my_id);
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t_action orange_update(void* my_info, void* com_data, int my_id);
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@ -45,7 +41,7 @@ void initWorld(){
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teams[i].dudes = malloc(sizeof(t_dude)*MAX_DUDES);
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teams[i].spawn.x = 0;
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teams[i].spawn.y = 0;
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teams[i].spawn_food = 0;
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teams[i].spawn_food = 10;
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teams[i].spawn_count = 0;
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}
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map = (t_pixel**)malloc(sizeof(t_pixel*)*WIDTH);
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@ -54,7 +50,7 @@ void initWorld(){
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// generate map
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printf("Generating map...\n");
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create_map(map, teams, WIDTH, HEIGHT);
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create_map(WIDTH, HEIGHT);
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// create image from map
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printf("Creating image from map...\n");
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@ -69,26 +65,25 @@ void updateTeam(t_team team){
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int i;
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t_action action;
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for(i=0; i<team.nb_dudes; i++){
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t_dude dude = team.dudes[i];
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action = team.update((void*)(dude.custom_data), (void*)(dude.com_data), i);
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handleAction(action, dude);
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action = team.update((void*)(team.dudes[i].custom_data), (void*)(team.dudes[i].com_data), i);
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handleAction(action, team.dudes+i);
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}
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}
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t_coord getPos(t_coord coord, int dir){
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switch(dir){
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case NORTH :
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coord.x++;
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break;
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case SOUTH :
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coord.x--;
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break;
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case WEST :
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coord.y++;
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break;
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case EAST :
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case SOUTH :
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coord.y--;
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break;
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case WEST :
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coord.x++;
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break;
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case EAST :
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coord.x--;
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break;
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}
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return coord;
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}
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@ -97,28 +92,27 @@ void spawnDudes(){
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int i;
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t_dude new_dude;
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for(i=0; i<NB_TEAMS; i++){
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t_team team = teams[i];
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if(team.spawn_food)
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team.spawn_count++;
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if(team.spawn_count > 10 && map[team.spawn.x][team.spawn.y].type == SPAWN){
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team.spawn_food--;
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if(teams[i].spawn_food > 0)
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teams[i].spawn_count++;
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if(teams[i].spawn_count > 10 && map[teams[i].spawn.x][teams[i].spawn.y].type == SPAWN){
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teams[i].spawn_food--;
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teams[i].spawn_count = 0;
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new_dude.pos = team.spawn;
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new_dude.team = team.team;
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new_dude.pos = teams[i].spawn;
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new_dude.team = teams[i].team;
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new_dude.inventory = -1;
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new_dude.ground.type = SPAWN;
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new_dude.ground.data = NULL;
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new_dude.custom_data = malloc(team.dude_size);
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memset(new_dude.custom_data, 0, team.dude_size);
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new_dude.ground = map[teams[i].spawn.x][teams[i].spawn.y];
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new_dude.custom_data = malloc(teams[i].dude_size);
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memset(new_dude.custom_data, 0, teams[i].dude_size);
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new_dude.com_data = NULL;
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team.dudes[team.nb_dudes++] = new_dude;
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teams[i].dudes[teams[i].nb_dudes++] = new_dude;
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}
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}
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}
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void handleAction(t_action action, t_dude dude){
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t_coord target_pos = getPos(dude.pos, action.dir);
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void handleAction(t_action action, t_dude* dude){
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t_coord target_pos = getPos(dude->pos, action.dir);
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t_pixel target = map[target_pos.x][target_pos.y];
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switch(action.type){
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case MOVE :
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@ -129,18 +123,21 @@ void handleAction(t_action action, t_dude dude){
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&& target.type != DUDE
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&& target.type != TREE
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)
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add_move(&dude, target_pos, map);
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add_move(dude, target_pos);
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break;
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case ATTACK :
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if(target.type == DUDE)
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addFight(dude, *((t_dude*)(target.data)));
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printf("forbidden action\n");
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//if(target.type == DUDE)
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// addFight(dude, *((t_dude*)(target.data)));
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break;
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case PICK :
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printf("forbidden action\n");
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// if target is resource :
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// put target in inventory
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// put grass on target
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break;
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case PUT :
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printf("forbidden action\n");
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// if target is grass or road or corpse
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// target = inventory
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// inventory = NULL
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@ -148,6 +145,7 @@ void handleAction(t_action action, t_dude dude){
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// spawn.food ++
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break;
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case WORK :
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printf("forbidden action\n");
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// switch target
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// case rock -> stone
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// case berries -> food
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@ -162,9 +160,11 @@ void handleAction(t_action action, t_dude dude){
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// case corpse -> grass
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break;
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case WAIT :
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printf("forbidden action\n");
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// ...
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break;
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case COMMUNICATE :
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printf("forbidden action\n");
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// if target is sign -> set sign message
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// if target is dude -> sent message to dude
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break;
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@ -173,41 +173,9 @@ void handleAction(t_action action, t_dude dude){
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void generateImg(){
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int i, j;
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Uint32 color;
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t_dude* dudeData;
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int* spawnData;
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for(i=0; i<WIDTH; i++){
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for(j=0; j<HEIGHT; j++){
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switch(map[i][j].type){
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case BEDROCK : color = 0x101020; break;
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case GRASS : color = 0x004400; break;
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case ROCK : color = 0x8C8C8C; break;
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case IRON_ORE : color = 0x917B61; break;
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case TREE : color = 0x000F0F; break;
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case BERRIES : color = 0x6B87C7; break;
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case FOOD : color = 0xFF7A7A; break;
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case WOOD : color = 0x634A22; break;
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case STONE : color = 0x999999; break;
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case IRON : color = 0x555555; break;
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case CORPSE : color = 0xFF0000; break;
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case DUDE :
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dudeData = map[i][j].data;
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color = dudeData->team == ORANGE ? 0xFF8000 : 0x9900FF;
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break;
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case SPAWN :
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spawnData = (int*)map[i][j].data;
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color = *spawnData == ORANGE ? 0xFFC080 : 0xD596FF;
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break;
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case WALL : color = 0xE6B2A1; break;
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case ROAD : color = 0xEDB287; break;
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case SWORD : color = 0xEBEBEB; break;
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case SIGN : color = 0xA37A50; break;
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default : color = 0x0000FF; break; // bleu absolu = bug
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}
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putpixel(img, i, j, color);
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//img->pixels[j * WIDTH + i] = color;
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putpixel(img, i, j, getColor(map[i][j]));
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}
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}
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}
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@ -242,7 +210,7 @@ int MAIN( int argc, char** argv )
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temps = SDL_GetTicks();
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SDL_PumpEvents();
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int i;
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//spawnDudes();
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spawnDudes();
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for(i=0; i<NB_TEAMS; i++)
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updateTeam(teams[i]);
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resolve_moves();
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9
main.h
9
main.h
@ -12,7 +12,7 @@
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#define OS "Linux"
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#endif
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#define MAX_FPS 60
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#define MAX_FPS 4
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#define MAX_DUDES 50
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#define WIDTH 400
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#define HEIGHT 250
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@ -49,6 +49,11 @@ typedef struct{
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void generateImg();
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void handleAction(t_action action, t_dude dude);
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void handleAction(t_action action, t_dude* dude);
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// variables globales
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t_pixel** map;
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t_team* teams;
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SDL_Surface* img;
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#endif
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2
orange.c
2
orange.c
@ -16,7 +16,7 @@ t_action orange_update(void* my_info, void* com_data, int my_id){
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t_action action;
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action.type = MOVE;
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action.dir = SOUTH;
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action.dir = rand()%4;
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action.data = NULL;
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return action;
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2
purple.c
2
purple.c
@ -16,7 +16,7 @@ t_action purple_update(void* my_info, void* com_data, int my_id){
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t_action action;
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action.type = MOVE;
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action.dir = NORTH;
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action.dir = rand()%4;
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action.data = NULL;
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return action;
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49
tools.c
49
tools.c
@ -10,10 +10,8 @@ t_move* clearMoves[MAX_DUDES*NB_TEAMS];
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int nb_clear = 0;
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t_move* occupiedMoves[MAX_DUDES*NB_TEAMS];
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int nb_occupied = 0;
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t_pixel** map;
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void add_move(t_dude* dude, t_coord dst, t_pixel** the_map){
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map = the_map;
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void add_move(t_dude* dude, t_coord dst){
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t_move* move = malloc(sizeof(t_move));
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move->dude = dude;
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move->dst = dst;
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@ -26,16 +24,19 @@ void add_move(t_dude* dude, t_coord dst, t_pixel** the_map){
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void applyMove(t_move* move){
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t_pixel target = map[move->dst.x][move->dst.y];
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map[move->dude->pos.x][move->dude->pos.y] = move->dude->ground;
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move->dude->ground = target;
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target.type = DUDE;
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target.data = move->dude;
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map[move->dude->pos.x][move->dude->pos.y] = move->dude->ground; // set the ground where the dude was
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move->dude->ground = target; // set the ground of the dude to where he goes
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map[move->dst.x][move->dst.y].type = DUDE; // set the target tile with the dude
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map[move->dst.x][move->dst.y].data = move->dude;
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putpixel(img, move->dst.x, move->dst.y, getColor(map[move->dst.x][move->dst.y]));
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putpixel(img, move->dude->pos.x, move->dude->pos.y, getColor(map[move->dude->pos.x][move->dude->pos.y]));
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move->dude->pos.x = move->dst.x;
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move->dude->pos.y = move->dst.y;
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}
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void resolve_moves(){
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int change = 1;
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int i;
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// clear moves
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while(nb_clear > 0){
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i = rand()%nb_clear;
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@ -46,7 +47,6 @@ void resolve_moves(){
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}
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clearMoves[i] = clearMoves[--nb_clear];
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}
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// occupied moves
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while(change){
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change = 0;
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@ -60,6 +60,37 @@ void resolve_moves(){
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nb_occupied = 0;
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}
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Uint32 getColor(t_pixel pixel){
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t_dude* dudeData;
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int* spawnData;
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switch(pixel.type){
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case BEDROCK : return 0x101020;
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case GRASS : return 0x719678;
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case ROCK : return 0x8C8C8C;
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case IRON_ORE : return 0x917B61;
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case TREE : return 0x003800;
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case BERRIES : return 0x4D6394;
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case FOOD : return 0xFF7A7A;
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case WOOD : return 0x634A22;
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case STONE : return 0x454545;
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case IRON : return 0x4A4036;
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case CORPSE : return 0xFF0000;
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case DUDE :
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dudeData = pixel.data;
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return dudeData->team == ORANGE ? 0x7A4100 : 0x9900FF;
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case SPAWN :
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spawnData = (int*)(pixel.data);
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if(spawnData == NULL) printf("WTF\n");
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return *spawnData == ORANGE ? 0xFFC080 : 0xD596FF;
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case WALL : return 0xE6B2A1;
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case ROAD : return 0xEDB287;
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case SWORD : return 0xEBEBEB;
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case SIGN : return 0xA37A50;
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default : return 0x0000FF; // bleu absolu = bug
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}
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}
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Uint32 getpixel(SDL_Surface *surface, int x, int y)
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{
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int bpp = surface->format->BytesPerPixel;
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4
tools.h
4
tools.h
@ -5,10 +5,12 @@
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#include "main.h"
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#include "team.h"
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void add_move(t_dude* dude, t_coord dst, t_pixel** the_map);
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void add_move(t_dude* dude, t_coord dst);
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void resolve_moves();
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Uint32 getColor(t_pixel pixel);
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void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel);
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Uint32 getpixel(SDL_Surface *surface, int x, int y);
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