381 lines
8.6 KiB
C
Executable File
381 lines
8.6 KiB
C
Executable File
#include "main.h"
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#include "team.h"
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#include "tools.h"
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#include "generator.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <math.h>
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#include <string.h>
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typedef struct{
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t_dude dude1;
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t_dude dude2;
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int attack;
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} t_fight;
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// temp code
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t_action purple_update(void* my_info, void* com_data, int my_id, int success);
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t_action orange_update(void* my_info, void* com_data, int my_id, int success);
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int get_purple_size();
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int get_orange_size();
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void initWorld(int width, int height){
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int i;
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// allocations
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printf("Allocating memory...\n");
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teams = malloc(sizeof(t_team)*NB_TEAMS);
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for(i=0; i<NB_TEAMS; i++){
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teams[i].team = i;
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switch(i){
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case ORANGE :
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teams[i].dude_size = get_orange_size();
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teams[i].update = orange_update;
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break;
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case PURPLE :
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teams[i].dude_size = get_purple_size();
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teams[i].update = purple_update;
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break;
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}
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teams[i].nb_dudes = 0;
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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 = 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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for(i=0; i<width; i++)
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map[i] = (t_pixel*)malloc(sizeof(t_pixel)*height);
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// generate map
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printf("Generating map...\n");
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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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generateImg(width, height);
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}
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void addFight(t_dude dude, t_dude other_dude){
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}
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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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action = team.update((void*)(team.dudes[i].custom_data), (void*)(team.dudes[i].com_data), i, team.dudes[i].success);
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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.y++;
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break;
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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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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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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 = 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.success = 1;
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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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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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t_pixel target = map[target_pos.x][target_pos.y];
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int* nb_res;
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switch(action.type){
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case MOVE :
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dude->success = 0;
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if( target.type != WALL
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&& target.type != ROCK
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&& target.type != BEDROCK
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&& target.type != IRON_ORE
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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);
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break;
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case ATTACK :
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printf("forbidden action\n"); // TODO : implement that
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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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nb_res = target.data;
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if(target.type >= FOOD && target.type <= SWORD && dude->inventory == -1){
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dude->inventory = target.type;
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(*nb_res)--;
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if(*nb_res < 1){
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free(nb_res);
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map[target_pos.x][target_pos.y].type = GRASS;
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map[target_pos.x][target_pos.y].data = NULL;
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}
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}else
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dude->success = 0;
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break;
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case PUT :
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if(dude->inventory != -1 && (target.type == GRASS || target.type == dude->inventory)){
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if(target.type == GRASS){
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map[target_pos.x][target_pos.y].type = dude->inventory;
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nb_res = malloc(sizeof(int));
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*nb_res = 1;
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map[target_pos.x][target_pos.y].data = nb_res;
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}else{
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nb_res = target.data;
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(*nb_res)++;
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}
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dude->inventory = -1;
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}else
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dude->success = 0;
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break;
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case WORK :
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dude->success = 1;
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switch(target.type){
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case ROCK :
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map[target_pos.x][target_pos.y].type = STONE;
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nb_res = malloc(sizeof(int));
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*nb_res = 1;
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map[target_pos.x][target_pos.y].data = nb_res;
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break;
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case BERRIES :
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map[target_pos.x][target_pos.y].type = FOOD;
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nb_res = malloc(sizeof(int));
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*nb_res = 1;
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map[target_pos.x][target_pos.y].data = nb_res;
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break;
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case TREE :
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map[target_pos.x][target_pos.y].type = WOOD;
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nb_res = malloc(sizeof(int));
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*nb_res = 1;
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map[target_pos.x][target_pos.y].data = nb_res;
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break;
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case IRON_ORE :
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map[target_pos.x][target_pos.y].type = IRON;
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nb_res = malloc(sizeof(int));
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*nb_res = 1;
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map[target_pos.x][target_pos.y].data = nb_res;
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break;
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case GRASS :
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map[target_pos.x][target_pos.y].type = ROAD;
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map[target_pos.x][target_pos.y].data = NULL;
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break;
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case ROAD :
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map[target_pos.x][target_pos.y].type = GRASS;
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map[target_pos.x][target_pos.y].data = NULL;
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break;
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case STONE :
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nb_res = target.data;
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if(*nb_res != 1)
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dude->success = 0;
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else{
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free(target.data);
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map[target_pos.x][target_pos.y].type = WALL;
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map[target_pos.x][target_pos.y].data = NULL;
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}
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break;
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case IRON :
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nb_res = target.data;
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if(*nb_res != 1)
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dude->success = 0;
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else
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map[target_pos.x][target_pos.y].type = SWORD;
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break;
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// TODO : case wood -> sign
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// TODO : case sign -> wood
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default :
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dude->success = 0;
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break;
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}
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break;
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case WAIT :
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dude->success = 1;
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break;
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case COMMUNICATE :
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printf("forbidden action\n"); // TODO : implement that
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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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}
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}
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void generateImg(int width, int height){
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img = SDL_CreateRGBSurface(0, width, height, 32, 0, 0, 0, 0);
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int i, j;
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for(i=0; i<width; i++){
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for(j=0; j<height; j++){
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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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SDL_Surface* initSDL(int width, int height, int fullscreen)
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{
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SDL_Surface* screen;
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srand(time(NULL));
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if(fullscreen)
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screen = SDL_SetVideoMode(width, height, 32, SDL_HWSURFACE | SDL_DOUBLEBUF | SDL_FULLSCREEN);
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else
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screen = SDL_SetVideoMode(width, height, 32, SDL_HWSURFACE | SDL_DOUBLEBUF);
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SDL_WM_SetCaption("Pixel Wars", NULL);
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SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 255, 255, 255));
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if (SDL_Init(SDL_INIT_VIDEO) == -1)
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{
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fprintf(stderr, "Erreur d'initialisation de la SDL");// and you don't want my french comment :p
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exit(EXIT_FAILURE);
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}
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return screen;
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}
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void render(SDL_Surface* screen, int x_offset, int y_offset, int zoom_level){
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int i, j, x, y;
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SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0));
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for(i=0; i<screen->w; i++){
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for(j=0; j<screen->h; j++){
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x = i/zoom_level + x_offset;
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y = j/zoom_level + y_offset;
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if(x >= 0 && x < img->w && y >= 0 && y < img->h)
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putpixel(screen, i, j, getpixel(img, x, y));
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}
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}
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}
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int MAIN
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{
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SDL_Surface* screen;
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SDL_Event event;
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int i;
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int paused = 0;
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int x_offset = 0;
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int y_offset = 0;
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int zoom_level = 1;
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int over = 0;
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int wait_time = 100;
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int fullscreen = 0;
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int width = DEFAULT_WIDTH;
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int height = DEFAULT_HEIGHT;
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#ifndef _WIN32
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argv++;
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while(argc > 1){ // pas initialisé sur windows
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printf("%s\n", argv[0]);
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switch(argv[0][0]){
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case 'f' :
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fullscreen = 1;
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break;
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case 't' :
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wait_time = atoi(argv[0]+2);
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break;
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case 'w' :
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width = atoi(argv[0]+2);
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break;
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case 'h' :
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height = atoi(argv[0]+2);
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break;
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default :
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break;
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}
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argv++;
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argc--;
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}
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#endif
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screen = initSDL(width, height, fullscreen);
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initWorld(width, height);
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SDL_Flip(img);
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printf("Launching simulation...\n");
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while (!over){
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while(SDL_PollEvent(&event)){
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switch (event.type){
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case SDL_KEYDOWN:
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switch(event.key.keysym.sym) {
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case SDLK_ESCAPE :
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over = 1;
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break;
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case SDLK_UP :
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y_offset--;
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break;
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case SDLK_DOWN :
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y_offset++;
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break;
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case SDLK_LEFT :
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x_offset--;
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break;
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case SDLK_RIGHT :
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x_offset++;
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break;
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case SDLK_PAGEUP :
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zoom_level++;
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break;
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case SDLK_PAGEDOWN :
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zoom_level--;
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if(zoom_level < 1)
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zoom_level = 1;
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break;
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case SDLK_SPACE :
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paused = !paused;
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break;
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default :
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break;
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}
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break;
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case SDL_QUIT:
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over = 1;
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break;
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default :
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break;
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}
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}
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if(!paused){
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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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}
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render(screen, x_offset, y_offset, zoom_level);
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SDL_Delay(wait_time);
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SDL_Flip(screen);
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}
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SDL_FreeSurface(screen);
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SDL_Quit();
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return 0;
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}
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