Describe 스터디/게임에 미친이들을 위한 히치하이킹/13-11-02 here
11월 2일 토요일 ¶
#include <iostream> #include <conio.h> using namespace std; #define X 8 #define Y 5 //1=#(wall) //0=""(space) //2=p(player) //3=.(wantedlocation) //4=o(box) //5=P(player_on_wanted_location) //6=O(movedbox) void printgame(int stage[][X]); void makegame(int stage[][X]); void input(int stage[][X]); int collision(int stage[][X], char movement, int x, int y); int main(){ int stage[Y][X] = { 0 }; makegame(stage); while (1){ printgame(stage); input(stage); } getchar(); return 0; } void printgame(int stage[][X]){ int i = 0; int j = 0; for (i = 0; i < Y; i++){ for (j = 0; j < X; j++){ /*if (stage[i][j] == 1) printf("#"); else if (stage[i][j] == 0) printf(" "); else if (stage[i][j] == 2) printf("p"); else if (stage[i][j] == 3) printf("."); else if (stage[i][j] == 4) printf("o"); else if (stage[i][j] == 5) printf("P"); else if (stage[i][j] == 6) printf("O");*/ printf("%d", stage[i][j]); } printf("\n"); } } void makegame(int stage[][X]){ int i = 0, j = 0; for (i = 0; i < Y; i++){ for (j = 0; j < X; j++){ if (i == 0 || i == 4) stage[i][j] = 1; else if (j == 0 || j == 7) stage[i][j] = 1; else stage[i][j] = 0; } } stage[1][5] = 2; stage[1][2] = 3; stage[1][3] = 3; stage[2][2] = 4; stage[2][3] = 4; } void input(int stage[][X]){ char movement; int i = 0, j = 0; printf("a:left, w:up, s:down, d:right:"); movement = getche(); for (i = 0; i < Y; i++){ for (j = 0; j < X; j++){ if (stage[i][j] == 2 || stage[i][j]==5){ switch (movement){ case 'a': if (collision(stage, movement, j, i) == 1) break; else{ stage[i][j--] += stage[i][j]; stage[i][j] -= 2; } break; case 'w': if (collision(stage, movement, j, i) == 1) break; else{ stage[i--][j] += stage[i][j]; stage[i][j] -= 2; } break; case 's': if (collision(stage, movement, j, i) == 1) break; else{ stage[i++][j] += stage[i][j]; stage[i][j] - 2; } break; case 'd': if (collision(stage, movement, j, i) == 1) break; else{ stage[i][j++] += stage[i][j]; stage[i][j] -= 2; } break; } } } } printf("\n"); } int collision(int stage[][X], char movement, int j, int i){ switch (movement){ case 'a': if (stage[i][j--] == 1) return 1; else if (stage[i][j--] == 4){ if (stage[i][j - 2] == 4 || stage[i][j - 2] == 1) return 1; else return 0; //밑에 코드 모두 동일 조건 } else return 0; break; case 'w'://i--, j if (stage[i--][j] == 1) return 1; else if (stage[i--][j] == 4){ if (stage[i - 2][j] == 4 || stage[i - 2][j] == 1) return 1; else return 0; } else return 0; break; case 's'://i++, j if (stage[i++][j] == 1){ return 1; } else if (stage[i++][j] == 4){ if (stage[i + 2][j] == 4 || stage[i + 2][j] == 1) return 1; else return 0; } else return 0; break; case 'd'://i,j++ if (stage[i][j++] == 1){ return 1; } else if (stage[i][j++] == 4){ if (stage[i][j + 2] == 4 || stage[i][j + 2] == 1) return 1; else return 0; } else return 0; break; } }
#include <stdio.h> #include <stdlib.h> enum FloorType { floor, goal, wall }; enum ObjectType { box, player, empty }; enum Direction { up, right, down, left }; class Sokoban; class Map; class MapManager; class Map { public: int width; int height; FloorType **floorMatrix; ObjectType **objectMatrix; }; class MapManager { public : void printMap(Map *map) { int width = map->width; int height = map->height; for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) { char charToPrint; if (map->floorMatrix[i][j] == floor && map->objectMatrix[i][j] == empty) { charToPrint = ' '; } else if (map->floorMatrix[i][j] == floor && map->objectMatrix[i][j] == player) { charToPrint = 'p'; } else if (map->floorMatrix[i][j] == floor && map->objectMatrix[i][j] == box) { charToPrint = 'o'; } else if (map->floorMatrix[i][j] == goal && map->objectMatrix[i][j] == empty) { charToPrint = '.'; } else if (map->floorMatrix[i][j] == goal && map->objectMatrix[i][j] == player) { charToPrint = 'P'; } else if (map->floorMatrix[i][j] == goal && map->objectMatrix[i][j] == box) { charToPrint = 'O'; } else if (map->floorMatrix[i][j] == wall) { charToPrint = '#'; } printf("%c", charToPrint); } printf("\n"); } } Map *phaseStringToMap(char *string[], int width, int height) { Map *map = new Map(); map->width = width; map->height = height; map->floorMatrix = (FloorType**) (malloc(sizeof(FloorType*) * height)); map->objectMatrix = (ObjectType**) (malloc(sizeof(ObjectType*) * height)); for (int i = 0; i < height; i++) { map->floorMatrix[i] = (FloorType*) (malloc(sizeof(FloorType)* width)); map->objectMatrix[i] = (ObjectType*)(malloc(sizeof(ObjectType)* width)); } for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) { if (string[i][j] == ' ') { map->floorMatrix[i][j] = floor; map->objectMatrix[i][j] = empty; } else if (string[i][j] == '#') { map->floorMatrix[i][j] = wall; map->objectMatrix[i][j] = empty; } else if (string[i][j] == 'p') { map->floorMatrix[i][j] = floor; map->objectMatrix[i][j] = player; } else if (string[i][j] == 'P') { map->floorMatrix[i][j] = goal; map->objectMatrix[i][j] = player; } else if (string[i][j] == '.') { map->floorMatrix[i][j] = goal; map->objectMatrix[i][j] = empty; } else if (string[i][j] == 'o') { map->floorMatrix[i][j] = floor; map->objectMatrix[i][j] = box; } else if (string[i][j] == 'O') { map->floorMatrix[i][j] = goal; map->objectMatrix[i][j] = box; } else { map->floorMatrix[i][j] = floor; map->objectMatrix[i][j] = empty; } } } return map; } }; class Sokoban { public: Sokoban() { mapManager = new MapManager(); map = NULL; playerX = -1; playerY = -1; numberOfGoals = 0; numberOfFilledGoals = 0; numberOfMoves = 0; } void setGame(Map *newMap) { map = newMap; for (int i = 0; i < map->height; i++) { for (int j = 0; j < map->width; j++) { if (map->floorMatrix[i][j] == wall) { map->objectMatrix[i][j] = empty; } else if (map->floorMatrix[i][j] == goal) { numberOfGoals++; } if (map->objectMatrix[i][j] == player) { if (playerX >= 0) { map->objectMatrix[playerY][playerX] = empty; } playerX = j; playerY = i; } } } update(); } void movePlayer(Direction direction) { if (moveObject(playerX, playerY, direction) == true) { numberOfMoves++; update(); } } void print() { mapManager->printMap(map); printf("%d, %d, %d\n", numberOfGoals, numberOfFilledGoals, numberOfMoves); } private: MapManager *mapManager; Map *map; int playerX; int playerY; int numberOfGoals; int numberOfFilledGoals; int numberOfMoves; bool moveObject(int x, int y, Direction direction) { int frontX = x; int frontY = y; if (direction == up) { frontY -= 1; } else if (direction == right) { frontX += 1; } else if (direction == down) { frontY += 1; } else if (direction == left) { frontX -= 1; } if (frontX < 0 || frontX >= map->width || frontY < 0 || frontY >= map->height) { return false; } ObjectType thisObject = map->objectMatrix[y][x]; FloorType thisFloor = map->floorMatrix[y][x]; ObjectType frontObject = map->objectMatrix[frontY][frontX]; FloorType frontFloor = map->floorMatrix[frontY][frontX]; if (thisFloor == wall) { return false; } else if (thisObject == empty) { return true; } else if (thisObject == box && (frontObject == box || frontFloor == wall)) { return false; } else if (moveObject(frontX, frontY, direction) == true) { map->objectMatrix[frontY][frontX] = map->objectMatrix[y][x]; map->objectMatrix[y][x] = empty; return true; } else { return false; } } void update() { numberOfFilledGoals = 0; for (int i = 0; i < map->height; i++) { for (int j = 0; j < map->width; j++) { if (map->objectMatrix[i][j] == box) { if (map->floorMatrix[i][j] == goal) { numberOfFilledGoals++; } } else if (map->objectMatrix[i][j] == player) { playerY = i; playerX = j; } } } } }; int main() { char *string[] = { "########", "# .. p #", "# o o #", "# p #", "########" }; char input; MapManager *mapManager = new MapManager(); Map *map = mapManager->phaseStringToMap(string, 8, sizeof(string) / sizeof(string[0])); Sokoban *sokoban = new Sokoban(); sokoban->setGame(map); while (true) { sokoban->print(); printf(":"); scanf_s("%c%*c", &input); if (input == 'w') { sokoban->movePlayer(up); } else if (input == 'd') { sokoban->movePlayer(right); } else if (input == 's') { sokoban->movePlayer(down); } else if (input == 'a') { sokoban->movePlayer(left); } } }