Cube3d/srcs/parsing/check_map.c

158 lines
3.6 KiB
C

#include "cub.h"
int has_playable_neighbor(int x, int y, char **map)
{
if (map[y] && map[y][x + 1] &&
(map[y][x + 1] == '0' || map[y][x + 1] == 'N' ||
map[y][x + 1] == 'S' || map[y][x + 1] == 'E' ||
map[y][x + 1] == 'W'))
return (1);
if (x > 0 && map[y][x - 1] &&
(map[y][x - 1] == '0' || map[y][x - 1] == 'N' ||
map[y][x - 1] == 'S' || map[y][x - 1] == 'E' ||
map[y][x - 1] == 'W'))
return (1);
if (map[y + 1] && map[y + 1][x] &&
(map[y + 1][x] == '0' || map[y + 1][x] == 'N' ||
map[y + 1][x] == 'S' || map[y + 1][x] == 'E' ||
map[y + 1][x] == 'W'))
return (1);
if (y > 0 && map[y - 1] && map[y - 1][x] &&
(map[y - 1][x] == '0' || map[y - 1][x] == 'N' ||
map[y - 1][x] == 'S' || map[y - 1][x] == 'E' ||
map[y - 1][x] == 'W'))
return (1);
return (0);
}
int check_isolated_walls(char **map)
{
int i = 0;
int j;
while (map[i])
{
j = 0;
while (map[i][j])
{
if (map[i][j] == '1')
{
if (!has_playable_neighbor(j, i, map))
return (0); // '1' isolé détecté
}
j++;
}
i++;
}
return (1); // Pas de '1' isolé
}
int check_map_char(char **map)
{
int i = 0;
int j;
int p = 0;
while (map[i])
{
j = 0;
while (map[i][j])
{
if (map[i][j] == '1' || map[i][j] == '0' ||
map[i][j] == ' ' || map[i][j] == '\n')
j++;
else if (map[i][j] == 'S' || map[i][j] == 'N' ||
map[i][j] == 'E' || map[i][j] == 'W')
{
j++;
p++;
}
else
return (2);
}
i++;
}
if (p != 1)
return (1);
return (0);
}
void find_player_pos(char **map, int *player)
{
int i = 0;
int j;
while (map[i])
{
j = 0;
while (map[i][j])
{
if (map[i][j] == 'S' || map[i][j] == 'N' ||
map[i][j] == 'E' || map[i][j] == 'W')
{
player[0] = j;
player[1] = i;
player[2] = map[i][j];
return;
}
j++;
}
i++;
}
}
int is_closed_at(int x, int y, char **map)
{
if (!map[y] || !map[y][x] || map[y][x] == '\0')
return (0);
if (map[y][x] == ' ')
return (0);
return (1);
}
int check_walls(char **map)
{
int i = 0;
int j;
while (map[i])
{
j = 0;
while (map[i][j])
{
if (map[i][j] == '0' || map[i][j] == 'N' ||
map[i][j] == 'S' || map[i][j] == 'E' || map[i][j] == 'W')
{
if (!is_closed_at(j + 1, i, map) ||
!is_closed_at(j - 1, i, map) ||
!is_closed_at(j, i + 1, map) ||
!is_closed_at(j, i - 1, map))
return (0);
}
j++;
}
i++;
}
return (1);
}
int validate_map(char **map, int *player)
{
int result;
result = check_map_char(map);
if (result == 1)
return (ft_error(ERROR_PLAYER), 1);
if (result == 2)
return (ft_error(ERROR_CHAR), 1);
find_player_pos(map, player);
if (!check_walls(map))
return (ft_error(ERROR_NOT_CLOSE), 1);
// if (!check_isolated_walls(map))
// return (ft_error("Isolated wall detected"), 1);
return (0);
}