Fixed last errors and scripts syntax

This commit is contained in:
JackCarterSmith 2018-06-26 21:43:47 +02:00
parent 4bb7feaf18
commit 0d3db97ee7
3 changed files with 19 additions and 25 deletions

View File

@ -3,16 +3,6 @@
#include <math.h>
#include "IAEngine.h"
#define NB_BLOCS_LARGEUR 20
#define NB_BLOCS_HAUTEUR 20
struct point
{
int x,y;
}POINT;
int FindPath(ARENA_H_TILE *arena,PLAYER *player1, PLAYER *player2)
{
@ -27,18 +17,18 @@ int FindPath(ARENA_H_TILE *arena,PLAYER *player1, PLAYER *player2)
//1 vers la gauche
NOEUD * n1 =NULL;
n1=(NOEUD*)malloc(sizeof(NOEUD));
NOEUD *n1 =NULL;
n1=malloc(sizeof(NOEUD));
posX = player2->PositionX -1;
posY = player2->PositionY ;
posX = player2->PositionX-1;
posY = player2->PositionY;
n1->min=3000;
n1->compteur=0;
n1->ParentX = player2->PositionX;
n1->ParentY = player2->PositionY;
if(((posX >= 0) && (posX < NB_BLOCS_LARGEUR ))&& ((posY >= 0) && (posY < NB_BLOCS_HAUTEUR)))
if(((posX >= 0) && (posX < A_WIDTH ))&& ((posY >= 0) && (posY < A_HEIGHT)))
{
if(getTileTypeID(arena,posX,posY) == 0)
{
@ -56,7 +46,7 @@ int FindPath(ARENA_H_TILE *arena,PLAYER *player1, PLAYER *player2)
posX = player2->PositionX;
posY = player2->PositionY - 1;
if(((posX >=0) && (posX <NB_BLOCS_LARGEUR ))&& ((posY >= 0) && (posY < NB_BLOCS_HAUTEUR)))
if(((posX >=0) && (posX < A_WIDTH ))&& ((posY >= 0) && (posY < A_HEIGHT)))
{
if(getTileTypeID(arena,posX,posY) == 0)
@ -72,7 +62,7 @@ int FindPath(ARENA_H_TILE *arena,PLAYER *player1, PLAYER *player2)
posX = player2->PositionX;
posY = player2->PositionY + 1;
if(((posX >= 0) && (posX < NB_BLOCS_LARGEUR ))&& ((posY >=0) && (posY < NB_BLOCS_HAUTEUR)))
if(((posX >= 0) && (posX < A_WIDTH ))&& ((posY >=0) && (posY < A_HEIGHT)))
{
if(getTileTypeID(arena,posX,posY) == 0)
{
@ -87,7 +77,7 @@ int FindPath(ARENA_H_TILE *arena,PLAYER *player1, PLAYER *player2)
posX = player2->PositionX +1;
posY = player2->PositionY ;
if(((posX >= 0) && (posX < NB_BLOCS_LARGEUR ))&& ((posY >= 0) && (posY < NB_BLOCS_HAUTEUR)))
if(((posX >= 0) && (posX < A_WIDTH ))&& ((posY >= 0) && (posY < A_HEIGHT)))
{
if(getTileTypeID(arena,posX,posY) == 0)
@ -217,7 +207,7 @@ NOEUD *CalculatePath(ARENA_H_TILE *arena,int posX, int posY,NOEUD *n1,PLAYER *p
int ID;
if(((posX - 1 >= 0) && (posX - 1 < NB_BLOCS_LARGEUR ))&& ((posY >= 0) && (posY < NB_BLOCS_HAUTEUR)))
if(((posX - 1 >= 0) && (posX - 1 < A_WIDTH ))&& ((posY >= 0) && (posY < A_HEIGHT)))
{
if((n1->ParentX == player1->PositionX ) && ( n1->ParentY == player1->PositionY))
{
@ -278,7 +268,7 @@ NOEUD *CalculatePath(ARENA_H_TILE *arena,int posX, int posY,NOEUD *n1,PLAYER *p
return n1;
}
if(((posX +1 >= 0) && (posX + 1 < NB_BLOCS_LARGEUR ))&& ((posY >= 0) && (posY < NB_BLOCS_HAUTEUR)))
if(((posX +1 >= 0) && (posX + 1 < A_WIDTH ))&& ((posY >= 0) && (posY < A_HEIGHT)))
{
if((n1->ParentX == player1->PositionX ) && ( n1->ParentY == player1->PositionY))
{
@ -324,7 +314,7 @@ NOEUD *CalculatePath(ARENA_H_TILE *arena,int posX, int posY,NOEUD *n1,PLAYER *p
}
if(((posX >= 0) && (posX < NB_BLOCS_LARGEUR ))&& ((posY + 1 >=0) && (posY + 1<NB_BLOCS_HAUTEUR)))
if(((posX >= 0) && (posX < A_WIDTH ))&& ((posY + 1 >=0) && (posY + 1<A_HEIGHT)))
{
if((n1->ParentX == player1->PositionX ) && ( n1->ParentY == player1->PositionY))
{
@ -367,7 +357,7 @@ NOEUD *CalculatePath(ARENA_H_TILE *arena,int posX, int posY,NOEUD *n1,PLAYER *p
}
if(((posX >= 0) && (posX < NB_BLOCS_LARGEUR ))&& ((posY - 1 >= 0) && (posY - 1 < NB_BLOCS_HAUTEUR)))
if(((posX >= 0) && (posX < A_WIDTH ))&& ((posY - 1 >= 0) && (posY - 1 < A_HEIGHT)))
{
if((n1->ParentX == player1->PositionX ) && ( n1->ParentY == player1->PositionY))
{

View File

@ -5,8 +5,7 @@
#ifndef IAENGINE_H_
#define IAENGINE_H_
typedef struct noeud
{
typedef struct noeud{
int compteur, min, cout_f; //
int ParentX;
@ -14,6 +13,11 @@ typedef struct noeud
// 'adresse' du parent (qui sera toujours dans la map fermée)
}NOEUD;
/*
typedef struct point{
int x,y;
}POINT;
*/
int FindShortestPath(int Player1PositionX, int Player1PositionY, int Player2PositionX, int Player2PositionY);
//int IAEngine(PLAYER * player1, PLAYER * player2);

View File

@ -111,7 +111,7 @@ PLAYER *createPlayerList(void) {
p1->texture[RIGHT] = IMG_Load("data/sprite_ia_3.png");
p1->suiv = p2;
strcpy(p1->Name,"SKY-NUT");
p1->Race = random_lim(4);
p1->Race = random_lim(3)+1;
switch(race)
{