clang
This commit is contained in:
320
function.c
320
function.c
@@ -1,202 +1,208 @@
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#include "function.h"
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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unsigned short int **creatArea2D(const unsigned int N)
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unsigned short int **
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creatArea2D (const unsigned int N)
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{
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unsigned short int **tab2d;
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tab2d = calloc(N, sizeof(unsigned short int* ));
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tab2d = calloc (N, sizeof (unsigned short int *));
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if (tab2d == NULL)
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{
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return NULL;
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}
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{
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return NULL;
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}
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bool fail = false;
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bool fail = false;
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unsigned int i;
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for (i = 0; i < N && !fail; ++i)
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{
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tab2d[i] = calloc(N, sizeof(unsigned short int));
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if (tab2d[i] == NULL)
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{
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fail = true;
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tab2d[i] = calloc (N, sizeof (unsigned short int));
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if (tab2d[i] == NULL)
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{
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fail = true;
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}
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}
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}
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if (fail)
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{
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unsigned int j;
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for (j = 0; j < i; ++j)
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{
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free(tab2d[j]);
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unsigned int j;
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for (j = 0; j < i; ++j)
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{
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free (tab2d[j]);
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}
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free (tab2d);
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return NULL;
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}
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free(tab2d);
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return NULL;
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}
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return tab2d;
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}
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short int canIGoDirection(short int valueOfNCase, short int valueOfNPlusOneCase)
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short int
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canIGoDirection (short int valueOfNCase, short int valueOfNPlusOneCase)
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{
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if(valueOfNCase!=WALL)
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if (valueOfNCase != WALL)
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{
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if((valueOfNCase==BOX && valueOfNPlusOneCase==EMPTY) ||( valueOfNCase==BOX && valueOfNPlusOneCase==TARGET))
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if ((valueOfNCase == BOX && valueOfNPlusOneCase == EMPTY)
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|| (valueOfNCase == BOX && valueOfNPlusOneCase == TARGET))
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{
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if(valueOfNPlusOneCase==TARGET)
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if (valueOfNPlusOneCase == TARGET)
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{
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// Box on target
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return 3;
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}
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//move the box
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return 2;
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}
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if((valueOfNCase==BOX_ON_TARGET && valueOfNPlusOneCase==EMPTY )|| (valueOfNCase==BOX_ON_TARGET && valueOfNPlusOneCase==TARGET))
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// Box on target
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return 3;
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}
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// move the box
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return 2;
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}
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if ((valueOfNCase == BOX_ON_TARGET && valueOfNPlusOneCase == EMPTY)
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|| (valueOfNCase == BOX_ON_TARGET && valueOfNPlusOneCase == TARGET))
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{
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if(valueOfNPlusOneCase==TARGET)
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if (valueOfNPlusOneCase == TARGET)
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{
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// Box on target and player on target too
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return 6;
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}
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//move the box but player on a target
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return 5;
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}
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if(valueOfNCase==TARGET)
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// Box on target and player on target too
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return 6;
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}
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// move the box but player on a target
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return 5;
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}
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if (valueOfNCase == TARGET)
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{
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//move player on target
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return 4;
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// move player on target
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return 4;
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}
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if(valueOfNCase==EMPTY)
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{
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// move player
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return 1;
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}
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if (valueOfNCase == EMPTY)
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{
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// move player
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return 1;
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}
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}
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return 0;
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return 0;
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}
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void move(unsigned short int **tab,vect *playerPos, vect direction)
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void
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move (unsigned short int **tab, vect *playerPos, vect direction)
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{
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short int valueOfNCase=tab[playerPos->x+direction.x][playerPos->y+direction.y];
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short int valueOfNPlusOneCase=tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2];
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short int valueOfNCase
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= tab[playerPos->x + direction.x][playerPos->y + direction.y];
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short int valueOfNPlusOneCase
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= tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2];
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short int returnValue = canIGoDirection(valueOfNCase,valueOfNPlusOneCase);
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short int playerState =tab[playerPos->x][playerPos->y];
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short int returnValue = canIGoDirection (valueOfNCase, valueOfNPlusOneCase);
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short int playerState = tab[playerPos->x][playerPos->y];
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switch(returnValue)
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switch (returnValue)
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{
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case 0:
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break;
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case 1:
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//move player
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER;
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break;
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case 2:
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//move player and the box
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER;
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tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2] = BOX;
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break;
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case 3:
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//move player and the box is well-placed
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case 0:
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER;
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tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2] = BOX_ON_TARGET;
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break;
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case 4:
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//move player on a target
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break;
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case 1:
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// move player
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tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER;
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break;
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case 2:
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// move player and the box
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER_ON_TARGET;
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break;
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case 5:
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//move box and player on a target
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tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER;
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tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2]
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= BOX;
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break;
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case 3:
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// move player and the box is well-placed
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tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2] = BOX;
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER_ON_TARGET;
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break;
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case 6:
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//move player on a target and box on a target
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tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2] = BOX_ON_TARGET;
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER_ON_TARGET;
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break;
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tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER;
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tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2]
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= BOX_ON_TARGET;
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break;
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case 4:
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// move player on a target
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tab[playerPos->x + direction.x][playerPos->y + direction.y]
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= PLAYER_ON_TARGET;
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break;
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case 5:
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// move box and player on a target
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tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2]
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= BOX;
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tab[playerPos->x + direction.x][playerPos->y + direction.y]
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= PLAYER_ON_TARGET;
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break;
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case 6:
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// move player on a target and box on a target
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tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2]
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= BOX_ON_TARGET;
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tab[playerPos->x + direction.x][playerPos->y + direction.y]
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= PLAYER_ON_TARGET;
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break;
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default:
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printf ("Commande inconnue !\n");
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}
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if (returnValue != 0)
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{
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if (playerState == PLAYER_ON_TARGET)
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{
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tab[playerPos->x][playerPos->y] = TARGET;
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}
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else
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{
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tab[playerPos->x][playerPos->y] = EMPTY;
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}
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playerPos->x = playerPos->x + direction.x;
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playerPos->y = playerPos->y + direction.y;
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}
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}
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void
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inGameLoop (unsigned short int **tab2d, vect *playerPos)
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{
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vect direction = { 0, 0 };
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char input;
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while (1)
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{
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printf ("Utilisez Z/Q/S/D pour bouger, X pour quitter : ");
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input = getchar ();
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if (input == 'x')
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{
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break; // Quitter le jeu
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}
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switch (input)
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{
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case 'd':
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direction.y = 1;
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direction.x = 0;
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break;
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case 'q':
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direction.y = -1;
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direction.x = 0;
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break;
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case 'z':
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direction.x = -1;
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direction.y = 0;
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break;
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case 's':
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direction.x = 1;
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direction.y = 0;
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break;
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default:
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printf("Commande inconnue !\n");
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}
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if(returnValue!=0)
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{
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if(playerState==PLAYER_ON_TARGET){tab[playerPos->x][playerPos->y] = TARGET;}
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else{ tab[playerPos->x][playerPos->y] = EMPTY;}
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playerPos->x = playerPos->x+direction.x;
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playerPos->y = playerPos->y+direction.y;
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}
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}
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void inGameLoop(unsigned short int **tab2d,vect *playerPos )
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{
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vect direction={0,0};
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char input;
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while (1) {
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printf("Utilisez Z/Q/S/D pour bouger, X pour quitter : ");
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input = getchar();
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if (input == 'x') {
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break; // Quitter le jeu
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direction.x = 0;
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direction.y = 0;
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}
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system ("clear");
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move (tab2d, playerPos, direction);
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switch (input) {
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case 'd':
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direction.y=1;
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direction.x=0;
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break;
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case 'q':
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direction.y=-1;
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direction.x=0;
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break;
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case 'z':
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direction.x=-1;
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direction.y=0;
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break;
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case 's':
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direction.x=1;
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direction.y=0;
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break;
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default:
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direction.x=0;
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direction.y=0;
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}
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system("clear");
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move(tab2d,playerPos, direction);
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printf("\n");
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screenDisplay(tab2d, 32);
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printf ("\n");
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screenDisplay (tab2d, 32);
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}
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}
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