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95 lines (86 loc) · 2.7 KB
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* engine.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: mmoulati <mmoulati@student.1337.ma> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/03/03 17:32:17 by mmoulati #+# #+# */
/* Updated: 2025/03/08 11:56:26 by mmoulati ### ########.fr */
/* */
/* ************************************************************************** */
#include "libft/libft.h"
#include "so_long.h"
void ft_engine_init(t_engine *engine)
{
engine->map = NULL;
engine->player = ft_player_new();
engine->paused = false;
engine->coins = NULL;
engine->coins_total = 0;
ft_bzero(engine->keys, KEYS_TOTAL);
ft_enemy_init(&engine->enemy);
}
t_engine *ft_engine_new(void)
{
t_engine *engine;
engine = ft_calloc(sizeof(t_engine), 1);
if (engine)
{
ft_engine_init(engine);
if (engine->player == NULL)
ft_engine_destroy(&engine);
}
if (engine == NULL)
ft_putstr_fd(ERR_ALLOC_FAILED, 2);
return (engine);
}
void ft_engine_destroy(t_engine **engine)
{
ft_player_destroy(&(*engine)->player);
ft_map_destroy(&(*engine)->map);
ft_lstclear(&(*engine)->coins, free);
free(*engine);
*engine = NULL;
}
void ft_engine_solider_update(t_engine *engine)
{
t_enemy *enemy;
int dx;
int dy;
enemy = &engine->enemy;
if (enemy->is_fixed || enemy->is_dead || enemy->state == STATE_DYING)
return ;
ft_way_init(&dx, &dy, enemy->way);
if (!ft_collision_enemy_wall(&engine->enemy, engine->map, dx, dy))
{
ft_soldier_state_set(enemy, STATE_WALK);
enemy->x += dx * enemy->speed;
enemy->y += dy * enemy->speed;
}
else if (!enemy->is_fixed && enemy->state == STATE_WALK)
{
ft_soldier_state_set(enemy, STATE_IDLE);
enemy->is_fixed = true;
}
else if (enemy->state == STATE_IDLE && !enemy->is_fixed)
enemy->way = (enemy->way + 1) % WAY_TOTAL;
}
void ft_engine_update(t_game *game)
{
t_engine *engine;
t_render *render;
t_point d;
engine = game->engine;
render = game->render;
ft_engine_player_update(engine);
ft_engine_solider_update(engine);
ft_camera_update(render, engine);
ft_engine_coins_update(game);
ft_engine_collision(game->engine, game->render);
if (engine->player->state == STATE_HURT)
{
ft_way_init(&d.x, &d.y, engine->player->way);
ft_player_coor(engine, -d.x, -d.y);
}
}