-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmove.c
135 lines (114 loc) · 4.12 KB
/
move.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
#include "move.h"
#include <SDL/SDL.h>
#include <stdbool.h>
#include "const.h"
#include "coord.h"
#include "material.h"
bool isBox(Material* material, SDL_Surface*** map, int y, int x) {
return map[y][x] == material->box;
}
bool isBoxOk(Material* material, SDL_Surface*** map, int y, int x) {
return map[y][x] == material->boxOk;
}
bool isTarget(Material* material, SDL_Surface*** map, int y, int x) {
return map[y][x] == material->target;
}
bool isMoveOk(Material* material, SDL_Surface*** map, int y, int x) {
return !((map[y][x] == material->wall) || (map[y][x] == material->box) ||
(map[y][x] == material->boxOk));
}
void handleMoveOutFromTarget(Material* material, SDL_Surface*** map,
Coord nextNextCoord) {
if (isTarget(material, map, nextNextCoord.y, nextNextCoord.x)) {
map[nextNextCoord.y][nextNextCoord.x] = material->boxOk;
} else {
map[nextNextCoord.y][nextNextCoord.x] = material->box;
}
}
void actuallyMove(Material* material, SDL_Surface*** map, Mario* mario,
Coord nextCoord, Coord nextNextCoord,
void (*fun)(Material*, SDL_Surface***, Mario*, Coord)) {
fun(material, map, mario, nextCoord);
if (isBox(material, map, nextCoord.y, nextCoord.x)) {
if (isMoveOk(material, map, nextNextCoord.y, nextNextCoord.x)) {
handleMoveOutFromTarget(material, map, nextNextCoord);
map[nextCoord.y][nextCoord.x] = material->empty;
fun(material, map, mario, nextCoord);
}
}
if (isBoxOk(material, map, nextCoord.y, nextCoord.x)) {
if (isMoveOk(material, map, nextNextCoord.y, nextNextCoord.x)) {
handleMoveOutFromTarget(material, map, nextNextCoord);
map[nextCoord.y][nextCoord.x] = material->target;
fun(material, map, mario, nextCoord);
}
}
}
void up(Material* material, SDL_Surface*** map, Mario* mario, Coord coord) {
if (mario->curPos->y > 0) {
int y = coord.y;
int x = coord.x;
if (y >= 0 && y <= SIZE) {
if (isMoveOk(material, map, y, x)) {
mario->curPos->y -= WINDOW_SCALE;
mario->curMario = mario->marioUp;
}
}
}
}
void down(Material* material, SDL_Surface*** map, Mario* mario, Coord coord) {
if (mario->curPos->y < (WINDOW_SIZE - WINDOW_SCALE)) {
int y = coord.y;
int x = coord.x;
if (y >= 0 && y <= SIZE) {
if (isMoveOk(material, map, y, x)) {
mario->curPos->y += WINDOW_SCALE;
mario->curMario = mario->marioDown;
}
}
}
}
void left(Material* material, SDL_Surface*** map, Mario* mario, Coord coord) {
if (mario->curPos->x > 0) {
int y = coord.y;
int x = coord.x;
if (x >= 0 && x <= SIZE) {
if (isMoveOk(material, map, y, x)) {
mario->curPos->x -= WINDOW_SCALE;
mario->curMario = mario->marioLeft;
}
}
}
}
void right(Material* material, SDL_Surface*** map, Mario* mario, Coord coord) {
if (mario->curPos->x < (WINDOW_SIZE - WINDOW_SCALE)) {
int y = coord.y;
int x = coord.x;
if (x >= 0 && x <= SIZE) {
if (isMoveOk(material, map, y, x)) {
mario->curPos->x += WINDOW_SCALE;
mario->curMario = mario->marioRight;
}
}
}
}
//
void move(Material* material, SDL_Surface*** map, Direction direction,
Mario* mario) {
Coord nextCoord = getNextCoordFromPixel(direction, mario->curPos);
Coord nextNextCoord = getNextCoordFromCoord(direction, nextCoord);
switch (direction) {
case UP:
actuallyMove(material, map, mario, nextCoord, nextNextCoord, up);
break;
case DOWN:
actuallyMove(material, map, mario, nextCoord, nextNextCoord, down);
break;
case LEFT:
actuallyMove(material, map, mario, nextCoord, nextNextCoord, left);
break;
case RIGHT:
actuallyMove(material, map, mario, nextCoord, nextNextCoord, right);
break;
}
}