修复我的代码中矩形的重叠,也发出指针问题

时间:2018-01-19 22:58:30

标签: c

我正在开发一个涉及开发类似nethack的游戏的项目,我只能用C编写它(现在无论如何)。我的想法是我需要创建由句点('。')组成的房间。这些房间需要随机放置在终端,我有一个网格(基本上是地牢)。我已经写了一些代码,所以希望你会更加鼓励我帮助解决我的问题。代码发布在下面,我将在下面详细解释它和我的问题。

ForeignKey

现在让我稍微解释一下我的代码,起初我只有2个函数,createdungeon()函数和doOverlapping()函数,因为如果你查看我的代码的注释块,你会发现它是我最初如何创建我的所有房间,然后将它们放在一个房间*数组中,这是一个malloc'd。这种方式实际上工作的意义是我能够在终端中打印出我的所有10个房间,但问题是重叠,因为在代码中我最初制作它以便您首先创建所有房间,它会很难比较,所以我创建了一个名为makeRoom()的第三个函数,这只会产生一个房间,所以我的想法是我会创建一个房间并将其随机放置在某个地方,然后启动一个for循环,其中i = 1,并将其与之前的房间进行比较。我放置的首字母,我在它上面使用了一个计数器,这样如果有重叠,那么在'i'处再建一个房间,然后增加计数器,这样你就可以继续比较你想要放置的房间,与已经摆放在它之前的房间。

现在的问题是,我的终端没有房间出现,我不知道为什么。任何帮助将不胜感激。

编辑:我忘了展示我制作的标题

#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <stdbool.h>
#include "dungeon.h"

#define HEIGHT 105
#define WIDTH 160
#define N 10

/*Declared the functions that I created.*/
void createDungeon();
bool doOverlap(point l1, point r1, point l2, point r2);
void makeRoom(room aRoom);

int main() {
    srand(time(NULL));
    createDungeon();
    return 0;
}
/*
* Created a function that initializes the dungeon. Each room struct
* has four points that make up the room, and are assigned.
*/
void createDungeon() {
    char dungeonGrid[HEIGHT][WIDTH];
    //room *rooms = malloc(10 * sizeof(room));
    //room *rooms_t = malloc(10 * sizeof(room));
    room rooms[N];
    int i, y, x, q, r, f;
    int a;
    int counter = 0;

    makeRoom(rooms[counter]);

    for (int i = 1; i < 10; i++) {
        makeRoom(rooms[i]);

        if (doOverlap(rooms[i].top_left, rooms[i].bottom_right, rooms[counter].top_left, rooms[counter].bottom_right)) {
            makeRoom(rooms[i]);
            counter++;
        }
    }


    /*for (i = 0; i < 10; i++) {
        int height = (rand() % (10 + 1 - 5)) + 5;
        int width = (rand() % (15 + 1 - 7)) + 7;

        int randomY = (rand() % (105 + 1 - 0)) + 0;
        int randomX = (rand() % (160 + 1 - 0)) + 0;

        rooms[i].top_left.y = randomY;
        rooms[i].top_left.x = randomX;
        rooms[i].top_right.y = randomY;
        rooms[i].top_right.x = randomX + width;
        rooms[i].bottom_left.y = randomY + height;
        rooms[i].bottom_left.x = randomX;
        rooms[i].bottom_right.y = randomY + height;
        rooms[i].bottom_right.x = randomX + width;


    /*Created two for loops that goes through the dungeon grid and puts a space.*/
    for (y = 0; y < HEIGHT; y++) {
        for (x = 0; x < WIDTH; x++) {
            dungeonGrid[y][x] = ' ';
        }
    }
    /*Created three for loops that go through the dungeon grid and assigns a '.' for each
    * point in the room to the grid.
    */
    for (y = 0; y < HEIGHT; y++) {
        for (x = 0; x < WIDTH; x++) {
            for (a = 0; a < 10; a++) {
                if (rooms[a].top_left.y <= y && y <= rooms[a].bottom_left.y && rooms[a].top_left.x <= x && rooms[a].top_right.x >= x) {
                    dungeonGrid[y][x] = '.';
                }
            }
        }
    }

    /*These two for loops print out every character that it finds in the dungeon grid.*/
    for (y = 0; y < HEIGHT; y++) {
        for (x = 0; x < WIDTH; x++) {
            printf("%c", dungeonGrid[y][x]);
        }
        printf("\n");
    }

}


/*Created a boolean method that deals with the rooms overlapping that takes in
* 4 points, l1 = top left point and r1 = bottom right point of the first rectangle,
* l2 = top left point, and r2 = bottom right point of the second rectangle.
*/
bool doOverlap(point l1, point r1, point l2, point r2) {
    if (l1.x > r2.x || l2.x > r1.x) {
        return false;
    }

    if (l1.y < r2.y || l2.y < r1.y) {
        return false;
    }

    return true;
}

void makeRoom(room aRoom)
{
    int height = (rand() % (10 + 1 - 5)) + 5;
    int width = (rand() % (15 + 1 - 7)) + 7;

    int randomY = (rand() % (105 + 1 - 0)) + 0;
    int randomX = (rand() % (160 + 1 - 0)) + 0;

    aRoom.top_left.y = randomY;
    aRoom.top_left.x = randomX;
    aRoom.top_right.y = randomY;
    aRoom.top_right.x = randomX + width;
    aRoom.bottom_left.y = randomY + height;
    aRoom.bottom_left.x = randomX;
    aRoom.bottom_right.y = randomY + height;
    aRoom.bottom_right.x = randomX + width;
}

1 个答案:

答案 0 :(得分:3)

正如您的标题所暗示的那样,问题是您将数据的副本传递给makeRoom函数,而不是指向实际数据的指针,因此makeRoom函数中的更改不会反映在调用函数中。

您可以重写makeRoom函数以接受和使用指针,如:

void makeRoom(room *aRoom)
{
    int height = (rand() % (10 + 1 - 5)) + 5;
    int width = (rand() % (15 + 1 - 7)) + 7;

    int randomY = (rand() % (105 + 1 - 0)) + 0;
    int randomX = (rand() % (160 + 1 - 0)) + 0;

    aRoom->top_left.y = randomY;
    aRoom->top_left.x = randomX;
    aRoom->top_right.y = randomY;
    aRoom->top_right.x = randomX + width;
    aRoom->bottom_left.y = randomY + height;
    aRoom->bottom_left.x = randomX;
    aRoom->bottom_right.y = randomY + height;
    aRoom->bottom_right.x = randomX + width;
}

然后当你调用它时,你通过引用传递元素,如:

makeRoom(&rooms[counter]);