intra to gitea
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@@ -0,0 +1,93 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* utils_2.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: lfirmin <[email protected]> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/11/13 12:34:24 by lfirmin #+# #+# */
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/* Updated: 2024/11/13 12:34:24 by lfirmin ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "../include/so_long.h"
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int close_game(t_game *game)
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{
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if (!game)
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return (0);
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if (game->img_floor)
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mlx_destroy_image(game->mlx, game->img_floor);
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if (game->img_wall)
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mlx_destroy_image(game->mlx, game->img_wall);
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if (game->img_player)
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mlx_destroy_image(game->mlx, game->img_player);
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if (game->img_collect)
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mlx_destroy_image(game->mlx, game->img_collect);
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if (game->img_exit)
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mlx_destroy_image(game->mlx, game->img_exit);
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if (game->win)
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mlx_destroy_window(game->mlx, game->win);
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if (game->mlx)
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{
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mlx_destroy_display(game->mlx);
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free(game->mlx);
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}
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clean_data(game->data);
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free(game);
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return (exit(0), 0);
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}
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void update_player_position(t_game *game, int x, int y)
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{
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int old_x;
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int old_y;
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old_x = game->player_x;
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old_y = game->player_y;
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game->map[old_y][old_x] = '0';
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if (old_x == game->exit_x && old_y == game->exit_y)
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game->map[old_y][old_x] = 'E';
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draw_tile(game, game->map[old_y][old_x], old_x, old_y);
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game->map[y][x] = 'P';
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draw_tile(game, 'P', x, y);
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game->player_x = x;
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game->player_y = y;
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game->moves++;
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printf("Moves: %d\n", game->moves);
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}
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void move_player(t_game *game, int new_x, int new_y)
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{
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char current_pos;
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current_pos = game->map[new_y][new_x];
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if (current_pos == 'E' && game->collectibles == 0)
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{
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ft_printf_fd(1, "Congratulations! You won in %d moves!\n", \
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game->moves + 1);
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close_game(game);
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}
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if (current_pos == 'C')
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{
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game->collectibles--;
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if (game->collectibles == 0)
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draw_tile(game, 'E', game->exit_x, game->exit_y);
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}
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update_player_position(game, new_x, new_y);
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}
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int is_valid_move(t_game *game, int x, int y)
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{
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if (x < 0 || x >= game->map_width || y < 0 || y >= game->map_height)
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return (0);
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if (game->map[y][x] == '1')
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return (0);
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if (game->map[y][x] == 'E')
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{
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if (game->collectibles == 0)
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return (1);
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return (1);
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}
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return (1);
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}
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