Files
Sokoban/function.c

203 lines
4.8 KiB
C

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