add struct wall
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@@ -2,7 +2,6 @@
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- resolve wall height
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- resolve view buble
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- resolve vertical ray
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- add textures
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# ressources
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@@ -26,6 +26,16 @@ typedef struct s_vec
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t_coord end;
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} t_vec;
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/*
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* struct for walls 3d drawing
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*/
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typedef struct s_wall
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{
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t_vec pos;
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int height;
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} t_wall;
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/*
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* struct with all elements for raycasting
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*/
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@@ -35,9 +45,6 @@ typedef struct s_rcast
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t_vec screen_dist;
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t_vec screen_size;
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t_vec ray;
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t_vec wall;
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int tmp;
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int wall_height;
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int screen_width;
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int screen_height;
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int cell;
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@@ -125,6 +132,7 @@ typedef struct s_game
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t_plr plr;
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// rays
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t_rcast rcast;
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t_wall wall;
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// map
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t_map map;
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// map window
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@@ -30,65 +30,67 @@
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}
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// tmp end
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static void wall_length(t_rcast *rcast)
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static void wall_length(t_rcast *rcast, t_wall *wall)
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{
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int length;
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rcast->wall.start.x = rcast->ray_nb;
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rcast->wall.end.x = rcast->ray_nb;
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wall->pos.start.x = rcast->ray_nb;
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wall->pos.end.x = rcast->ray_nb;
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if (rcast->is_x == 1)
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{
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length = rcast->next_x - rcast->ray_step_x;
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if (rcast->slope_y)
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length /= ft_abs(rcast->slope_y);
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// length = (double)length * (double)rcast->screen_dist.end.y / (double)rcast->slope_x;
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length = (double)length * (double)rcast->screen_dist.end.y / (double)rcast->slope_x;
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}
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else if (rcast->is_x == 0)
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{
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length = rcast->next_y - rcast->ray_step_y;
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if (rcast->slope_x)
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length /= ft_abs(rcast->slope_x);
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// length = (double)length * (double)rcast->screen_dist.end.y / (double)rcast->slope_y;
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length = (double)length * (double)rcast->screen_dist.end.y / (double)rcast->slope_y;
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}
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rcast->ray_len = ft_abs(length);
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}
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static void wall_height(t_rcast *rcast)
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static void wall_height(t_rcast *rcast, t_wall *wall)
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{
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int height;
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height = rcast->wall_height - rcast->ray_len;
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height = wall->height - rcast->ray_len;
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if (height < 0)
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height = 0;
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if (height > rcast->screen_height)
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height = rcast->screen_height;
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rcast->wall.start.y = rcast->screen_height / 2 + height / 2;
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rcast->wall.end.y = rcast->screen_height / 2 - height / 2;
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wall->pos.start.y = rcast->screen_height / 2 + height / 2;
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wall->pos.end.y = rcast->screen_height / 2 - height / 2;
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}
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void draw_column(t_game *game, t_rcast *rcast)
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void draw_column(t_game *game, t_rcast *rcast, t_wall *wall)
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{
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t_vec plane;
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int color;
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plane.start.x = rcast->ray_nb;
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plane.end.x = rcast->ray_nb;
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if (rcast->wall.start.y > 0)
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if (wall->pos.start.y > 0)
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{
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plane.start.y = rcast->screen_height;
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plane.end.y = rcast->wall.start.y;
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plane.end.y = wall->pos.start.y;
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draw_line(&game->img, &plane, 0x00FF0000);
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}
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if (rcast->wall.start.y < rcast->screen_height)
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if (wall->pos.start.y < rcast->screen_height)
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{
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plane.start.y = rcast->wall.end.y;
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plane.start.y = wall->pos.end.y;
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plane.end.y = 0;
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draw_line(&game->img, &plane, 0x000000FF);
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}
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color = 0x00FF00FF;
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if (rcast->is_x)
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color = 0x00EE00EE;
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draw_line(&game->img, &rcast->wall, color);
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draw_line(&game->img, &wall->pos, color);
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}
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void raycast(t_game *game, t_rcast *rcast)
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@@ -106,15 +108,9 @@ void raycast(t_game *game, t_rcast *rcast)
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// tmp end
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wall_length(rcast);
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wall_height(rcast);
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draw_column(game, rcast);
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wall_length(rcast, &game->wall);
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wall_height(rcast, &game->wall);
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draw_column(game, rcast, &game->wall);
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(rcast->ray_nb)++;
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// tmp, to draw the map
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if (rcast->tmp)
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printf("\n");
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// tmp end
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}
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}
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@@ -70,7 +70,6 @@ static void init_raycast(t_rcast *rcast)
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dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist));
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rcast->screen_width = SCREEN_WIDTH;
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rcast->screen_height = SCREEN_HEIGHT;
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rcast->wall_height = WALL_HEIGHT;
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// screen dist
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rcast->screen_dist.start.x = 0;
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rcast->screen_dist.start.y = 0;
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@@ -133,5 +132,6 @@ t_game *init_game(void)
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// raycasting
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init_raycast(&(game->rcast));
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game->rcast.cell = game->map.cell;
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game->wall.height = WALL_HEIGHT;
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return (game);
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}
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