/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* player_moves.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: pblagoje +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2022/05/04 13:50:18 by pblagoje #+# #+# */ /* Updated: 2022/05/04 13:50:21 by pblagoje ### ########.fr */ /* */ /* ************************************************************************** */ #include "cube3d.h" void plr_posx_decrement(t_game *game, t_plr *plr) { t_d_coord pos; int limit_x; int limit_y; int limit_xy; pos.x = plr->exact.x - PLR_MV; pos.y = plr->exact.y; rotate_double(plr, &pos); limit_x = plr_out_limits(game, pos.x, plr->pos.y); limit_y = plr_out_limits(game, plr->pos.x, pos.y); limit_xy = plr_out_limits(game, pos.x, pos.y); if (limit_x) pos.x = plr->exact.x; if (limit_y) pos.y = plr->exact.y; if (limit_xy && !limit_y && !limit_x) { pos.x = plr->exact.x; pos.y = plr->exact.y; } plr->exact.x = pos.x; plr->exact.y = pos.y; (plr->pos.x) = (int)(pos.x); (plr->pos.y) = (int)(pos.y); } void plr_posy_decrement(t_game *game, t_plr *plr) { t_d_coord pos; int limit_x; int limit_y; int limit_xy; pos.x = plr->exact.x; pos.y = plr->exact.y - PLR_MV; rotate_double(plr, &(pos)); limit_x = plr_out_limits(game, pos.x, plr->pos.y); limit_y = plr_out_limits(game, plr->pos.x, pos.y); limit_xy = plr_out_limits(game, pos.x, pos.y); if (limit_x) pos.x = plr->exact.x; if (limit_y) pos.y = plr->exact.y; if (limit_xy && !limit_y && !limit_x) { pos.x = plr->exact.x; pos.y = plr->exact.y; } plr->exact.x = pos.x; plr->exact.y = pos.y; (plr->pos.x) = (int)(pos.x); (plr->pos.y) = (int)(pos.y); } void plr_posx_increment(t_game *game, t_plr *plr) { t_d_coord pos; int limit_x; int limit_y; int limit_xy; pos.x = plr->exact.x + PLR_MV; pos.y = plr->exact.y; rotate_double(plr, &(pos)); limit_x = plr_out_limits(game, pos.x, plr->pos.y); limit_y = plr_out_limits(game, plr->pos.x, pos.y); limit_xy = plr_out_limits(game, pos.x, pos.y); if (limit_x) pos.x = plr->exact.x; if (limit_y) pos.y = plr->exact.y; if (limit_xy && !limit_y && !limit_x) { pos.x = plr->exact.x; pos.y = plr->exact.y; } plr->exact.x = pos.x; plr->exact.y = pos.y; (plr->pos.x) = (int)(pos.x); (plr->pos.y) = (int)(pos.y); } void plr_posy_increment(t_game *game, t_plr *plr) { t_d_coord pos; int limit_x; int limit_y; int limit_xy; pos.x = plr->exact.x; pos.y = plr->exact.y + PLR_MV; rotate_double(plr, &(pos)); limit_x = plr_out_limits(game, pos.x, plr->pos.y); limit_y = plr_out_limits(game, plr->pos.x, pos.y); limit_xy = plr_out_limits(game, pos.x, pos.y); if (limit_x) pos.x = plr->exact.x; if (limit_y) pos.y = plr->exact.y; if (limit_xy && !limit_y && !limit_x) { pos.x = plr->exact.x; pos.y = plr->exact.y; } plr->exact.x = pos.x; plr->exact.y = pos.y; (plr->pos.x) = (int)(pos.x); (plr->pos.y) = (int)(pos.y); }