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level.cc
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level.cc
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using namespace std;
#include "level.h"
#include "movement.h"
// Structure level
/****************** Function's name *************************
* initaryLevel *
******************** Auteur , Dates *************************
* Lilian GALLON, 09/11/16 *
********************* Description ***************************
* Initializes the grid according to the level *
*********************** Entries *****************************
* The grid and the level *
*********************** Output ******************************
* - *
************************************************************/
void initLevel(int lvl, level & grid)
{
// Initializes the number of the objects
grid.nbArrow=0;
grid.nbIce=0;
grid.nbMonster=0;
grid.nbMonsterSleeping=0;
grid.nbWall=0;
switch(lvl){
case 1 :
grid.aryMonster[0].l=1;
grid.aryMonster[0].c=1;
grid.aryMonster[0].type=STANDARD;
// Sleeping monster
grid.aryMonster[1].l=1;
grid.aryMonster[1].c=4;
grid.aryMonster[1].type=SLEEPING;
// Nb of the objects
grid.nbMonsterSleeping=1;
grid.nbMonster=1;
break;
case 2 :
// Awake monster
grid.aryMonster[0].l=1;
grid.aryMonster[0].c=1;
grid.aryMonster[0].type=STANDARD;
// Sleeping monster
grid.aryMonster[1].l=6;
grid.aryMonster[1].c=3;
grid.aryMonster[1].type=SLEEPING;
// Wall
grid.aryWall[0].l=1;
grid.aryWall[0].c=4;
// Nb of the objects
grid.nbMonsterSleeping=1;
grid.nbMonster=1;
grid.nbWall=1;
break;
case 3 :
// Awake monster
grid.aryMonster[0].l=1;
grid.aryMonster[0].c=1;
grid.aryMonster[0].type=STANDARD;
// Sleeping monster
grid.aryMonster[1].l=6;
grid.aryMonster[1].c=3;
grid.aryMonster[1].type=SLEEPING;
// Arrow
grid.aryArrow[0].l=1;
grid.aryArrow[0].c=3;
grid.aryArrow[0].type=Down;
// Nb of the objects
grid.nbMonster=1;
grid.nbMonsterSleeping=1;
grid.nbArrow=1;
break;
case 4 :
// Awake monster
grid.aryMonster[0].l=1;
grid.aryMonster[0].c=1;
grid.aryMonster[0].type=STANDARD;
// Sleeping monster
grid.aryMonster[1].l=6;
grid.aryMonster[1].c=3;
grid.aryMonster[1].type=SLEEPING;
// Arrow
grid.aryArrow[0].l=1;
grid.aryArrow[0].c=3;
grid.aryArrow[0].type=Down;
// Ice
grid.aryIce[0].l=3;
grid.aryIce[0].c=3;
// Nb of the objects
grid.nbMonster=1;
grid.nbMonsterSleeping=1;
grid.nbArrow=1;
grid.nbIce=1;
break;
case 5 :
// Awake monster
grid.aryMonster[0].l=6;
grid.aryMonster[0].c=2;
grid.aryMonster[0].type=STANDARD;
// Sleeping monster
grid.aryMonster[1].l=0;
grid.aryMonster[1].c=2;
grid.aryMonster[1].type=SLEEPING;
grid.aryMonster[2].l=1;
grid.aryMonster[2].c=3;
grid.aryMonster[2].type=SLEEPING;
grid.aryMonster[3].l=1;
grid.aryMonster[3].c=1;
grid.aryMonster[3].type=SLEEPING;
// Nb of the objects
grid.nbMonster=1;
grid.nbMonsterSleeping=3;
break;
case 6 :
// Awake monster
grid.aryMonster[0].l=6;
grid.aryMonster[0].c=2;
grid.aryMonster[0].type=STANDARD;
// Sleeping monster
grid.aryMonster[1].l=1;
grid.aryMonster[1].c=3;
grid.aryMonster[1].type=SLEEPING;
grid.aryMonster[2].l=1;
grid.aryMonster[2].c=1;
grid.aryMonster[2].type=SLEEPING;
grid.aryMonster[3].l=8;
grid.aryMonster[3].c=1;
grid.aryMonster[3].type=SLEEPING;
// Wall
grid.aryWall[0].l=0;
grid.aryWall[0].c=2;
// Nb of the objects
grid.nbMonster=1;
grid.nbMonsterSleeping=3;
grid.nbWall=1;
break;
}
}