688 lines
20 KiB
C
688 lines
20 KiB
C
/**
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* \file function.c
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* Ce fichier contient toute les fonction utile pour le jeu. Sauf pour
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* l'affichage.
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*
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*/
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#include "../include/function.h"
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#include "../include/display.h"
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_keycode.h>
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#include <SDL2/SDL_rect.h>
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#include <SDL2/SDL_render.h>
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#include <SDL2/SDL_scancode.h>
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#include <SDL2/SDL_timer.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 <time.h>
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/**
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* \brief Cette fonction permet de creer une liste 2D
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* \param x Nombre de ligne.
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* \param y Nombre de colonne.
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* \return Le pointeur du tableau 2D de char (1 octet).
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*/
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char **creatArea2D (const int x, const int y)
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{
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char **tab2d;
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tab2d = calloc (x, sizeof (char *));
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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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bool fail = false;
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int i;
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for (i = 0; i < x && !fail; ++i)
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{
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tab2d[i] = calloc (y, sizeof (char));
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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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if (fail)
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{
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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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return tab2d;
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}
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/**
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* \brief Cette fontion permet de liberer l'espace tu tableau 2D de char.
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* \param tab Le tableau 2D.
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* \param x Le nombre de ligne.
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* \return Void.
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*/
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void free2D (char **tab, int x)
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{
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int i;
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for (i = 0; i < x; ++i)
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{
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free (tab[i]);
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}
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free (tab);
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return;
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}
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/**
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* \brief La fontction permet de savoir si le joueur peut ce deplacer dans une
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* direction.
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* \param valueOfNCase La valeur de la case dans la direction que le joueur
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* veut aller.
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* \param valueOfNPlusOneCase La valeur de la case dans la direction que le
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* joueur veut aller mais une fois de plus.
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* \return 0 Si c'est un mur devant le joueur, 1 si c'est vide devant le
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* joueur, 2 si c'est une boite mais qu'on peux la pousser ,3 si le joueur
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* pousse une boite sur un point d'interer, 4 si le joueur bouge sur un point
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* d'interer, 5 si le joueur peux pousser une boite mais le joueur se place sur
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* un point d'interer et 6 si le joueur pousse une boite sur un point d'interer
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* et que le joueur est aussi sur un point d'interer. 7 si valueOfNCase est un bouton.
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*/
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char canIGoDirection (char valueOfNCase, char valueOfNPlusOneCase)
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{
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if (valueOfNCase != WALL)
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{
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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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{
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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
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&& valueOfNPlusOneCase == TARGET))
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{
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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 == BUTTON)
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{
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return 7;
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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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}
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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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}
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/**
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* \brief Cette fonction effectue les deplacements du joueur et des boites en
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* fonction de la situation.
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* \param tab Le tableau 2D du plateau de jeu.
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* \param playerpos La position actuel du joueur.
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* \param direction La direction que le joueur veut effectuer.
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* \param score_user Toutes les données nécessaire pour calculer le score fini
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* du joueur.
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* \return Void
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*
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*/
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void move (char **tab, vect *playerPos, vect direction, score *score_user)
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{
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short int valueOfNCase
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= tab[playerPos->x + direction.x][playerPos->y + direction.y];
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vect add = plusVect (*playerPos, direction);
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add = plusVect (add, direction);
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short int valueOfNPlusOneCase;
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if (add.x < 0 || add.y < 0)
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{
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valueOfNPlusOneCase = WALL;
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}
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else
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{
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valueOfNPlusOneCase = tab[add.x][add.y];
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}
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short int returnValue
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= canIGoDirection (valueOfNCase, valueOfNPlusOneCase);
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short int playerState = tab[playerPos->x][playerPos->y];
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if (returnValue != 0)
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score_user->move_player++;
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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]
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= BOX;
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score_user->move_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][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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score_user->move_box++;
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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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score_user->move_box++;
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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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score_user->move_box++;
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break;
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case 7:
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tab[playerPos->x + direction.x][playerPos->y + direction.y]
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= PLAYER_ON_BUTTON;
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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 if (playerState == PLAYER_ON_BUTTON)
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{
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tab[playerPos->x][playerPos->y] = BUTTON;
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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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/**
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*
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* \brief La fonction permet de faire la boucle de jeu et le menu.
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* \param tab2d Le tableau 2d carre.
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* \param N LE nombre d'element de tab2d.
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* \param playerPos La position de depart du joueur.
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* \param targets Le tableau de toutes les positions des points d'interer de la
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* maps.
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* \param int nbr_targets Le nombre de point d'interer.
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* \param display_user Tout les information SDL pour afficher le jeu.
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* \param score_user Toute les données nécessaire pour calculer le score fini
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* du joueur.
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*\param menu True si c'est la loop du menu.
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* \return L'indice de la map si c'est un menu, sinon renvoie -1
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*/
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int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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int nbr_targets, dis *display_user, score *score_user,
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bool menu)
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{
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int fov = -1;
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int indice_button = -1;
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vect size_menu
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= { display_user->size_menu - 10, display_user->size_window / 3 - 10 };
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vect coor_time
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= { 10, display_user->size_window - display_user->size_menu + 10 };
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vect coor_move_player
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= { display_user->size_window / 3 + 10,
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display_user->size_window - display_user->size_menu + 10 };
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vect coor_move_box
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= { (display_user->size_window / 3) * 2 + 10,
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display_user->size_window - display_user->size_menu + 10 };
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if (menu)
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fov = 5;
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else
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{
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displayTextSDL (display_user, "MP : 0", coor_move_player, size_menu,
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50);
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displayTextSDL (display_user, "MB : 0", coor_move_box, size_menu, 50);
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}
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time_t time_start = time (NULL);
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time_t current_time = time (NULL);
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time_t delay = 0;
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vect direction = { 0, 0 };
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char input;
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bool finish = false;
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SDL_Event event;
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screenDisplayGameSDL (tab2d, *dim_tab, display_user, playerPos, fov);
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while (!finish)
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{
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while (SDL_PollEvent (&event))
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{
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if (event.type == SDL_KEYDOWN)
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{
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input = event.key.keysym.scancode;
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switch (input)
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{
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case SDL_SCANCODE_ESCAPE:
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if(menu) return 0;
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return -1000;
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finish = true;
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break;
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case SDL_SCANCODE_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 SDL_SCANCODE_A:
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direction.y = -1;
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direction.x = 0;
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break;
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case SDL_SCANCODE_W:
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direction.x = -1;
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direction.y = 0;
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break;
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case SDL_SCANCODE_S:
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direction.x = 1;
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direction.y = 0;
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break;
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case SDL_SCANCODE_RETURN:
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if (tab2d[playerPos->x][playerPos->y] == PLAYER_ON_BUTTON)
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return indice_button;
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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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move (tab2d, playerPos, direction, score_user);
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screenDisplayGameSDL (tab2d, *dim_tab, display_user, playerPos,
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fov);
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if (!menu)
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{
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char nbr_p[20];
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snprintf (nbr_p, 20, "MP : %d", score_user->move_player);
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char nbr_b[20];
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snprintf (nbr_b, 20, "MB : %d", score_user->move_box);
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displayTextSDL (display_user, nbr_p, coor_move_player,
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size_menu, 50);
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displayTextSDL (display_user, nbr_b, coor_move_box,
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size_menu, 50);
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if (isWin (tab2d, targets, nbr_targets))
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{
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return 1;
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finish = true;
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}
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if (islose (tab2d, dim_tab->x))
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{
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return 0;
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finish = true;
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}
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}
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else if (tab2d[playerPos->x][playerPos->y] == PLAYER_ON_BUTTON)
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{
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vect size_txt = { display_user->size_menu,
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display_user->size_window };
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char txt_empty[100]
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= " "
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" ";
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displayTextSDL (display_user, txt_empty, coor_time,
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size_txt, 100);
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char txt_button[50] = "";
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indice_button = playerPos->y / 5;
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if (indice_button <= 3)
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{
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snprintf (txt_button, 50,
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"Voulez-vous faire le niveau Original %d ?",
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indice_button);
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}
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else if (indice_button == dim_tab->y / 5)
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{
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snprintf (txt_button, 50,
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"Voulez-vous faire une map Custom (%d)?",
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indice_button - 3);
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}
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else
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{
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snprintf (txt_button, 50,
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"Voulez-vous faire le niveau Custom %d ?",
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indice_button - 3);
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}
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displayTextSDL (display_user, txt_button, coor_time,
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size_txt, 50);
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}
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else
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{
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vect size_txt = { display_user->size_menu,
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display_user->size_window };
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char txt_empty[100]
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= "Echap pour quitter ";
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displayTextSDL (display_user, txt_empty, coor_time,
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size_txt, 80);
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}
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}
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}
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current_time = time (NULL);
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if (current_time > delay)
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{
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delay = current_time;
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char *char_time = timeToText (time (NULL) - time_start);
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if (!menu)
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displayTextSDL (display_user, char_time, coor_time, size_menu,
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50);
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free (char_time);
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}
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SDL_Delay (16);
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}
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return -1;
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}
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/**
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* \brief Cette fonction verrifie si la partie est gagnante.
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* \param tab2d Le tableau 2D du jeu.
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* \param targets Le tableau de toute les positions des points d'interer.
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* \param nbr_targets Le nombre de points d'interer.
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* \return True si le joueur a remplis tout les points d'interer, false si ce
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* n'est pas le cas .
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*/
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bool isWin (char **tab2d, vect *targets, int nbr_targets)
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{
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int i;
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for (i = 0; i < nbr_targets; ++i)
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{
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int x = targets[i].x;
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int y = targets[i].y;
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if (tab2d[x][y] != BOX_ON_TARGET)
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{
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return false;
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}
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}
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return true;
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}
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/**
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* \brief La fonction renvois si la partie est perdante.
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* \param tab2d Le tableau 2d carre du plateau de jeu.
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* \param N Le nombre d'éléments dans le tab2d. (zone de jeu est carré)
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* \return True si c'est perdu, false si c'est pas perdu a cette instant.
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*
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*/
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bool islose (char **tab2d, const int N)
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{
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int x = 0, y = 0;
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for (x = 0; x < N; ++x)
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{
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for (y = 0; y < N; ++y)
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{
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bool isblock = false;
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if (tab2d[x][y] == BOX)
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{
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vect box;
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box.x = x;
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box.y = y;
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isblock = blockBox (tab2d, box);
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}
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if (isblock)
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{
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return true;
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}
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}
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}
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return false;
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}
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/**
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* \brief La fonction fait une addition de vecteur, (x1+x2, y1+y2).
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* \param one Premier vecteur.
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* \param two Deuzieme vecteur.
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* \return vect Un vecteur de l'addition de one et two.
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*/
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vect plusVect (vect one, vect two)
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{
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vect result;
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result.x = one.x + two.x;
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result.y = one.y + two.y;
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return result;
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}
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/**
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* \brief Renvois la longeur Manhattan
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*/
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int lengthVect (vect vector) { return abs (vector.x) + abs (vector.y); }
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/**
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* \brief La fonction permet de savoir si une boite est dans une situation ou
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* le joueur ne poura pas la debloqué.
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* \param tab2d Le tableau 2D carre du plateau de jeu.
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* \param box_coor Les corrdonnée de la boite que la fonction test.
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* \return True si la la boite est bloquer, sinon false.
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*/
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bool blockBox (char **tab2d, vect box_coor)
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{
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int nbr_touch = 0;
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vect card[4] = { { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 } };
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int indice_card[4] = { 0 };
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int id_box = -1;
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int i;
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for (i = 0; i < 4; ++i)
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{
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vect test = plusVect (box_coor, card[i]);
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char val = tab2d[test.x][test.y];
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if (val == BOX || val == WALL || val == BOX_ON_TARGET)
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{
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nbr_touch++;
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if (val == BOX || val == BOX_ON_TARGET)
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{
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id_box = nbr_touch - 1;
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}
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indice_card[nbr_touch - 1] = i;
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}
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}
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if (nbr_touch == 0)
|
|
return false;
|
|
|
|
if (nbr_touch >= 3)
|
|
{
|
|
if (id_box != -1)
|
|
{
|
|
vect other1 = card[indice_card[(id_box + 1) % 3]];
|
|
vect other2 = card[indice_card[(id_box + 2) % 3]];
|
|
vect test_add_other = plusVect (other1, other2);
|
|
vect coor_box = plusVect (card[indice_card[id_box]], box_coor);
|
|
vect other_plus_box1 = plusVect (other1, coor_box);
|
|
vect other_plus_box2 = plusVect (other2, coor_box);
|
|
int val1 = tab2d[other_plus_box1.x][other_plus_box1.y];
|
|
int val2 = tab2d[other_plus_box2.x][other_plus_box2.y];
|
|
|
|
if (test_add_other.x == 0 && test_add_other.y == 0)
|
|
{
|
|
|
|
if ((val1 == WALL || val1 == BOX || val1 == BOX_ON_TARGET)
|
|
|| (val2 == WALL || val2 == BOX || val2 == BOX_ON_TARGET))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (nbr_touch == 2)
|
|
{
|
|
int id1 = indice_card[0];
|
|
int id2 = indice_card[1];
|
|
vect add = plusVect (card[id1], card[id2]);
|
|
if (lengthVect (add) == 2)
|
|
{
|
|
if (id_box == -1)
|
|
return true;
|
|
vect test = plusVect (card[indice_card[id_box]],
|
|
card[indice_card[(id_box + 1) % 2]]);
|
|
test = plusVect (test, box_coor);
|
|
if (tab2d[test.x][test.y] == WALL)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
vect normal = card[indice_card[0]];
|
|
vect director1 = card[(indice_card[0] + 1) % 4];
|
|
vect director2 = card[(indice_card[0] + 3) % 4];
|
|
vect dir_test[2] = { director1, director2 };
|
|
|
|
bool wall = false;
|
|
|
|
for (int i = 0; i < 2; ++i)
|
|
{
|
|
wall = false;
|
|
vect current = plusVect (box_coor, dir_test[i]);
|
|
while (!wall)
|
|
{
|
|
char val = tab2d[current.x][current.y];
|
|
vect cur_nor = plusVect (current, normal);
|
|
char val_nor = tab2d[cur_nor.x][cur_nor.y];
|
|
if (val == WALL)
|
|
wall = true;
|
|
else if (val == TARGET)
|
|
return false;
|
|
if (val_nor != WALL)
|
|
{
|
|
return false;
|
|
}
|
|
current = plusVect(current, dir_test[i]);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* \brief Cette fonction renvois transforme le forma time en texte. (min:sec)
|
|
* \param time Le temps qu'on veux convertire.
|
|
* \return char Le string du texte.
|
|
*/
|
|
char *timeToText (time_t time)
|
|
{
|
|
char *result = calloc (20, sizeof (char));
|
|
result[0] = '\0';
|
|
unsigned int min = time / 60;
|
|
unsigned int sec = time % 60;
|
|
snprintf (result, 20, "Time : %02d:%02d", min, sec);
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* \brief Mets à 0 le score.
|
|
* \param player_score Le score a mettre à 0.
|
|
* \return void
|
|
*/
|
|
void nullScore(score *player_score)
|
|
{
|
|
player_score->after = 0;
|
|
player_score->before = 0;
|
|
player_score->move_box = 0;
|
|
player_score->move_player = 0;
|
|
}
|
|
|
|
/**
|
|
* \brief Fonction de loop pour la win ou la lose.
|
|
* \param display_user Tout les information du display de l'utilisateur utile.
|
|
* \param win Si on veut un affichage de victoire ou non.
|
|
*/
|
|
void winOrLoseLoop(dis *display_user,score *score_user, bool win)
|
|
{
|
|
SDL_Surface *img;
|
|
SDL_Texture *texture;
|
|
|
|
if(win) img = IMG_Load("image/win.png");
|
|
else img = IMG_Load("image/lose.png");
|
|
|
|
texture = SDL_CreateTextureFromSurface (display_user->renderer, img);
|
|
|
|
vect pos = {0, 0};
|
|
displayImage(display_user->renderer, texture, pos, display_user->size_window);
|
|
|
|
char text[50] = "";
|
|
snprintf(text, 50, "Score : %u",scoreCalculator(score_user, win));
|
|
vect pos_score = {10, (display_user->size_window*3) / 4};
|
|
vect size_score = {display_user->size_window / 4, display_user->size_window - 10};
|
|
displayTextSDL(display_user, text , pos_score, size_score, 80);
|
|
SDL_RenderPresent (display_user->renderer);
|
|
|
|
bool finish = false;
|
|
SDL_Event event;
|
|
SDL_Delay(100);
|
|
while(!finish)
|
|
{
|
|
SDL_PollEvent(&event);
|
|
if(event.type == SDL_KEYDOWN && event.key.keysym.scancode == SDL_SCANCODE_RETURN) finish = true;
|
|
SDL_Delay(16);
|
|
}
|
|
|
|
|
|
|
|
SDL_FreeSurface (img);
|
|
SDL_DestroyTexture (texture);
|
|
return;
|
|
}
|
|
|
|
unsigned int scoreCalculator(score *score_user, bool win)
|
|
{
|
|
unsigned short int result = 65535; //plus grand nombre
|
|
int time = score_user->after - score_user->before;
|
|
result -= (score_user->move_box + score_user->move_player) * time;
|
|
if (!win)
|
|
{
|
|
result /= 50;
|
|
}
|
|
return result;
|
|
}
|