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so_long.h
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so_long.h
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* so_long.h :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: jbadaire <[email protected]> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2023/10/02 17:59:52 by jbadaire #+# #+# */
/* Updated: 2023/10/14 16:22:10 by jbadaire ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef SO_LONG_H
# define SO_LONG_H
# include "libft/libft.h"
# include "minilibx-linux/mlx.h"
typedef struct s_location {
int x;
int y;
} t_location;
typedef struct s_collectible
{
t_location location;
int collected;
struct s_collectible *next;
} t_collectible;
typedef struct s_player
{
t_location location;
t_collectible *collectibles;
int movements;
} t_player;
typedef struct s_world
{
char **map;
int length_y;
t_player player;
} t_world;
typedef struct s_texture
{
char character;
void *texture;
t_boolean is_set;
} t_texture;
typedef struct s_textures
{
struct s_texture wall;
struct s_texture grass;
struct s_texture collectible;
struct s_texture player;
struct s_texture exit;
} t_textures;
typedef struct s_game
{
struct s_textures textures;
struct s_world world;
void *mlx;
void *window;
} t_game;
// ** UTILS ** //
t_boolean loc_equals(t_location loc_1, t_location loc_2);
t_boolean is_inside_world(int y, int x, t_world world);
t_boolean ft_endwith(char *src, char *pattern);
int init_graphics_part(t_game *game);
int mlx_loop_cancel(t_game *game);
// ** ERRORS **//
int handle_file_error(char *argv[]);
int handle_map_error(t_game game);
int handle_elements_error(char *path, t_game game);
// ** MAP ** //
t_world *load_map(int fd, char *path, t_world *world);
t_boolean is_valid_shape(t_world world);
t_boolean has_good_shape(t_world world);
t_boolean is_closed(t_world world);
t_boolean has_illegal_character(t_world world);
t_location find_element(t_world world, char type);
t_boolean handle_map_solve(char *path, t_game game);
int map_size(int fd);
int count_element(t_world world, char type);
int valid_elements(t_world world);
void is_solvable(char **map, int x, int y, int length_y);
// ** COLLECTIBLES ** //
t_collectible *load_collectibles(t_world *world);
t_collectible *create_collectible(t_location location);
t_collectible *get_collectible_at(t_world world, t_location location);
void update_col(t_collectible *lst, t_location loc, t_boolean bool);
void draw_collectibles(t_game game);
void last(t_collectible **lst, t_collectible *new);
// ** TEXTURES ** //
t_textures load_textures(void *mlx);
t_texture load_texture(void *mlx, char character, char *path);
t_boolean has_unavailable_texture(t_textures textures);
void draw_type(t_game game, t_texture texture);
void draws(t_game game);
// ** PLAYER ** //
int on_player_move(int keycode, t_game *world);
t_boolean is_solid(char c, t_game player);
t_boolean can_move(int code, t_game world);
t_player init_player(t_location location, t_collectible *collectibles);
// ** FREES ** //
void free_map(t_world *world);
void free_textures(t_game *game);
void free_collectibles(t_collectible *collectible);
void destroy(t_game *game);
int free_unavailable_texture(t_game game);
#endif