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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* ft_find_item.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: joelecle <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/02/17 20:06:26 by joelecle #+# #+# */
/* Updated: 2020/02/17 20:06:29 by joelecle ### ########lyon.fr */
/* */
/* ************************************************************************** */
#include <libft.h>
#include <cub3d.h>
#include <stdint.h>
static uint16_t
ft_fetch_heals_id(uint64_t pos_y, uint64_t pos_x, t_cub *cl)
{
uint16_t id;
id = 0;
while (id <= 64)
{
if (cl->sprites[9][id].s_pos_y == pos_y &&
cl->sprites[9][id].s_pos_x == pos_x)
return (id);
id++;
}
return (0);
}
static uint16_t
ft_fetch_weaps_id(int8_t weap_id, uint64_t pos_y, uint64_t pos_x, t_cub *cl)
{
uint16_t id;
id = 0;
while (id <= 32)
{
if (cl->sprites[10 + weap_id][id].s_pos_y == pos_y &&
cl->sprites[10 + weap_id][id].s_pos_x == pos_x)
return (id);
id++;
}
return (0);
}
static void
ft_set_ammo(uint8_t weap_id, t_player *pl)
{
if (weap_id == 0)
pl->ammo[0] = FT_WEAP_ONE_STRT_AMMO;
else if (weap_id == 1)
pl->ammo[1] += FT_WEAP_TWO_STRT_AMMO;
else if (weap_id == 2)
pl->ammo[2] += FT_WEAP_THREE_STRT_AMMO;
else if (weap_id == 3)
{
pl->ammo[2] += FT_AMMO_PACK;
weap_id = 2;
}
if (pl->ammo[weap_id] > FT_WEAP_MAX_AMMO)
pl->ammo[weap_id] = FT_WEAP_MAX_AMMO;
}
static void
ft_weapon_check(const char map_char, t_player *pl, t_cub *cl)
{
uint8_t weap_id;
uint8_t that_id;
if (ft_ischarset(FT_CHRST_WEAPONS, map_char))
{
weap_id = 0;
weap_id = (map_char == '@') ? (1) : (weap_id);
weap_id = (map_char == '#') ? (2) : (weap_id);
weap_id = (map_char == 'x') ? (3) : (weap_id);
cl->mlist.map[(uint64_t)pl->pos_y][(uint64_t)pl->pos_x] = '0';
if (weap_id != 3)
{
that_id = ft_fetch_weaps_id(weap_id, (uint64_t)pl->pos_y,
(uint64_t)pl->pos_x, cl);
cl->sprites[10 + weap_id][that_id].s_pos_x = 0;
cl->sprites[10 + weap_id][that_id].s_pos_y = 0;
pl->has_weapon[weap_id] = 1;
}
pl->handles_weapon = (weap_id == 0) ? (0) : (pl->handles_weapon);
pl->handles_weapon = (weap_id == 1) ? (2) : (pl->handles_weapon);
pl->handles_weapon = (weap_id == 2) ? (4) : (pl->handles_weapon);
ft_set_ammo((weap_id == 3) ? (2) : (weap_id), pl);
cl->sfx[6 + (((weap_id == 3) ? (2) : (weap_id)) * 2)].sfx_play(cl->sfx);
}
}
void
ft_find_item(t_player *pl, t_map *ml, t_cub *cl)
{
uint16_t id;
const char map_char = ml->map[(uint64_t)pl->pos_y][(uint64_t)pl->pos_x];
if (ft_ischarset(FT_CHRST_ITEM, map_char))
{
if (map_char == '+' && pl->life < FT_STRT_LIFE)
{
pl->life += FT_HEAL_PACK_AMOUNT;
pl->life = (pl->life > FT_STRT_LIFE) ? (FT_STRT_LIFE) : (pl->life);
ml->map[(uint64_t)pl->pos_y][(uint64_t)pl->pos_x] = '0';
id = ft_fetch_heals_id((uint64_t)pl->pos_y,
(uint64_t)pl->pos_x, cl);
cl->sprites[9][id].s_pos_x = 0;
cl->sprites[9][id].s_pos_y = 0;
cl->sfx[5].sfx_play(cl->sfx);
}
ft_weapon_check(map_char, pl, cl);
}
}
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