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calcpath_data.h
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/*
* This file is part of 'Johnny Reborn'
*
* An open-source engine for the classic
* 'Johnny Castaway' screensaver by Sierra.
*
* Copyright (C) 2019 Jeremie GUILLAUME
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*
*/
#define NUM_OF_NODES 6
#define UNDEF_NODE 6
static int walkMatrix[NUM_OF_NODES+1][NUM_OF_NODES][NUM_OF_NODES] = {
// A B C D E F
// from A
{ { 0, 0, 0, 0, 0, 0 }, // A
{ 0, 0, 1, 0, 0, 0 }, // B
{ 0, 0, 0, 1, 0, 0 }, // C
{ 0, 0, 0, 0, 0, 0 }, // D
{ 0, 0, 0, 1, 0, 1 }, // E
{ 0, 0, 0, 0, 0, 0 }, // F
},
// from B
{ { 0, 0, 0, 0, 1, 0 }, // A
{ 0, 0, 0, 0, 0, 0 }, // B
{ 0, 0, 0, 1, 0, 0 }, // C
{ 0, 0, 0, 0, 0, 0 }, // D
{ 0, 0, 0, 0, 0, 0 }, // E
{ 0, 0, 0, 0, 0, 0 }, // F
},
// from C
{ { 0, 0, 0, 0, 1, 0 }, // A
{ 1, 0, 0, 0, 0, 0 }, // B
{ 0, 0, 0, 0, 0, 0 }, // C
{ 0, 0, 0, 0, 1, 0 }, // D
{ 0, 0, 0, 0, 0, 0 }, // E
{ 0, 0, 0, 0, 0, 0 }, // F
},
// from D
{ { 0, 0, 0, 0, 0, 0 }, // A
{ 0, 0, 0, 0, 0, 0 }, // B
{ 1, 1, 0, 0, 0, 1 }, // C
{ 0, 0, 0, 0, 0, 0 }, // D
{ 1, 0, 0, 0, 0, 0 }, // E
{ 0, 0, 0, 0, 1, 0 }, // F
},
// from E
{ { 0, 1, 1, 0, 0, 0 }, // A
{ 0, 0, 0, 0, 0, 0 }, // B
{ 0, 0, 0, 0, 0, 0 }, // C
{ 0, 0, 1, 0, 0, 0 }, // D
{ 0, 0, 0, 0, 0, 0 }, // E
{ 0, 0, 0, 1, 0, 0 }, // F
},
// from F
{ { 0, 0, 0, 0, 0, 0 }, // A
{ 0, 0, 0, 0, 0, 0 }, // B
{ 0, 0, 0, 1, 0, 0 }, // C
{ 0, 0, 0, 0, 0, 0 }, // D
{ 1, 0, 0, 0, 0, 0 }, // E
{ 0, 0, 0, 0, 0, 0 }, // F
},
// from any spot
{ { 0, 1, 1, 0, 1, 1 }, // A
{ 1, 0, 1, 0, 0, 0 }, // B
{ 1, 1, 0, 1, 1, 1 }, // C
{ 0, 0, 1, 0, 1, 1 }, // D
{ 1, 0, 1, 1, 0, 1 }, // E
{ 1, 0, 1, 1, 1, 0 }, // F
},
};