/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* ft_extra_keys.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: joelecle +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2020/02/14 17:22:32 by joelecle #+# #+# */ /* Updated: 2020/02/14 17:23:42 by joelecle ### ########lyon.fr */ /* */ /* ************************************************************************** */ #include #include #include #include #include #include int ft_left_key(t_cub *clist) { t_player *pl; float sav_dir_y; float sav_plane_x; const float rot_speed = FT_ROT_SPEED; pl = &clist->plist; sav_dir_y = pl->dir_y; pl->dir_y = pl->dir_y * cos(-rot_speed) - pl->dir_x * sin(-rot_speed); pl->dir_x = sav_dir_y * sin(-rot_speed) + pl->dir_x * cos(-rot_speed); sav_plane_x = pl->plane_x; pl->plane_x = pl->plane_x * cos(rot_speed) - pl->plane_y * sin(rot_speed); pl->plane_y = sav_plane_x * sin(rot_speed) + pl->plane_y * cos(rot_speed); return (0); } int ft_right_key(t_cub *clist) { t_player *pl; float sav_dir_y; float sav_plane_x; const float rot_speed = FT_ROT_SPEED; pl = &clist->plist; sav_dir_y = pl->dir_y; pl->dir_y = pl->dir_y * cos(rot_speed) - pl->dir_x * sin(rot_speed); pl->dir_x = sav_dir_y * sin(rot_speed) + pl->dir_x * cos(rot_speed); sav_plane_x = pl->plane_x; pl->plane_x = pl->plane_x * cos(-rot_speed) - pl->plane_y * sin(-rot_speed); pl->plane_y = sav_plane_x * sin(-rot_speed) + pl->plane_y * cos(-rot_speed); return (0); } int ft_f1_key(t_cub *clist) { if (clist->ishud == 0) { clist->ishud = 1; ft_draw_scene(clist); } else if (clist->ishud == 1) { clist->ishud = 0; ft_draw_scene(clist); } return (0); } static void ft_choose_colt_sound(t_cub *clist) { static uint8_t ref = 0; if (ref % 3 == 0) clist->sfx[9].sfx_play(clist->sfx); else if (ref % 3 == 2) clist->sfx[16].sfx_play(clist->sfx); else if (ref % 3 == 1) clist->sfx[17].sfx_play(clist->sfx); ref += 2; ref = (ref > 200) ? (0) : (ref); } int ft_space_key(t_cub *clist) { uint8_t w_id; w_id = clist->plist.handles_weapon; w_id = (w_id == 2) ? (1) : (w_id); w_id = (w_id == 4) ? (2) : (w_id); if (clist->plist.fire == 0 && (clist->plist.ammo[w_id] > 0 || clist->plist.ammo[w_id] == -4)) { clist->plist.ammo[w_id] -= w_id; if (clist->plist.handles_weapon != 2) clist->sfx[clist->plist.handles_weapon + 7].sfx_play(clist->sfx); else ft_choose_colt_sound(clist); clist->plist.fire = 1; ft_shoot(clist); return (0); } else if (clist->plist.fire == 0 && clist->plist.ammo[w_id] <= 0) clist->sfx[12].sfx_play(clist->sfx); return (0); }