¶
- ..;;;ㅁ;;;
- 경 ..ㅎㅎㅎ .ㅋ (?ㅎㅎ)
- 구 .. 구 .. vi ..ㅋㅋ
- 경 ..ㅎㅎㅎ .ㅋ (?ㅎㅎ)
- 구 .. 구 .. vi ..ㅋㅋ
1 ¶
~cpp
#include <iostream>
#include <string>
using namespace std;
#define MOVED_POINT 1
bool IsHaveZero(int worldSizeX, int worldSizeY, int** target)
{
for (register int i = 0; i < worldSizeX; ++i)
{
for (register int j = 0; j < worldSizeY; ++j)
{
if (0 == target[i][j])
return true;
}
}
return false;
}
int main()
{
int** myWorld;
int worldSizeX = 0;
int worldSizeY = 0;
//// 기 ////
cout << "input world size \n>>";
cin >> worldSizeX >> worldSizeY;
myWorld = new int*[worldSizeX];
for (register int i = 0; i < worldSizeX; ++i)
{
myWorld[i] = new int[worldSizeY];
for (register int j = 0; j < worldSizeY; ++j)
myWorld[i][j] = 0;
}
//// ////
int myPointX = 0;
int myPointY = 0;
cout << "input start point \n>>";
cin >> myPointX >> myPointY;
//// 경 ////
string moveRotate;
cout << "input move rotate\n>>";
cin >> moveRotate;
//// ////
cout << "input End Num 999\n>>";
int endNum;
cin >> endNum;
//// ////
const int MOVE_TYPE = 8;
const int ADD_X[MOVE_TYPE] = {0, 1, 1, 1, 0, -1, -1, -1};
const int ADD_Y[MOVE_TYPE] = {-1, -1, 0, 1, 1, 1, 0, -1};
int moveNum = 0;
myWorld[myPointX][myPointY] = MOVED_POINT;
for (register int i = 0; i < strlen(moveRotate.c_str()); ++i)
{
myPointX += ADD_X[moveRotate[i] - '0'];
myPointY += ADD_Y[moveRotate[i] - '0'];
++moveNum;
myWorld[myPointX][myPointY] = MOVED_POINT;
if (false == IsHaveZero(worldSizeX, worldSizeY, myWorld))
break;
}
cout << moveNum << endl;
for (register int i = 0; i < worldSizeY; ++i)
{
for (register int j = 0; j < worldSizeX; ++j)
{
cout << myWorld[j][i];
}
cout << endl;
}
return 0;
}
2 ¶
~cpp
#include <iostream>
#include <string>
using namespace std;
#define MOVED_POINT 1
#define NUMBER_PLAYER 2
bool IsHaveZero(int worldSizeX, int worldSizeY, int** target)
{
for (register int i = 0; i < worldSizeX; ++i)
{
for (register int j = 0; j < worldSizeY; ++j)
{
if (0 == target[i][j])
return true;
}
}
return false;
}
int main()
{
int** myWorld;
int worldSizeX = 0;
int worldSizeY = 0;
//// 기 ////
cout << "input world size \n>>";
cin >> worldSizeX >> worldSizeY;
myWorld = new int*[worldSizeX];
for (register int i = 0; i < worldSizeX; ++i)
{
myWorld[i] = new int[worldSizeY];
for (register int j = 0; j < worldSizeY; ++j)
myWorld[i][j] = 0;
}
//// ////
string moveRotate[NUMBER_PLAYER];
int myPointX[NUMBER_PLAYER];
int myPointY[NUMBER_PLAYER];
for (int i = 0; i < NUMBER_PLAYER; ++i)
{
cout << "input start point \n>>";
cin >> myPointX[i] >> myPointY[i];
//// 경 ////
cout << "input move rotate\n>>";
cin >> moveRotate[i];
}
//// ////
cout << "input End Num 999\n>>";
int endNum;
cin >> endNum;
//// ////
const int MOVE_TYPE = 8;
const int ADD_X[MOVE_TYPE] = {0, 1, 1, 1, 0, -1, -1, -1};
const int ADD_Y[MOVE_TYPE] = {-1, -1, 0, 1, 1, 1, 0, -1};
int moveNum[NUMBER_PLAYER] = {0,};
for (register int i = 0; i < NUMBER_PLAYER; ++i)
myWorld[myPointX[i]][myPointY[i]] = MOVED_POINT;
bool isChanged = true;
for (register int i = 0; isChanged; ++i)
{
isChanged = false;
for (register int j = 0; j < NUMBER_PLAYER; ++j)
{
if (i < strlen(moveRotate[j].c_str()))
{
isChanged = true;
myPointX[j] += ADD_X[moveRotate[j][i] - '0'];
myPointY[j] += ADD_Y[moveRotate[j][i] - '0'];
++moveNum[j];
myWorld[myPointX[j]][myPointY[j]] = MOVED_POINT;
if (false == IsHaveZero(worldSizeX, worldSizeY, myWorld))
break;
}
}
}
for (register int i = 0; i < NUMBER_PLAYER; ++i)
cout << moveNum[i] << endl;
for (register int i = 0; i < worldSizeY; ++i)
{
for (register int j = 0; j < worldSizeX; ++j)
{
cout << myWorld[j][i];
}
cout << endl;
}
return 0;
}
3 ¶
~cpp
#include <iostream>
#include <string>
using namespace std;
#define NUMBER_PLAYER 999
#define END_NUMBER 999
bool IsHaveZero(int worldSizeX, int worldSizeY, int** target)
{
for (register int i = 0; i < worldSizeX; ++i)
{
for (register int j = 0; j < worldSizeY; ++j)
{
if (0 == target[i][j])
return true;
}
}
return false;
}
int main()
{
int numberPlayer = 0;
int** myWorld;
int worldSizeX = 0;
int worldSizeY = 0;
//// 기 ////
cout << "input world size \n>>";
cin >> worldSizeX >> worldSizeY;
myWorld = new int*[worldSizeX];
for (register int i = 0; i < worldSizeX; ++i)
{
myWorld[i] = new int[worldSizeY];
for (register int j = 0; j < worldSizeY; ++j)
myWorld[i][j] = 0;
}
//// ////
string moveRotate[NUMBER_PLAYER];
int myPointX[NUMBER_PLAYER];
int myPointY[NUMBER_PLAYER];
for (int i = 0; i < NUMBER_PLAYER; ++i)
{
cout << "input start point \n>>";
cin >> myPointX[i];
if (END_NUMBER == myPointX[i])
break;
cin >> myPointY[i];
++numberPlayer;
//// 경 ////
cout << "input move rotate\n>>";
cin >> moveRotate[i];
}
//// ////
const int MOVE_TYPE = 8;
const int ADD_X[MOVE_TYPE] = {0, 1, 1, 1, 0, -1, -1, -1};
const int ADD_Y[MOVE_TYPE] = {-1, -1, 0, 1, 1, 1, 0, -1};
int moveNum[NUMBER_PLAYER] = {0,};
for (register int i = 0; i < numberPlayer; ++i)
++myWorld[myPointX[i]][myPointY[i]];
bool isChanged = true;
for (register int i = 0; isChanged; ++i)
{
isChanged = false;
for (register int j = 0; j < numberPlayer; ++j)
{
if (i < strlen(moveRotate[j].c_str()))
{
isChanged = true;
myPointX[j] += ADD_X[moveRotate[j][i] - '0'];
myPointY[j] += ADD_Y[moveRotate[j][i] - '0'];
++moveNum[j];
++myWorld[myPointX[j]][myPointY[j]];
if (false == IsHaveZero(worldSizeX, worldSizeY, myWorld))
break;
}
}
}
for (register int i = 0; i < numberPlayer; ++i)
cout << moveNum[i] << endl;
for (register int i = 0; i < worldSizeY; ++i)
{
for (register int j = 0; j < worldSizeX; ++j)
{
cout << myWorld[j][i];
}
cout << endl;
}
return 0;
}
4 ¶
~cpp
#include <iostream>
#include <string>
using namespace std;
#define NUMBER_PLAYER 101
#define END_NUMBER 999
bool IsHaveZero(int worldSizeX, int worldSizeY, int** target)
{
for (register int i = 0; i < worldSizeX; ++i)
{
for (register int j = 0; j < worldSizeY; ++j)
{
if (0 == target[i][j])
return true;
}
}
return false;
}
int main()
{
int numberPlayer = 0;
int** myWorld;
int worldSizeX = 0;
int worldSizeY = 0;
//// 기 ////
cout << "input world size \n>>";
cin >> worldSizeX >> worldSizeY;
myWorld = new int*[worldSizeX];
for (register int i = 0; i < worldSizeX; ++i)
{
myWorld[i] = new int[worldSizeY];
for (register int j = 0; j < worldSizeY; ++j)
myWorld[i][j] = 0;
}
//// ////
string moveRotate[NUMBER_PLAYER];
int myPointX[NUMBER_PLAYER];
int myPointY[NUMBER_PLAYER];
int movePoint[NUMBER_PLAYER];
char selectType;
for (int i = 0; i < NUMBER_PLAYER; ++i)
{
cout << "input start point and Type\n>>";
cin >> myPointX[i];
if (END_NUMBER == myPointX[i])
break;
cin >> myPointY[i] >> selectType;
++numberPlayer;
//// 경 ////
cout << "input move rotate\n>>";
cin >> moveRotate[i];
if ('S' == selectType)
movePoint[i] = 2;
else
movePoint[i] = 1;
}
//// ////
const int MOVE_TYPE = 8;
const int ADD_X[MOVE_TYPE] = {0, 1, 1, 1, 0, -1, -1, -1};
const int ADD_Y[MOVE_TYPE] = {-1, -1, 0, 1, 1, 1, 0, -1};
int moveNum[NUMBER_PLAYER] = {0,};
for (register int i = 0; i < numberPlayer; ++i)
++myWorld[myPointX[i]][myPointY[i]];
bool isChanged = true;
for (register int i = 0; isChanged; ++i)
{
isChanged = false;
for (register int j = 0; j < numberPlayer; ++j)
{
for (register int k = 0; k < movePoint[j]; ++k)
{
if (i * movePoint[j] + k >= strlen(moveRotate[j].c_str()))
break;
isChanged = true;
myPointX[j] += ADD_X[moveRotate[j][i * movePoint[j] + k] - '0'];
myPointY[j] += ADD_Y[moveRotate[j][i * movePoint[j] + k] - '0'];
++moveNum[j];
++myWorld[myPointX[j]][myPointY[j]];
if (false == IsHaveZero(worldSizeX, worldSizeY, myWorld))
break;
}
}
}
for (register int i = 0; i < numberPlayer; ++i)
cout << moveNum[i] << endl;
for (register int i = 0; i < worldSizeY; ++i)
{
for (register int j = 0; j < worldSizeX; ++j)
{
cout << myWorld[j][i];
}
cout << endl;
}
return 0;
}
5 ¶
~cpp
#include <iostream>
#include <string>
#include <map>
using namespace std;
#define NUMBER_PLAYER 101
#define END_NUMBER 999
#define POWER_DELAY 5
#define SLEEP 8
#define NUMBER_OF_TYPE 3
bool IsHaveZero(int worldSizeX, int worldSizeY, int** target)
{
for (register int i = 0; i < worldSizeX; ++i)
{
for (register int j = 0; j < worldSizeY; ++j)
{
if (0 == target[i][j])
return true;
}
}
return false;
}
int main()
{
int numberPlayer = 0;
int** myWorld;
int worldSizeX = 0;
int worldSizeY = 0;
map<int, bool> foodDatas;
//// 기 ////
cout << "input world size \n>>";
cin >> worldSizeX >> worldSizeY;
myWorld = new int*[worldSizeX];
for (register int i = 0; i < worldSizeX; ++i)
{
myWorld[i] = new int[worldSizeY];
for (register int j = 0; j < worldSizeY; ++j)
myWorld[i][j] = 0;
}
//// 기 ////
cout << "input food point (-1 is Exit)\n";
int foodX;
int foodY;
while(1)
{
cout << ">>";
cin >> foodX;
if (-1 == foodX)
break;
cin >> foodY;
foodDatas[foodX * worldSizeY + foodY] = true;
}
//// ////
string moveRotate[NUMBER_PLAYER];
int myPointX[NUMBER_PLAYER];
int myPointY[NUMBER_PLAYER];
int moveType[NUMBER_PLAYER];
char selectType;
for (int i = 0; i < NUMBER_PLAYER; ++i)
{
cout << "input start point and Type\n>>";
cin >> myPointX[i];
if (END_NUMBER == myPointX[i])
break;
cin >> myPointY[i] >> selectType;
++numberPlayer;
//// 경 ////
cout << "input move rotate\n>>";
cin >> moveRotate[i];
if ('S' == selectType)
moveType[i] = -1;
else
moveType[i] = 0;
}
//// ////
const int MOVE_TYPE = 9;
const int ADD_X[MOVE_TYPE] = {0, 1, 1, 1, 0, -1, -1, -1, 0};
const int ADD_Y[MOVE_TYPE] = {-1, -1, 0, 1, 1, 1, 0, -1, 0};
int moveNum[NUMBER_PLAYER] = {0,};
for (register int i = 0; i < numberPlayer; ++i)
++myWorld[myPointX[i]][myPointY[i]];
bool isChanged = true;
for (register int i = 0; isChanged; ++i)
{
isChanged = false;
for (register int j = 0; j < numberPlayer; ++j)
{
int moveDelay = 1;
if (0 != moveType[j])
{
moveDelay = 2;
if (moveType[j] > 0)
--moveType[j];
}
for (register int k = 0; k < moveDelay; ++k)
{
if (i * moveDelay + k >= strlen(moveRotate[j].c_str()))
break;
isChanged = true;
int oder = moveRotate[j][i * moveDelay + k] - '0';
myPointX[j] += ADD_X[oder];
myPointY[j] += ADD_Y[oder];
if (SLEEP != oder)
{
++moveNum[j];
++myWorld[myPointX[j]][myPointY[j]];
}
if (false == IsHaveZero(worldSizeX, worldSizeY, myWorld))
break;
}
}
for (register int j = 0; ; ++j)
{
for (register int k = 0; k < numberPlayer; ++k)
{
if (foodDatas[myPointX[k] * worldSizeY + myPointY[k]] && moveType[k] == j)
{
foodDatas[myPointX[k] * worldSizeY + myPointY[k]] = false;
if (-1 != moveType[k])
moveType[k] = POWER_DELAY;
}
}
if (POWER_DELAY == j)
j = -2;
else if (-1 == j)
break;
}
}
for (register int i = 0; i < numberPlayer; ++i)
cout << moveNum[i] << endl;
for (register int i = 0; i < worldSizeY; ++i)
{
for (register int j = 0; j < worldSizeX; ++j)
{
cout << myWorld[j][i];
}
cout << endl;
}
return 0;
}










