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iiiiil-gioco/main.cpp

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#include <iostream>
#include <random>
#include <time.h>
#include <conio.h>
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#include <stdlib.h>
#define X_MAX 80
#define Y_MAX 23
#define ROOMS 8
#define ROOM_SIZE 7
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#define WALL 0xB2
#define EMPTY 0xFF
#define PLAYER 0x02
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using namespace std;
void move(unsigned char map[X_MAX][Y_MAX], int player[2])
{
int player_x = player[0];
int player_y = player[1];
bool waiting = true;
while(waiting)
{
if(getch() == 224)
{
switch(getch())
{
case 72: //Freccia su
if(map[player_x][player_y-1] == EMPTY)
{
map[player_x][player_y] = EMPTY;
map[player_x][player_y-1] = PLAYER;
player_y--;
waiting = false;
}
break;
case 80: //Freccia giù
if(map[player_x][player_y+1] == EMPTY)
{
map[player_x][player_y] = EMPTY;
map[player_x][player_y+1] = PLAYER;
player_y++;
waiting = false;
}
break;
case 75: //Freccia sinistra
if(map[player_x-1][player_y] == EMPTY)
{
map[player_x][player_y] = EMPTY;
map[player_x-1][player_y] = PLAYER;
player_x--;
waiting = false;
}
break;
case 77: //Freccia destra
if(map[player_x+1][player_y] == EMPTY)
{
map[player_x][player_y] = EMPTY;
map[player_x+1][player_y] = PLAYER;
player_x++;
waiting = false;
}
break;
}
}
}
player[0] = player_x;
player[1] = player_y;
}
//Aggiorna la console con la situazione corrente del gioco.
void draw(unsigned char map[X_MAX][Y_MAX])
{
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system("cls");
for(int y=0; y<Y_MAX; y++)
{
for(int x=0; x<X_MAX; x++)
{
cout << map[x][y];
}
}
}
//Funzioni per la generazione della mappa
//Inizializza la mappa con spazi vuoti
void init(unsigned char map[X_MAX][Y_MAX])
{
for(int y=0; y<Y_MAX; y++)
{
for(int x=0; x<X_MAX; x++)
{
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map[x][y] = WALL;
}
}
}
//Crea una stanza quadrata
void room(unsigned char map[X_MAX][Y_MAX], int start_x, int start_y, int end_x, int end_y)
{
for(int y=start_y; y<=end_y; y++)
{
for(int x=start_x; x<=end_x; x++)
{
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map[x][y] = EMPTY;
}
}
}
//Crea un corridoio che connetta due punti
void corridor(unsigned char map[X_MAX][Y_MAX], int start_x, int start_y, int end_x, int end_y, bool verticale)
{
if(verticale)
{
if(start_y > end_y)
{
for(int y=end_y; y<=start_y; y++)
{
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map[start_x][y] = EMPTY;
}
}
else
{
for(int y=start_y; y<=end_y; y++)
{
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map[start_x][y] = EMPTY;
}
}
if(start_x > end_x)
{
for(int x=end_x; x<=start_x; x++)
{
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map[x][end_y] = EMPTY;
}
}
else
{
for(int x=start_x; x<=end_x; x++)
{
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map[x][end_y] = EMPTY;
}
}
}
else
{
if(start_x > end_x)
{
for(int x=end_x; x<=start_x; x++)
{
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map[x][start_y] = EMPTY;
}
}
else
{
for(int x=start_x; x<=end_x; x++)
{
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map[x][start_y] = EMPTY;
}
}
if(start_y > end_y)
{
for(int y=end_y; y<=start_y; y++)
{
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map[end_x][y] = EMPTY;
}
}
else
{
for(int y=start_y; y<=end_y; y++)
{
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map[end_x][y] = EMPTY;
}
}
}
}
void generate(unsigned char map[X_MAX][Y_MAX])
{
int corridor_x;
int corridor_y;
for(int r=0; r<ROOMS; r++)
{
int size_x = rand() % ROOM_SIZE + 1;
int size_y = rand() % ROOM_SIZE + 1;
int start_x = rand() % (X_MAX - size_x - 2) + 1;
int start_y = rand() % (Y_MAX - size_y - 2) + 1;
room(map, start_x, start_y, start_x + size_x, start_y + size_y);
if(r > 0)
{
int link_x = rand() % size_x + 1 + start_x;
int link_y = rand() % size_y + 1 + start_y;
corridor(map, link_x, link_y, corridor_x, corridor_y, rand() % 2);
}
corridor_x = rand() % size_x + start_x;
corridor_y = rand() % size_y + start_y;
}
}
int main()
{
unsigned char map[X_MAX][Y_MAX]; //Mappa del gioco
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int player[2] = {1, 8}; //Mettiamo il giocatore da qualche parte, in attesa dell'algoritmo...
map[1][8] = PLAYER;
srand(0); //TODO: Rendere il seed modificabile...?
init(map);
generate(map);
draw(map);
while(true)
{
move(map, player);
draw(map);
}
return 0;
}