#include "cube3d.h" void plr_posx_decrement(t_game *game, t_plr *plr) { t_d_coord pos; int limit_x; int limit_y; 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); if (limit_x) pos.x = plr->exact.x; if (limit_y) 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; 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); if (limit_x) pos.x = plr->exact.x; if (limit_y) 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; 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); if (limit_x) pos.x = plr->exact.x; if (limit_y) 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; 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); if (limit_x) pos.x = plr->exact.x; if (limit_y) 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); }