better struct and files organization, and still only half raycast on map but no view created

This commit is contained in:
hugogogo
2022-04-22 17:38:29 +02:00
parent 00c9dfd6b8
commit fac1f78230
17 changed files with 602 additions and 505 deletions

View File

@@ -5,6 +5,8 @@
# define SCREEN_DIST 50
# define SCREEN_SIZE 100
# define SCREEN_DEF 50
# define PLR_MV 5
# define CELL 20
# define ARROW_LEFT 65361
# define ARROW_UP 65362

View File

@@ -27,17 +27,16 @@ void init_parsing(int ac, char **av, t_game *game);
// SRC/HOOK
// -------------------------------
// keyhook.c
int keypress(int keycode, t_game *game);
int keyrelease(int keycode, t_game *game);
// key_do_action.c
void keypress_do_action(t_game *game);
// key_is_action_1.c
int keypress(int keycode, t_game *game);
int keyrelease(int keycode, t_game *game);
int hook_action(t_game *game);
// key_action_1.c
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
// key_action_2.c
int is_turn_left(int *k_hook, int *is_action);
int is_turn_right(int *k_hook, int *is_action);
@@ -46,13 +45,15 @@ int is_turn_right(int *k_hook, int *is_action);
// SRC/PLAYER
// -------------------------------
// 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);
void plr_posx_decrement(t_game *game, t_plr *plr);
void plr_posy_decrement(t_game *game, t_plr *plr);
void plr_posx_increment(t_game *game, t_plr *plr);
void plr_posy_increment(t_game *game, t_plr *plr);
// player_rotates.c
void plr_turn_right(t_game *game);
void plr_turn_left(t_game *game);
void rotate(t_plr *plr, t_coord *coord);
void rotate_double(t_plr *plr, t_d_coord *coord);
void plr_turn_right(t_plr *plr);
void plr_turn_left(t_plr *plr);
// player_limits.c
int plr_out_limits(t_game *game, int x, int y);
int is_wall(t_game *game, int cell_x, int cell_y);
@@ -62,12 +63,11 @@ int is_wall(t_game *game, int cell_x, int cell_y);
// -------------------------------
// 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_line(t_game *game, t_vec vec, int color);
void draw(t_game *game);
// draw_window.c
void draw_rays(t_game *game);
void draw_map(t_game *game);
// raycast.c
void raycast(t_game *game, t_rcast *rcast);
// ray_intersect.c
void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray);
#endif

View File

@@ -1,52 +1,129 @@
#ifndef CUBE3D_STRUCT_H
# define CUBE3D_STRUCT_H
/*
* 3 structs with coordinates for
* - simple precision point
* - double precision point
* - vector (two points)
*/
typedef struct s_d_coord
{
double x;
double y;
} t_d_coord;
typedef struct s_coord
{
int x;
int y;
} t_coord;
typedef struct s_vec
{
int start_x;
int start_y;
int end_x;
int end_y;
t_coord start;
t_coord end;
} t_vec;
typedef struct s_game
/*
* struct with all elements for raycasting
*/
typedef struct s_rcast
{
// window
void *mlx_ptr;
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;
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;
int ray_nb;
int wall_height;
double ratio;
} t_rcast;
/*
* structs for windows, and images associated
*/
typedef struct s_win
{
void *ptr;
int size_x;
int size_y;
} t_win;
typedef struct s_img
{
void *ptr;
char *data;
int bpp;
int sizel;
int endian;
} t_img;
/*
* structs for the map
*/
typedef struct s_map
{
char **content;
int size_x;
int size_y;
} t_map;
/*
* structs for the player and its moves
*/
typedef struct s_plr
{
// player
t_d_coord exact;
t_coord pos;
// rot
int rot;
double cosi;
double cosj;
double sini;
double sinj;
} t_plr;
/*
* struct with all elements for the project
*/
typedef struct s_game
{
void *mlx_ptr;
// map window
t_win map_win;
t_img map_img;
// game window
// t_win win;
// t_img img;
// player
double plr_exact_x;
double plr_exact_y;
int plr_x;
int plr_y;
t_plr plr;
// rays
t_rcast rcast;
// map
t_map map;
// key hook
int k_hook[MAX_NB_KEY];
// image
void *img_ptr;
char *img_data;
int bpp;
int sizel;
int endian;
} t_game;
#endif