clang
This commit is contained in:
86
function.c
86
function.c
@@ -1,11 +1,10 @@
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#include "function.h"
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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 <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <stdbool.h>
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unsigned short int **
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creatArea2D (const unsigned int N)
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unsigned short int **creatArea2D(const unsigned int N)
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{
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{
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unsigned short int **tab2d;
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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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@@ -38,11 +37,13 @@ unsigned short int **creatArea2D(const unsigned int N)
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return tab2d;
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return tab2d;
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}
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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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{
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if (valueOfNCase != WALL)
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if (valueOfNCase != WALL)
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{
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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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{
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if (valueOfNPlusOneCase == TARGET)
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if (valueOfNPlusOneCase == TARGET)
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@@ -53,7 +54,8 @@ short int canIGoDirection(short int valueOfNCase, short int valueOfNPlusOneCase)
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// move the box
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// move the box
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return 2;
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return 2;
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}
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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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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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{
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if (valueOfNPlusOneCase == TARGET)
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if (valueOfNPlusOneCase == TARGET)
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@@ -75,17 +77,18 @@ short int canIGoDirection(short int valueOfNCase, short int valueOfNPlusOneCase)
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// move player
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// move player
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return 1;
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return 1;
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}
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}
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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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}
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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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{
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short int valueOfNCase=tab[playerPos->x+direction.x][playerPos->y+direction.y];
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short int valueOfNCase
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short int valueOfNPlusOneCase=tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2];
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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 returnValue = canIGoDirection (valueOfNCase, valueOfNPlusOneCase);
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short int playerState = tab[playerPos->x][playerPos->y];
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short int playerState = tab[playerPos->x][playerPos->y];
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@@ -103,70 +106,77 @@ void move(unsigned short int **tab,vect *playerPos, vect direction)
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// move player and the box
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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][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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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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break;
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case 3:
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case 3:
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// move player and the box is well-placed
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// move player and the box is well-placed
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tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER;
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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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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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break;
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case 4:
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case 4:
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// move player on a target
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// move player on a target
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER_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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break;
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case 5:
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case 5:
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// move box and player on a target
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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] = BOX;
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tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2]
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER_ON_TARGET;
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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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break;
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case 6:
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case 6:
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// move player on a target and box on a target
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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 * 2][playerPos->y + direction.y * 2]
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER_ON_TARGET;
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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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break;
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default:
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default:
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printf ("Commande inconnue !\n");
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printf ("Commande inconnue !\n");
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}
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}
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if (returnValue != 0)
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if (returnValue != 0)
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{
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{
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if(playerState==PLAYER_ON_TARGET){tab[playerPos->x][playerPos->y] = TARGET;}
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if (playerState == PLAYER_ON_TARGET)
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else{ tab[playerPos->x][playerPos->y] = EMPTY;}
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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->x = playerPos->x + direction.x;
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playerPos->y = playerPos->y + direction.y;
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playerPos->y = playerPos->y + direction.y;
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}
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}
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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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void inGameLoop(unsigned short int **tab2d,vect *playerPos )
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{
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{
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vect direction = { 0, 0 };
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vect direction = { 0, 0 };
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char input;
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char input;
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while (1) {
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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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printf ("Utilisez Z/Q/S/D pour bouger, X pour quitter : ");
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input = getchar ();
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input = getchar ();
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if (input == 'x') {
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if (input == 'x')
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{
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break; // Quitter le jeu
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break; // Quitter le jeu
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}
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}
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switch (input)
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{
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switch (input) {
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case 'd':
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case 'd':
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direction.y = 1;
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direction.y = 1;
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direction.x = 0;
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direction.x = 0;
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@@ -187,7 +197,6 @@ void inGameLoop(unsigned short int **tab2d,vect *playerPos )
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default:
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default:
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direction.x = 0;
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direction.x = 0;
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direction.y = 0;
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direction.y = 0;
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}
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}
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system ("clear");
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system ("clear");
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@@ -195,8 +204,5 @@ void inGameLoop(unsigned short int **tab2d,vect *playerPos )
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printf ("\n");
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printf ("\n");
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screenDisplay (tab2d, 32);
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screenDisplay (tab2d, 32);
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}
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}
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}
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}
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6
main.c
6
main.c
@@ -11,12 +11,6 @@ int main()
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unsigned short int **tab2d = creatArea2D(32);
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unsigned short int **tab2d = creatArea2D(32);
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targets = fileToTab2D("test.txt", tab2d, 32, playerPos, &nbr_targets);
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targets = fileToTab2D("test.txt", tab2d, 32, playerPos, &nbr_targets);
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screenDisplay(tab2d, 32);
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screenDisplay(tab2d, 32);
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printf("%d, %d\n", playerPos->x, playerPos->y);
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for (int i = 0;i < nbr_targets; ++i) {
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printf("%d, %d\n", targets[i].x, targets[i].y);
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}
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inGameLoop(tab2d,playerPos);
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inGameLoop(tab2d,playerPos);
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free(playerPos);
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free(playerPos);
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return 0;
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return 0;
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13
read.c
13
read.c
@@ -1,9 +1,10 @@
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#include "function.h"
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include "function.h"
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vect* fileToTab2D(const char* name_file, unsigned short int **tab,
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vect *
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const unsigned N, vect *player, int *nbr_targets)
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fileToTab2D (const char *name_file, unsigned short int **tab, const unsigned N,
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vect *player, int *nbr_targets)
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{
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{
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vect *targets = malloc (sizeof (vect));
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vect *targets = malloc (sizeof (vect));
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(*nbr_targets) = 0;
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(*nbr_targets) = 0;
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@@ -12,7 +13,8 @@ vect* fileToTab2D(const char* name_file, unsigned short int **tab,
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while (!feof (file))
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while (!feof (file))
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{
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{
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char current = fgetc (file);
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char current = fgetc (file);
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switch (current) {
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switch (current)
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{
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case '#':
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case '#':
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tab[x][y] = WALL;
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tab[x][y] = WALL;
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break;
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break;
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@@ -23,7 +25,8 @@ vect* fileToTab2D(const char* name_file, unsigned short int **tab,
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targets = realloc (targets, sizeof (vect) * (++nbr_targets[0]));
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targets = realloc (targets, sizeof (vect) * (++nbr_targets[0]));
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printf ("nbr %d, pointeur %p\n", nbr_targets[0], targets);
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printf ("nbr %d, pointeur %p\n", nbr_targets[0], targets);
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targets[nbr_targets[0] - 1].x = x;
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targets[nbr_targets[0] - 1].x = x;
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printf("%d : %d\n", targets[nbr_targets[0] - 1].x, nbr_targets[0] -1 );
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printf ("%d : %d\n", targets[nbr_targets[0] - 1].x,
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nbr_targets[0] - 1);
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targets[nbr_targets[0] - 1].y = y;
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targets[nbr_targets[0] - 1].y = y;
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printf ("%d\n", targets[nbr_targets[0] - 1].y);
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printf ("%d\n", targets[nbr_targets[0] - 1].y);
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tab[x][y] = TARGET;
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tab[x][y] = TARGET;
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