player rotates and moves, rays for raycasting on map

This commit is contained in:
Hugo LAMY
2022-04-18 18:27:16 +02:00
parent 00b3612c16
commit 01eb2255d2
21 changed files with 689 additions and 138 deletions

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@@ -15,6 +15,7 @@ D_SRCS = srcs \
srcs/init \
srcs/hook \
srcs/draw \
srcs/player \
srcs/mem
SRCS = cube3d.c
@@ -27,11 +28,15 @@ SRCS += init_struct.c \
# hook/
SRCS += keyhook.c \
key_do_action.c \
key_is_action_1.c
key_is_action_1.c \
key_is_action_2.c
# player/
SRCS += player_moves.c \
player_rotates.c \
player_limits.c
# draw/
SRCS += draw.c \
player_moves.c \
player_limits.c
draw_window.c
# headers
D_HEADERS = headers

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@@ -6,6 +6,7 @@
# include <unistd.h> // for sleep()
# include <stdlib.h> // for atoi()
# include <stdio.h> // for printf()
# include <math.h> // for M_PI, cos(), sin()
# include "colors.h"
# include "memorybook.h"

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@@ -2,6 +2,9 @@
# define CUBE3D_MACRO_H
# define MAX_NB_KEY 3
# define SCREEN_DIST 50
# define SCREEN_SIZE 100
# define SCREEN_DEF 50
# define ARROW_LEFT 65361
# define ARROW_UP 65362

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@@ -32,24 +32,42 @@ int keyrelease(int keycode, t_game *game);
// key_do_action.c
void keypress_do_action(t_game *game);
// key_is_action_1.c
int is_esc(int *k_hook);
int is_go_left(int *k_hook);
int is_go_right(int *k_hook);
int is_go_forward(int *k_hook);
int is_go_backward(int *k_hook);
int is_esc(int *k_hook, int *is_action);
int is_go_left(int *k_hook, int *is_action);
int is_go_right(int *k_hook, int *is_action);
int is_go_forward(int *k_hook, int *is_action);
int is_go_backward(int *k_hook, int *is_action);
// key_is_action_2.c
int is_turn_left(int *k_hook, int *is_action);
int is_turn_right(int *k_hook, int *is_action);
// -------------------------------
// SRC/DRAW
// SRC/PLAYER
// -------------------------------
// draw.c
void draw(t_game *game);
// player_moves.c
void plr_posx_decrement(t_game *game);
void plr_posy_decrement(t_game *game);
void plr_posx_increment(t_game *game);
void plr_posy_increment(t_game *game);
// player_rotates.c
void plr_turn_right(t_game *game);
void plr_turn_left(t_game *game);
// player_limits.c
void plr_limits(t_game *game, int x, int y);
int plr_out_limits(t_game *game, int x, int y);
int is_wall(t_game *game, int cell_x, int cell_y);
// -------------------------------
// SRC/DRAW
// -------------------------------
// draw.c
void draw_pixel(t_game *game, int x, int y, int color);
void rotate(t_game *game, int *x, int *y);
void rotate_double(t_game *game, double *x, double *y);
void draw_line(t_game *game, int start_x, int start_y, int end_x, int end_y, int color);
void draw(t_game *game);
// draw_window.c
void draw_rays(t_game *game);
void draw_map(t_game *game);
#endif

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@@ -1,6 +1,14 @@
#ifndef CUBE3D_STRUCT_H
# define CUBE3D_STRUCT_H
typedef struct s_vec
{
int start_x;
int start_y;
int end_x;
int end_y;
} t_vec;
typedef struct s_game
{
// window
@@ -8,7 +16,27 @@ typedef struct s_game
void *win_ptr;
int win_size_x;
int win_size_y;
// rays
t_vec screen_dist;
t_vec screen_size;
t_vec ray;
// tmp
int ray_highlight;
int ray_activ;
// map
int map_size_x;
int map_size_y;
char **map;
int cell;
// rot
int rot;
double cosi;
double cosj;
double sini;
double sinj;
// player
double plr_exact_x;
double plr_exact_y;
int plr_x;
int plr_y;
// key hook

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@@ -1,14 +1,6 @@
#ifndef MEMORYBOOK_H
# define MEMORYBOOK_H
typedef void(*t_mb_func_exit)(void*);
typedef struct s_exit
{
t_mb_func_exit f;
void *param;
} t_exit;
void mb_init(void(*f)(void*), void *param);
void *mb_alloc(size_t size);
void mb_add(void *addr);

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@@ -24,6 +24,8 @@ int main(int ac, char **av)
init_parsing(ac, av, game);
mb_init(destroy_mlx, game);
// draw game a first time before it start
draw(game);
// receive a keypress event
mlx_hook(game->win_ptr, 2, 1L << 0, keypress, game);
// receive a keyprelease event

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@@ -2,8 +2,8 @@
static int pxl_out_limits(t_game *game, int x, int y)
{
int xmax;
int ymax;
int xmax;
int ymax;
xmax = game->sizel / (game->bpp / 8);
ymax = game->win_size_y;
@@ -12,7 +12,7 @@ static int pxl_out_limits(t_game *game, int x, int y)
return (0);
}
static void draw_pixel(t_game *game, int x, int y, int color)
void draw_pixel(t_game *game, int x, int y, int color)
{
unsigned int position;
@@ -22,30 +22,73 @@ static void draw_pixel(t_game *game, int x, int y, int color)
*(unsigned int*)(game->img_data + position) = color;
}
void rotate(t_game *game, int *x, int *y)
{
int old_x;
int tmp_x;
int tmp_y;
// do nothing if not rotating
if (game->rot == 0)
return ;
// offset center
tmp_x = *x - game->plr_x;
tmp_y = *y - game->plr_y;
// calculate new coordinates
old_x = tmp_x;
tmp_x = tmp_x * game->cosi + tmp_y * game->cosj;
tmp_y = old_x * game->sini + tmp_y * game->sinj;
// de-offset center
*x = tmp_x + game->plr_x;
*y = tmp_y + game->plr_y;
}
void rotate_double(t_game *game, double *x, double *y)
{
double old_x;
double tmp_x;
double tmp_y;
// do nothing if not rotating
if (game->rot == 0)
return ;
// offset center
tmp_x = *x - game->plr_exact_x;
tmp_y = *y - game->plr_exact_y;
// calculate new coordinates
old_x = tmp_x;
tmp_x = tmp_x * game->cosi + tmp_y * game->cosj;
tmp_y = old_x * game->sini + tmp_y * game->sinj;
// de-offset center
*x = tmp_x + game->plr_exact_x;
*y = tmp_y + game->plr_exact_y;
}
void draw_line(t_game *game, int start_x, int start_y, int end_x, int end_y, int color)
{
int dx;
int dy;
int i;
int j;
dx = end_x - start_x;
dy = end_y - start_y;
i = 0;
j = 0;
while (ft_abs(i) <= ft_abs(dx) && ft_abs(j) <= ft_abs(dy))
{
draw_pixel(game, start_x + i, start_y + j, color);
if (!ft_abs(dx) || ft_abs(j) < ft_abs(i * dy / dx))
j += ft_sign(dy);
else
i += ft_sign(dx);
}
}
void draw(t_game *game)
{
// temp, draw a map of points
int x;
int y;
int x_size;
// unsigned int screen_size;
x_size = game->sizel / (game->bpp / 8);
// screen_size = x_size * game->win_size_y / 5;
x = 0;
y = 0;
while (y <= game->win_size_y)
{
// y = x % x_size * 5;
draw_pixel(game, x, y, 0x00999999);
x += 5;
if (x > x_size)
{
x = 0;
y += 5;
}
}
// temp
draw_pixel(game, game->plr_x, game->plr_y, 0x0000FF00);
draw_map(game);
draw_rays(game);
//draw_view(game);
mlx_put_image_to_window(game->mlx_ptr, game->win_ptr, game->img_ptr, 0, 0);
}

202
srcs/draw/draw_window.c Normal file
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@@ -0,0 +1,202 @@
#include "cube3d.h"
void ray_intersect(t_game *game, int start_x, int start_y, int *end_x, int *end_y)
{
int cell_x;
int cell_y;
int slope_x;
int slope_y;
int ray_sign_x;
int ray_sign_y;
int first_next_x;
int first_next_y;
int next_x;
int next_y;
int next_cell_x;
int next_cell_y;
int ray_step_x;
int ray_step_y;
int is_x;
is_x = 0;
// ray sign
ray_sign_x = 1;
if (start_x < *end_x)
ray_sign_x = -1;
ray_sign_y = 1;
if (start_y < *end_y)
ray_sign_y = -1;
// cell position of ray
cell_x = start_x / game->cell;
cell_y = start_y / game->cell;
// slope of ray
slope_x = *end_x - start_x;
slope_y = *end_y - start_y;
// direction of next cell
next_cell_x = -ray_sign_x;
next_cell_y = -ray_sign_y;
// ray steps in both axis
ray_step_x = ft_abs(game->cell * slope_y);
ray_step_y = ft_abs(game->cell * slope_x);
// first next time ray cross grid
first_next_x = start_x % game->cell;
if (first_next_x && ray_sign_x < 0)
first_next_x = game->cell - first_next_x;
if (!first_next_x && ray_sign_x < 0)
first_next_x = game->cell;
first_next_y = start_y % game->cell;
if (first_next_y && ray_sign_y < 0)
first_next_y = game->cell - first_next_y;
if (!first_next_y && ray_sign_y < 0)
first_next_y = game->cell;
next_x = ft_abs(first_next_x * slope_y);
next_y = ft_abs(first_next_y * slope_x);
// loop through grid
if (game->ray_activ == 1) printf("\ncell_x:%i, cell_y:%i, first_next_x:%i, first_next_y:%i\n", cell_x, cell_y, first_next_x, first_next_y);
while (!is_wall(game, cell_x, cell_y))
{
if (game->ray_activ == 1) printf("next_x:%-4i, next_y:%-4i, ", next_x, next_y);
if (next_x > next_y)
{
cell_y += next_cell_y;
next_y += ray_step_y;
is_x = 0;
}
else
{
cell_x += next_cell_x;
next_x += ray_step_x;
is_x = 1;
}
if (game->ray_activ == 1) printf("cell_x:%-4i, cell_y:%-4i\n", cell_x, cell_y);
}
// end ray position
double ratio;
if (is_x)
{
*end_x = cell_x * game->cell;
if (ray_sign_x == 1)
*end_x += game->cell;
if (slope_x)
{
ratio = (double)(*end_x - start_x) / (double)slope_x;
*end_y = start_y + (double)slope_y * ratio;
}
}
else
{
*end_y = cell_y * game->cell;
if (ray_sign_y == 1)
*end_y += game->cell;
if (slope_y)
{
ratio = (double)(*end_y - start_y) / (double)slope_y;
*end_x = start_x + (double)slope_x * ratio;
}
}
}
void draw_rays(t_game *game)
{
int start_x;
int start_y;
int end_x;
int end_y;
int i;
// draw screen size
start_x = game->screen_size.start_x + game->plr_x;
start_y = game->screen_size.start_y + game->plr_y;
rotate(game, &start_x, &start_y);
end_x = game->screen_size.end_x + game->plr_x;
end_y = game->screen_size.end_y + game->plr_y;
rotate(game, &end_x, &end_y);
draw_line(game, start_x, start_y, end_x, end_y, 0x00FFFFFF);
// draw rays
i = 0;
while (i <= SCREEN_DEF)
{
// tmp display one ray with infos
if (i == game->ray_highlight)
game->ray_activ = 1;
// tmp end
start_x = game->ray.start_x + game->plr_x;
start_y = game->ray.start_y + game->plr_y;
end_x = game->ray.end_x + game->plr_x + i * SCREEN_SIZE / SCREEN_DEF;
end_y = game->ray.end_y + game->plr_y;
rotate(game, &end_x, &end_y);
ray_intersect(game, start_x, start_y, &end_x, &end_y);
draw_line(game, start_x, start_y, end_x, end_y, 0x00FF00FF);
// tmp display one ray with infos
if (game->ray_activ == 1)
draw_line(game, start_x, start_y, end_x, end_y, 0x00FF0000);
// tmp end
i++;
game->ray_activ = 0;
}
// draw screen dist
start_x = game->screen_dist.start_x + game->plr_x;
start_y = game->screen_dist.start_y + game->plr_y;
end_x = game->screen_dist.end_x + game->plr_x;
end_y = game->screen_dist.end_y + game->plr_y;
rotate(game, &end_x, &end_y);
draw_line(game, start_x, start_y, end_x, end_y, 0x00FFFFFF);
}
static void draw_square(t_game *game, int x, int y, int border, int fill, int size, int rotation)
{
int i;
int j;
int new_x;
int new_y;
i = 0;
while (i < size)
{
j = 0;
while (j < size)
{
new_x = x + j;
new_y = y + i;
if (rotation)
rotate(game, &new_x, &new_y);
if (!i || i == size - 1)
draw_pixel(game, new_x, new_y, border);
else if (!j || j == size - 1)
draw_pixel(game, new_x, new_y, border);
else
draw_pixel(game, new_x, new_y, fill);
j++;
}
i++;
}
}
void draw_map(t_game *game)
{
int i;
int j;
int x;
int y;
i = 0;
x = 0;
y = 0;
while ((game->map)[i])
{
j = 0;
while ((game->map)[i][j])
{
if ((game->map)[i][j] == '1' )
draw_square(game, x, y, 0x00999999, 0x00000000, game->cell, 0);
else
draw_square(game, x, y, 0x00555555, 0x00333333, game->cell, 0);
j++;
x += game->cell;
}
i++;
x = 0;
y += game->cell;
}
draw_square(game, game->plr_x - game->cell / 2, game->plr_y - game->cell / 2, 0x00999900, 0x00330033, game->cell, 1);
}

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@@ -1,18 +0,0 @@
#include "cube3d.h"
void plr_limits(t_game *game, int x, int y)
{
int xmax;
int ymax;
xmax = game->sizel / (game->bpp / 8);
ymax = game->win_size_y;
if (x < 0)
plr_posx_increment(game);
else if (y < 0)
plr_posy_increment(game);
else if (x > xmax)
plr_posx_decrement(game);
else if (y > ymax)
plr_posy_decrement(game);
}

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@@ -1,25 +0,0 @@
#include "cube3d.h"
void plr_posx_decrement(t_game *game)
{
(game->plr_x) -= 5;
plr_limits(game, game->plr_x, game->plr_y);
}
void plr_posy_decrement(t_game *game)
{
(game->plr_y) -= 5;
plr_limits(game, game->plr_x, game->plr_y);
}
void plr_posx_increment(t_game *game)
{
(game->plr_x) += 5;
plr_limits(game, game->plr_x, game->plr_y);
}
void plr_posy_increment(t_game *game)
{
(game->plr_y) += 5;
plr_limits(game, game->plr_x, game->plr_y);
}

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@@ -3,15 +3,41 @@
// temp, to test keypress hook
void keypress_do_action(t_game *game)
{
if (is_esc(game->k_hook))
int is_action;
is_action = 0;
if (is_esc(game->k_hook, &is_action))
shut_down(game);
if (is_go_left(game->k_hook))
if (is_go_left(game->k_hook, &is_action))
plr_posx_decrement(game);
if (is_go_right(game->k_hook))
if (is_go_right(game->k_hook, &is_action))
plr_posx_increment(game);
if (is_go_forward(game->k_hook))
if (is_go_forward(game->k_hook, &is_action))
plr_posy_decrement(game);
if (is_go_backward(game->k_hook))
if (is_go_backward(game->k_hook, &is_action))
plr_posy_increment(game);
draw(game);
if (is_turn_left(game->k_hook, &is_action))
plr_turn_left(game);
if (is_turn_right(game->k_hook, &is_action))
plr_turn_right(game);
// temp display one ray with infos
if (!ft_arrintchr(game->k_hook, 65364, MAX_NB_KEY))
{
if (game->ray_highlight <= SCREEN_DEF)
game->ray_highlight++;
else
game->ray_highlight = -1;
is_action = 1;
}
if (!ft_arrintchr(game->k_hook, 65362, MAX_NB_KEY))
{
if (game->ray_highlight >= 0)
game->ray_highlight--;
else
game->ray_highlight = SCREEN_DEF;
is_action = 1;
}
// temp end
if (is_action)
draw(game);
}

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@@ -1,41 +1,61 @@
#include "cube3d.h"
int is_esc(int *k_hook)
int is_esc(int *k_hook, int *is_action)
{
if (!ft_arrintchr(k_hook, KEY_ESC, 3))
if (!ft_arrintchr(k_hook, KEY_ESC, MAX_NB_KEY))
{
*is_action = 1;
return 1;
}
return 0;
}
int is_go_left(int *k_hook)
int is_go_left(int *k_hook, int *is_action)
{
if (!ft_arrintchr(k_hook, KEY_A, 3))
if (!ft_arrintchr(k_hook, KEY_A, MAX_NB_KEY))
{
*is_action = 1;
return 1;
if (!ft_arrintchr(k_hook, KEY_Q, 3))
}
if (!ft_arrintchr(k_hook, KEY_Q, MAX_NB_KEY))
{
*is_action = 1;
return 1;
}
return 0;
}
int is_go_right(int *k_hook)
int is_go_right(int *k_hook, int *is_action)
{
if (!ft_arrintchr(k_hook, KEY_D, 3))
if (!ft_arrintchr(k_hook, KEY_D, MAX_NB_KEY))
{
*is_action = 1;
return 1;
}
return 0;
}
int is_go_forward(int *k_hook)
int is_go_forward(int *k_hook, int *is_action)
{
if (!ft_arrintchr(k_hook, KEY_W, 3))
if (!ft_arrintchr(k_hook, KEY_W, MAX_NB_KEY))
{
*is_action = 1;
return 1;
if (!ft_arrintchr(k_hook, KEY_Z, 3))
}
if (!ft_arrintchr(k_hook, KEY_Z, MAX_NB_KEY))
{
*is_action = 1;
return 1;
}
return 0;
}
int is_go_backward(int *k_hook)
int is_go_backward(int *k_hook, int *is_action)
{
if (!ft_arrintchr(k_hook, KEY_S, 3))
if (!ft_arrintchr(k_hook, KEY_S, MAX_NB_KEY))
{
*is_action = 1;
return 1;
}
return 0;
}

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@@ -0,0 +1,21 @@
#include "cube3d.h"
int is_turn_left(int *k_hook, int *is_action)
{
if (!ft_arrintchr(k_hook, ARROW_LEFT, MAX_NB_KEY))
{
*is_action = 1;
return 1;
}
return 0;
}
int is_turn_right(int *k_hook, int *is_action)
{
if (!ft_arrintchr(k_hook, ARROW_RIGHT, MAX_NB_KEY))
{
*is_action = 1;
return 1;
}
return 0;
}

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@@ -15,6 +15,7 @@ int keypress(int keycode, t_game *game)
// temp
print_keycode(keycode);
// temp end
i = 0;
while (i < MAX_NB_KEY && game->k_hook[i] != 0 && game->k_hook[i] != keycode)

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@@ -5,12 +5,24 @@ t_game *init_game(void)
t_game *game;
game = mb_alloc(sizeof(t_game));
game->cell = 20;
// player first position
game->plr_x = 0;
game->plr_y = 0;
game->plr_exact_x = 2 * game->cell;
game->plr_exact_y = 2 * game->cell;
game->plr_x = game->plr_exact_x;
game->plr_y = game->plr_exact_y;
// rotation
game->rot = 0;
game->cosi = 0;
game->cosj = 0;
game->sini = 0;
game->sinj = 0;
// map size
game->map_size_x = 24;
game->map_size_y = 24;
// size window
game->win_size_x = 500;
game->win_size_y = 500;
game->win_size_x = game->map_size_x * game->cell;
game->win_size_y = game->map_size_y * game->cell;
// init connexion to server
game->mlx_ptr = mlx_init();
mb_add(game->mlx_ptr);
@@ -19,6 +31,72 @@ t_game *init_game(void)
game->win_size_y, "test");
// k(ey)_hook is the array containing the values of key press events
ft_bzero(&game->k_hook, sizeof(game->k_hook));
// map
int tmp[24][24] = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1},
{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,1},
{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,1,1,0,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
};
int i = 0;
game->map = mb_alloc(sizeof(char*) * (game->map_size_y + 1));
(game->map)[game->map_size_y] = NULL;
while (i < 24)
{
(game->map)[i] = mb_alloc(sizeof(char) * (game->map_size_x + 1));
(game->map)[i][game->map_size_x] = '\0';
i++;
}
int j;
i = 0;
while (i < game->map_size_y)
{
j = 0;
while (j < game->map_size_x)
{
(game->map)[i][j] = tmp[i][j] + '0';
j++;
}
i++;
}
// draw screen dist
game->screen_dist.start_x = 0;
game->screen_dist.start_y = 0;
game->screen_dist.end_x = 0;
game->screen_dist.end_y = -SCREEN_DIST;
// draw screen size
game->screen_size.start_x = -SCREEN_SIZE / 2;
game->screen_size.start_y = -SCREEN_DIST;
game->screen_size.end_x = SCREEN_SIZE / 2;
game->screen_size.end_y = -SCREEN_DIST;
// draw ray
game->ray.start_x = 0;
game->ray.start_y = 0;
game->ray.end_x = -SCREEN_SIZE / 2;
game->ray.end_y = -SCREEN_DIST;
// tmp
game->ray_highlight = -1;
game->ray_activ = 0;
// create image and get its data address
game->img_ptr = mlx_new_image(game->mlx_ptr, game->win_size_x,
game->win_size_y);

View File

@@ -1,16 +1,13 @@
#include "cube3d.h"
t_exit **mb_exit_func();
t_list **mb_lst();
int mb_comp_addr(void *to_find, void *to_compare);
void mb_set_params_exit(void (*f)(void *), void *param);
void mb_exec_exit_func();
t_list **mb_get_lst(void);
int mb_comp_addr(void *to_find, void *to_compare);
void mb_init(void(*f)(void*), void *param)
void mb_init(void (*f)(void *), void *param)
{
t_exit **texit;
texit = mb_exit_func();
(*texit)->param = param;
(*texit)->f = f;
mb_set_params_exit(f, param);
}
void *mb_alloc(size_t size)
@@ -18,7 +15,7 @@ void *mb_alloc(size_t size)
void *tmp;
t_list **lst;
lst = mb_lst();
lst = mb_get_lst();
tmp = ft_memalloc(size);
if (!tmp)
mb_exit(B_RED"failed create new allocation"RESET"\n");
@@ -31,7 +28,7 @@ void mb_add(void *addr)
{
t_list **lst;
lst = mb_lst();
lst = mb_get_lst();
if (!ft_lstpush_back(lst, ft_lstcreate(addr)))
mb_exit(B_RED"failed add new element to list"RESET"\n");
}
@@ -41,22 +38,19 @@ void mb_free(void *addr)
t_list **lst;
t_list *tmp;
lst = mb_lst();
lst = mb_get_lst();
tmp = ft_lstfind((*lst), addr, mb_comp_addr);
if (!tmp)
ft_putstr_fd(B_RED"element to free doesn't exist (maybe it was already freed)"RESET"\n", 2);
ft_putstr_fd(B_RED"you try to free not allocated address"RESET"\n", 2);
ft_lsterase(tmp, free);
}
void mb_exit(char *str)
{
t_list **lst;
t_exit **texit;
lst = mb_lst();
texit = mb_exit_func();
if ((*texit)->f)
(*texit)->f((*texit)->param);
lst = mb_get_lst();
mb_exec_exit_func();
ft_putstr_fd(str, 2);
ft_lstfree((*lst), free);
exit(0);

View File

@@ -1,15 +1,46 @@
#include "cube3d.h"
t_exit **mb_exit_func()
{
static t_exit *texit = NULL;
/* private struct definition :
* https://stackoverflow.com/questions/71724770/prototype-of-a-struct-in-c
* it wasn't necessary after all :p I just added setters and getters here
*/
if (!texit)
texit = mb_alloc(sizeof(t_exit));
return (&texit);
typedef void(*t_mb_func_exit)(void*);
typedef struct s_mb_exit
{
t_mb_func_exit f;
void *param;
} t_mb_exit;
static t_mb_exit *mb_get_exit_struct(void)
{
static t_mb_exit *mbexit = NULL;
if (!mbexit)
mbexit = mb_alloc(sizeof(t_mb_exit));
return (mbexit);
}
t_list **mb_lst()
void mb_set_params_exit(void (*f)(void *), void *param)
{
t_mb_exit *mbexit;
mbexit = mb_get_exit_struct();
mbexit->param = param;
mbexit->f = f;
}
void mb_exec_exit_func(void)
{
t_mb_exit *mbexit;
mbexit = mb_get_exit_struct();
if (mbexit->f)
mbexit->f(mbexit->param);
}
t_list **mb_get_lst(void)
{
static t_list *lst = NULL;
@@ -20,4 +51,3 @@ int mb_comp_addr(void *to_find, void *to_compare)
{
return (to_find == to_compare);
}

View File

@@ -0,0 +1,30 @@
#include "cube3d.h"
int is_wall(t_game *game, int cell_x, int cell_y)
{
if (cell_x < 0 || cell_y < 0)
return (1);
if (cell_x > game->map_size_x || cell_y > game->map_size_y)
return (1);
if (game->map[cell_y][cell_x] != '0')
return (1);
return (0);
}
int plr_out_limits(t_game *game, int x, int y)
{
int xmax;
int ymax;
int cell_x;
int cell_y;
xmax = game->sizel / (game->bpp / 8);
ymax = game->win_size_y;
cell_x = x / game->cell;
cell_y = y / game->cell;
if (is_wall(game, cell_x, cell_y))
return (1);
if (x < 0 || y < 0 || x > xmax || y > ymax)
return (1);
return (0);
}

View File

@@ -0,0 +1,65 @@
#include "cube3d.h"
void plr_posx_decrement(t_game *game)
{
double pos_x;
double pos_y;
pos_x = game->plr_exact_x - 5;
pos_y = game->plr_exact_y;
rotate_double(game, &pos_x, &pos_y);
if (plr_out_limits(game, pos_x, pos_y))
return ;
game->plr_exact_x = pos_x;
game->plr_exact_y = pos_y;
(game->plr_x) = (int)pos_x;
(game->plr_y) = (int)pos_y;
}
void plr_posy_decrement(t_game *game)
{
double pos_x;
double pos_y;
pos_x = game->plr_exact_x;
pos_y = game->plr_exact_y - 5;
rotate_double(game, &pos_x, &pos_y);
if (plr_out_limits(game, pos_x, pos_y))
return ;
game->plr_exact_x = pos_x;
game->plr_exact_y = pos_y;
(game->plr_x) = (int)pos_x;
(game->plr_y) = (int)pos_y;
}
void plr_posx_increment(t_game *game)
{
double pos_x;
double pos_y;
pos_x = game->plr_exact_x + 5;
pos_y = game->plr_exact_y;
rotate_double(game, &pos_x, &pos_y);
if (plr_out_limits(game, pos_x, pos_y))
return ;
game->plr_exact_x = pos_x;
game->plr_exact_y = pos_y;
(game->plr_x) = (int)pos_x;
(game->plr_y) = (int)pos_y;
}
void plr_posy_increment(t_game *game)
{
double pos_x;
double pos_y;
pos_x = game->plr_exact_x;
pos_y = game->plr_exact_y + 5;
rotate_double(game, &pos_x, &pos_y);
if (plr_out_limits(game, pos_x, pos_y))
return ;
game->plr_exact_x = pos_x;
game->plr_exact_y = pos_y;
(game->plr_x) = (int)pos_x;
(game->plr_y) = (int)pos_y;
}

View File

@@ -0,0 +1,35 @@
#include "cube3d.h"
void plr_turn_left(t_game *game)
{
double radi;
double radj;
if (game->rot == -180)
(game->rot) *= -1;
(game->rot)--;
// calculate trigo for rotations
radi = game->rot * M_PI / 180;
radj = radi + (M_PI / 2);
game->cosi = cos(radi);
game->sini = sin(radi);
game->cosj = cos(radj);
game->sinj = sin(radj);
}
void plr_turn_right(t_game *game)
{
double radi;
double radj;
if (game->rot == 180)
(game->rot) *= -1;
(game->rot)++;
// calculate trigo for rotations
radi = game->rot * M_PI / 180;
radj = radi + (M_PI / 2);
game->cosi = cos(radi);
game->sini = sin(radi);
game->cosj = cos(radj);
game->sinj = sin(radj);
}