A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.

Dependencies:   mbed MotionSensor

Committer:
el17sm
Date:
Thu May 09 02:46:44 2019 +0000
Revision:
48:f7d9ae3e554d
Parent:
47:6e31b195ce3c
Child:
49:3f83ed62d123
Cleaned Main and title

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17sm 0:8e92b66a0755 1 /*
el17sm 0:8e92b66a0755 2 ELEC2645 Embedded Systems Project
el17sm 0:8e92b66a0755 3 School of Electronic & Electrical Engineering
el17sm 0:8e92b66a0755 4 University of Leeds
el17sm 0:8e92b66a0755 5 Name: Steven Mahasin
el17sm 0:8e92b66a0755 6 Username: el17sm
el17sm 0:8e92b66a0755 7 Student ID Number: 201192939
el17sm 0:8e92b66a0755 8 Date: 11/04/2019
el17sm 1:1fa7ecca8dfb 9 */
el17sm 46:f09711580d4a 10 #include "main.h"
el17sm 10:1a3499f6b583 11
el17sm 1:1fa7ecca8dfb 12 int main()
el17sm 1:1fa7ecca8dfb 13 {
el17sm 29:6b8411bb040a 14 // Initialize
el17sm 46:f09711580d4a 15 init();
el17sm 28:98848e6a77a2 16
el17sm 29:6b8411bb040a 17 while(1) { // Gameloop
el17sm 46:f09711580d4a 18 boss_room_exist = false;
el17sm 47:6e31b195ce3c 19 number_of_enemies_killed = 0;
el17sm 47:6e31b195ce3c 20 total_time = 0;
el17sm 47:6e31b195ce3c 21
el17sm 32:fe6359ef9916 22 title.main(lcd, gamepad, global_contrast);
el17sm 32:fe6359ef9916 23 srand(title.get_seed());
el17sm 31:ab24d028ddfd 24 player = new Player(39, 27);
el17sm 41:0697508a28ba 25 room_engine = new RoomEngine(global_contrast);
el17sm 31:ab24d028ddfd 26
el17sm 31:ab24d028ddfd 27 game_loop();
el17sm 48:f7d9ae3e554d 28 game_unload();
el17sm 31:ab24d028ddfd 29 }
el17sm 31:ab24d028ddfd 30 }
el17sm 31:ab24d028ddfd 31
el17sm 46:f09711580d4a 32 void init()
el17sm 46:f09711580d4a 33 {
el17sm 46:f09711580d4a 34 lcd.init();
el17sm 46:f09711580d4a 35 lcd.setContrast(global_contrast);
el17sm 46:f09711580d4a 36 gamepad.init();
el17sm 46:f09711580d4a 37 for (int j = 0; j < MAX_ROOMS_MAP_Y; j++){
el17sm 46:f09711580d4a 38 for (int i = 0; i < MAX_ROOMS_MAP_X; i++){
el17sm 46:f09711580d4a 39 valid_rooms[j][i] = false;
el17sm 46:f09711580d4a 40 }
el17sm 46:f09711580d4a 41 }
el17sm 46:f09711580d4a 42 }
el17sm 46:f09711580d4a 43
el17sm 31:ab24d028ddfd 44 void game_loop()
el17sm 31:ab24d028ddfd 45 {
el17sm 31:ab24d028ddfd 46 while(1) { // Floor Loop
el17sm 46:f09711580d4a 47 boss_room_number = 5 + rand() % 4; // Boss room appears after travelling 5-8 rooms
el17sm 46:f09711580d4a 48 boss_room_counter = 0;
el17sm 46:f09711580d4a 49 while(1) { // Room Loop
el17sm 48:f7d9ae3e554d 50 room_entrance();
el17sm 48:f7d9ae3e554d 51 while(room_engine->check_player_room_position() == INSIDE) { // actions inside the Room
el17sm 31:ab24d028ddfd 52 room_engine->read_input(gamepad);
el17sm 47:6e31b195ce3c 53 room_engine->update(number_of_enemies_killed);
el17sm 31:ab24d028ddfd 54 room_engine->render(lcd, gamepad);
el17sm 46:f09711580d4a 55 minimap_detection();
el17sm 47:6e31b195ce3c 56 total_time++;
el17sm 48:f7d9ae3e554d 57 if (player->get_hp() <= 0) {goto gameover;} // gameover if player health depleted
el17sm 48:f7d9ae3e554d 58 if ((rooms[room_y][room_x]->get_room_type() == 10) && !(rooms[room_y][room_x]->enemies_exist())){goto winner;} // wins game if room is a boss room, and the boss is dead
el17sm 29:6b8411bb040a 59 }
el17sm 48:f7d9ae3e554d 60 room_exit();
el17sm 31:ab24d028ddfd 61 }
el17sm 31:ab24d028ddfd 62 }
el17sm 48:f7d9ae3e554d 63 gameover : { game_over(); goto displaystats;}
el17sm 48:f7d9ae3e554d 64 winner : { win(); goto displaystats;}
el17sm 48:f7d9ae3e554d 65 displaystats : { display_stats();}
el17sm 48:f7d9ae3e554d 66 }
el17sm 48:f7d9ae3e554d 67
el17sm 48:f7d9ae3e554d 68 void room_entrance()
el17sm 48:f7d9ae3e554d 69 {
el17sm 48:f7d9ae3e554d 70 update_room_coords();
el17sm 48:f7d9ae3e554d 71 if (!valid_rooms[room_y][room_x]){generate_room();} // generate a new room if player enters a nonexistent room
el17sm 48:f7d9ae3e554d 72 room_engine->load(player, rooms[room_y][room_x]);
el17sm 48:f7d9ae3e554d 73 room_engine->entrance_scene(lcd, gamepad);
el17sm 48:f7d9ae3e554d 74 }
el17sm 48:f7d9ae3e554d 75
el17sm 48:f7d9ae3e554d 76 void room_exit()
el17sm 48:f7d9ae3e554d 77 {
el17sm 48:f7d9ae3e554d 78 room_engine->exit_scene(lcd, gamepad);
el17sm 48:f7d9ae3e554d 79 rooms[room_y][room_x]->unload();
el17sm 48:f7d9ae3e554d 80 player->delete_bullets();
el17sm 48:f7d9ae3e554d 81 room_engine->update_current_room();
el17sm 31:ab24d028ddfd 82 }
el17sm 29:6b8411bb040a 83
el17sm 46:f09711580d4a 84 void generate_room()
el17sm 46:f09711580d4a 85 {
el17sm 46:f09711580d4a 86 valid_rooms[room_y][room_x] = true;
el17sm 46:f09711580d4a 87 if (boss_room_counter == 0) {
el17sm 46:f09711580d4a 88 rooms[room_y][room_x] = new Room(0, 0);
el17sm 46:f09711580d4a 89 rooms[room_y][room_x]->set_doorway(0, true);
el17sm 46:f09711580d4a 90 } else {
el17sm 46:f09711580d4a 91 rooms[room_y][room_x] = new Room(rand() % 4, 0);
el17sm 46:f09711580d4a 92 if (boss_room_counter < boss_room_number) {no_of_doorways = 2 + (rand() % 100 < 10) + (rand() % 100 < 10);} // 20% chance of adding doorways
el17sm 46:f09711580d4a 93 else {no_of_doorways = 1;}
el17sm 46:f09711580d4a 94 while (count_doorways() < no_of_doorways) {
el17sm 46:f09711580d4a 95 rooms[room_y][room_x]->set_doorway(rand() % 4, true); // Setting random doorways until number of desired doorways
el17sm 46:f09711580d4a 96 }
el17sm 46:f09711580d4a 97 update_definite_doorways();
el17sm 46:f09711580d4a 98 for (int i = 0; i < 4; i++) {
el17sm 46:f09711580d4a 99 if (cannot[i]){rooms[room_y][room_x]->set_doorway(i, false);}
el17sm 46:f09711580d4a 100 if (have_to[i]){rooms[room_y][room_x]->set_doorway(i, true);}
el17sm 46:f09711580d4a 101 }
el17sm 46:f09711580d4a 102 if ((boss_room_counter >= boss_room_number) && (!boss_room_exist)) {
el17sm 46:f09711580d4a 103 rooms[room_y][room_x]->set_boss_doorway(available_boss_room());
el17sm 46:f09711580d4a 104 boss_room_exist = true;
el17sm 46:f09711580d4a 105 }
el17sm 46:f09711580d4a 106 }
el17sm 46:f09711580d4a 107 boss_room_counter++;
el17sm 46:f09711580d4a 108 }
el17sm 46:f09711580d4a 109
el17sm 46:f09711580d4a 110 void update_room_coords()
el17sm 46:f09711580d4a 111 {
el17sm 46:f09711580d4a 112 prev_room_x = room_x;
el17sm 46:f09711580d4a 113 prev_room_y = room_y;
el17sm 46:f09711580d4a 114 room_y = room_engine->get_room_y();
el17sm 46:f09711580d4a 115 room_x = room_engine->get_room_x();
el17sm 46:f09711580d4a 116 }
el17sm 46:f09711580d4a 117
el17sm 48:f7d9ae3e554d 118 void minimap_detection()
el17sm 48:f7d9ae3e554d 119 {
el17sm 48:f7d9ae3e554d 120 while(gamepad.check_event(Gamepad::BACK_PRESSED)) {
el17sm 48:f7d9ae3e554d 121 lcd.clear();
el17sm 48:f7d9ae3e554d 122 for (int j = 0; j < MAX_ROOMS_MAP_Y; j++) {
el17sm 48:f7d9ae3e554d 123 for (int i = 0; i < MAX_ROOMS_MAP_X; i++) {
el17sm 48:f7d9ae3e554d 124 if (valid_rooms[j][i]) {
el17sm 48:f7d9ae3e554d 125 lcd.drawSprite(33 + (i-room_x)*20, 17 + (j-room_y)*15, 15, 20, (char *)minimap_sprite[0]);
el17sm 48:f7d9ae3e554d 126 if (rooms[j][i]->get_room_type() == 10) {
el17sm 48:f7d9ae3e554d 127 lcd.drawSprite(33 + (i-room_x)*20, 17 + (j-room_y)*15, 15, 20, (char *)minimap_sprite[2]);
el17sm 48:f7d9ae3e554d 128 } else if (rooms[j][i]->enemies_exist()) {
el17sm 48:f7d9ae3e554d 129 lcd.drawSprite(33 + (i-room_x)*20, 17 + (j-room_y)*15, 15, 20, (char *)minimap_sprite[1]);
el17sm 48:f7d9ae3e554d 130 }
el17sm 48:f7d9ae3e554d 131 if (rooms[j][i]->get_doorway(0)) {
el17sm 48:f7d9ae3e554d 132 lcd.drawLine(42 + (i-room_x)*20, 17 + (j-room_y)*15, 43 + (i-room_x)*20, 17 + (j-room_y)*15, 1);
el17sm 48:f7d9ae3e554d 133 }
el17sm 48:f7d9ae3e554d 134 if (rooms[j][i]->get_doorway(1)) {
el17sm 48:f7d9ae3e554d 135 lcd.drawLine(52 + (i-room_x)*20, 23 + (j-room_y)*15, 52 + (i-room_x)*20, 24 + (j-room_y)*15, 1);
el17sm 48:f7d9ae3e554d 136 }
el17sm 48:f7d9ae3e554d 137 if (rooms[j][i]->get_doorway(2)) {
el17sm 48:f7d9ae3e554d 138 lcd.drawLine(42 + (i-room_x)*20, 31 + (j-room_y)*15, 43 + (i-room_x)*20, 31 + (j-room_y)*15, 1);
el17sm 48:f7d9ae3e554d 139 }
el17sm 48:f7d9ae3e554d 140 if (rooms[j][i]->get_doorway(3)) {
el17sm 48:f7d9ae3e554d 141 lcd.drawLine(33 + (i-room_x)*20, 23 + (j-room_y)*15, 33 + (i-room_x)*20, 24 + (j-room_y)*15, 1);
el17sm 48:f7d9ae3e554d 142 }
el17sm 48:f7d9ae3e554d 143 }
el17sm 48:f7d9ae3e554d 144 }
el17sm 48:f7d9ae3e554d 145 }
el17sm 48:f7d9ae3e554d 146 lcd.drawSpriteTransparent(33, 17, 15, 20, (char *)minimap_sprite[3]);
el17sm 48:f7d9ae3e554d 147 lcd.refresh();
el17sm 48:f7d9ae3e554d 148 wait_ms(1000/40);
el17sm 48:f7d9ae3e554d 149 };
el17sm 48:f7d9ae3e554d 150 }
el17sm 48:f7d9ae3e554d 151
el17sm 48:f7d9ae3e554d 152 void game_over()
el17sm 48:f7d9ae3e554d 153 {
el17sm 48:f7d9ae3e554d 154 lcd.clear();
el17sm 48:f7d9ae3e554d 155 lcd.setContrast(global_contrast);
el17sm 48:f7d9ae3e554d 156 lcd.printString("Game Over", 0, 0);
el17sm 48:f7d9ae3e554d 157 lcd.printString("Retry?", 0, 1);
el17sm 48:f7d9ae3e554d 158 }
el17sm 48:f7d9ae3e554d 159
el17sm 48:f7d9ae3e554d 160 void win()
el17sm 48:f7d9ae3e554d 161 {
el17sm 48:f7d9ae3e554d 162 lcd.clear();
el17sm 48:f7d9ae3e554d 163 lcd.setContrast(global_contrast);
el17sm 48:f7d9ae3e554d 164 lcd.printString("You won!", 0, 0);
el17sm 48:f7d9ae3e554d 165 }
el17sm 48:f7d9ae3e554d 166
el17sm 48:f7d9ae3e554d 167 void display_stats()
el17sm 48:f7d9ae3e554d 168 {
el17sm 48:f7d9ae3e554d 169 lcd.printString("Enemies Killed:", 0, 2);
el17sm 48:f7d9ae3e554d 170 char kills[10];
el17sm 48:f7d9ae3e554d 171 sprintf(kills, "%d enemies", number_of_enemies_killed);
el17sm 48:f7d9ae3e554d 172 lcd.printString(kills, 0, 3);
el17sm 48:f7d9ae3e554d 173 lcd.printString("Time:", 0, 4);
el17sm 48:f7d9ae3e554d 174 char total_duration[10];
el17sm 48:f7d9ae3e554d 175 sprintf(total_duration, "%d seconds", (total_time/40));
el17sm 48:f7d9ae3e554d 176 lcd.printString(total_duration, 0, 5);
el17sm 48:f7d9ae3e554d 177 lcd.refresh();
el17sm 48:f7d9ae3e554d 178 while(gamepad.check_event(Gamepad::A_PRESSED)) {
el17sm 48:f7d9ae3e554d 179 }
el17sm 48:f7d9ae3e554d 180 wait(0.05);
el17sm 48:f7d9ae3e554d 181 while(!gamepad.check_event(Gamepad::A_PRESSED)) {
el17sm 48:f7d9ae3e554d 182 }
el17sm 48:f7d9ae3e554d 183 wait(0.05);
el17sm 48:f7d9ae3e554d 184 while(gamepad.check_event(Gamepad::A_PRESSED)) {
el17sm 48:f7d9ae3e554d 185 }
el17sm 48:f7d9ae3e554d 186 }
el17sm 48:f7d9ae3e554d 187
el17sm 48:f7d9ae3e554d 188 int available_boss_room()
el17sm 48:f7d9ae3e554d 189 {
el17sm 48:f7d9ae3e554d 190 if (!valid_rooms[room_y - 1][room_x]){
el17sm 48:f7d9ae3e554d 191 rooms[room_y][room_x]->set_doorway(0, true);
el17sm 48:f7d9ae3e554d 192 valid_rooms[room_y - 1][room_x] = true;
el17sm 48:f7d9ae3e554d 193 rooms[room_y - 1][room_x] = new Room(0, 10);
el17sm 48:f7d9ae3e554d 194 rooms[room_y - 1][room_x]->set_doorway(2, true);
el17sm 48:f7d9ae3e554d 195 return 0;
el17sm 48:f7d9ae3e554d 196 } else if (!valid_rooms[room_y][room_x + 1]){
el17sm 48:f7d9ae3e554d 197 rooms[room_y][room_x]->set_doorway(1, true);
el17sm 48:f7d9ae3e554d 198 valid_rooms[room_y][room_x + 1] = true;
el17sm 48:f7d9ae3e554d 199 rooms[room_y][room_x + 1] = new Room(0, 10);
el17sm 48:f7d9ae3e554d 200 rooms[room_y][room_x + 1]->set_doorway(3, true);
el17sm 48:f7d9ae3e554d 201 return 1;
el17sm 48:f7d9ae3e554d 202 } else if (!valid_rooms[room_y + 1][room_x]){
el17sm 48:f7d9ae3e554d 203 rooms[room_y][room_x]->set_doorway(2, true);
el17sm 48:f7d9ae3e554d 204 valid_rooms[room_y + 1][room_x] = true;
el17sm 48:f7d9ae3e554d 205 rooms[room_y + 1][room_x] = new Room(0, 10);
el17sm 48:f7d9ae3e554d 206 rooms[room_y + 1][room_x]->set_doorway(0, true);
el17sm 48:f7d9ae3e554d 207 return 2;
el17sm 48:f7d9ae3e554d 208 } else if (!valid_rooms[room_y][room_x - 1]){
el17sm 48:f7d9ae3e554d 209 rooms[room_y][room_x]->set_doorway(3, true);
el17sm 48:f7d9ae3e554d 210 valid_rooms[room_y][room_x - 1] = true;
el17sm 48:f7d9ae3e554d 211 rooms[room_y][room_x - 1] = new Room(0, 10);
el17sm 48:f7d9ae3e554d 212 rooms[room_y][room_x - 1]->set_doorway(1, true);
el17sm 48:f7d9ae3e554d 213 return 3;
el17sm 48:f7d9ae3e554d 214 }
el17sm 48:f7d9ae3e554d 215 delete rooms[room_y - 1][room_x];
el17sm 48:f7d9ae3e554d 216 rooms[room_y - 1][room_x] = new Room(0, 10);
el17sm 48:f7d9ae3e554d 217 rooms[room_y - 1][room_x]->set_doorway(2, true);
el17sm 48:f7d9ae3e554d 218 return 0;
el17sm 48:f7d9ae3e554d 219 }
el17sm 48:f7d9ae3e554d 220
el17sm 48:f7d9ae3e554d 221 void game_unload()
el17sm 48:f7d9ae3e554d 222 {
el17sm 48:f7d9ae3e554d 223 for (int i = 0; i < MAX_ROOMS_MAP_X; i++) {
el17sm 48:f7d9ae3e554d 224 for (int j = 0; j < MAX_ROOMS_MAP_Y; j++) {
el17sm 48:f7d9ae3e554d 225 if (valid_rooms[j][j]){
el17sm 48:f7d9ae3e554d 226 delete rooms[j][i];
el17sm 48:f7d9ae3e554d 227 valid_rooms[i][j] = false;
el17sm 48:f7d9ae3e554d 228 }
el17sm 48:f7d9ae3e554d 229 }
el17sm 48:f7d9ae3e554d 230 }
el17sm 48:f7d9ae3e554d 231 delete room_engine;
el17sm 48:f7d9ae3e554d 232 delete player;
el17sm 48:f7d9ae3e554d 233 }
el17sm 48:f7d9ae3e554d 234
el17sm 48:f7d9ae3e554d 235 // Functions
el17sm 46:f09711580d4a 236 int opposite(int value)
el17sm 46:f09711580d4a 237 {
el17sm 46:f09711580d4a 238 if (value <= 1) {
el17sm 46:f09711580d4a 239 return value + 2;
el17sm 46:f09711580d4a 240 } else {
el17sm 46:f09711580d4a 241 return value - 2;
el17sm 46:f09711580d4a 242 }
el17sm 46:f09711580d4a 243 }
el17sm 46:f09711580d4a 244
el17sm 46:f09711580d4a 245 int count_doorways() // counts number of exisisting doorways
el17sm 46:f09711580d4a 246 {
el17sm 46:f09711580d4a 247 int count = 0;
el17sm 46:f09711580d4a 248 for (int i = 0; i < 4; i++){
el17sm 46:f09711580d4a 249 if (rooms[room_y][room_x]->get_doorway(i)) {
el17sm 46:f09711580d4a 250 count++;
el17sm 46:f09711580d4a 251 }
el17sm 46:f09711580d4a 252 }
el17sm 46:f09711580d4a 253 return count;
el17sm 46:f09711580d4a 254 }
el17sm 46:f09711580d4a 255
el17sm 46:f09711580d4a 256 void update_definite_doorways()
el17sm 46:f09711580d4a 257 {
el17sm 46:f09711580d4a 258 // UP
el17sm 46:f09711580d4a 259 if (room_y == 1) {
el17sm 46:f09711580d4a 260 cannot[0] = true;
el17sm 46:f09711580d4a 261 have_to[0] = false;
el17sm 46:f09711580d4a 262 } else if (valid_rooms[room_y - 1][room_x]){
el17sm 46:f09711580d4a 263 if (rooms[room_y - 1][room_x]->get_doorway(2)){
el17sm 46:f09711580d4a 264 have_to[0] = true;
el17sm 46:f09711580d4a 265 cannot[0] = false;
el17sm 46:f09711580d4a 266 } else {
el17sm 46:f09711580d4a 267 have_to[0] = false;
el17sm 46:f09711580d4a 268 cannot[0] = true;
el17sm 46:f09711580d4a 269 }
el17sm 46:f09711580d4a 270 } else {
el17sm 46:f09711580d4a 271 have_to[0] = false;
el17sm 46:f09711580d4a 272 cannot[0] = false;
el17sm 46:f09711580d4a 273 }
el17sm 46:f09711580d4a 274
el17sm 46:f09711580d4a 275 // RIGHT
el17sm 46:f09711580d4a 276 if (room_x == 10) {
el17sm 46:f09711580d4a 277 cannot[1] = true;
el17sm 46:f09711580d4a 278 have_to[1] = false;
el17sm 46:f09711580d4a 279 } else if (valid_rooms[room_y][room_x + 1]){
el17sm 46:f09711580d4a 280 if (rooms[room_y][room_x + 1]->get_doorway(3)){
el17sm 46:f09711580d4a 281 have_to[1] = true;
el17sm 46:f09711580d4a 282 cannot[1] = false;
el17sm 46:f09711580d4a 283 } else {
el17sm 46:f09711580d4a 284 have_to[1] = false;
el17sm 46:f09711580d4a 285 cannot[1] = true;
el17sm 46:f09711580d4a 286 }
el17sm 46:f09711580d4a 287 } else {
el17sm 46:f09711580d4a 288 have_to[1] = false;
el17sm 46:f09711580d4a 289 cannot[1] = false;
el17sm 46:f09711580d4a 290 }
el17sm 46:f09711580d4a 291
el17sm 46:f09711580d4a 292 // DOWN
el17sm 46:f09711580d4a 293 if (room_y == 10) {
el17sm 46:f09711580d4a 294 cannot[2] = true;
el17sm 46:f09711580d4a 295 have_to[2] = false;
el17sm 46:f09711580d4a 296 } else if (valid_rooms[room_y + 1][room_x]){
el17sm 46:f09711580d4a 297 if (rooms[room_y + 1][room_x]->get_doorway(0)){
el17sm 46:f09711580d4a 298 have_to[2] = true;
el17sm 46:f09711580d4a 299 cannot[2] = false;
el17sm 46:f09711580d4a 300 } else {
el17sm 46:f09711580d4a 301 have_to[2] = false;
el17sm 46:f09711580d4a 302 cannot[2] = true;
el17sm 46:f09711580d4a 303 }
el17sm 46:f09711580d4a 304 } else {
el17sm 46:f09711580d4a 305 have_to[2] = false;
el17sm 46:f09711580d4a 306 cannot[2] = false;
el17sm 46:f09711580d4a 307 }
el17sm 46:f09711580d4a 308
el17sm 46:f09711580d4a 309 // LEFT
el17sm 46:f09711580d4a 310 if (room_x == 1) {
el17sm 46:f09711580d4a 311 cannot[3] = true;
el17sm 46:f09711580d4a 312 have_to[3] = false;
el17sm 46:f09711580d4a 313 } else if (valid_rooms[room_y][room_x - 1]){
el17sm 46:f09711580d4a 314 if (rooms[room_y][room_x - 1]->get_doorway(1)){
el17sm 46:f09711580d4a 315 have_to[3] = true;
el17sm 46:f09711580d4a 316 cannot[3] = false;
el17sm 46:f09711580d4a 317 } else {
el17sm 46:f09711580d4a 318 have_to[3] = false;
el17sm 46:f09711580d4a 319 cannot[3] = true;
el17sm 46:f09711580d4a 320 }
el17sm 46:f09711580d4a 321 } else {
el17sm 46:f09711580d4a 322 have_to[3] = false;
el17sm 46:f09711580d4a 323 cannot[3] = false;
el17sm 46:f09711580d4a 324 }
el17sm 48:f7d9ae3e554d 325 }