#include "cube3d.h" static void init_img(t_img *img, void *mlx_ptr, t_win *win) { img->ptr = mlx_new_image(mlx_ptr, win->size_x, win->size_y); img->data = mlx_get_data_addr(img->ptr, &img->bpp, &img->szl, &img->ndn); img->height = win->size_y; } static void init_map(t_map *map) { map->size_x = 24; map->size_y = 24; map->cell = CELL; // 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; map->content = mb_alloc(sizeof(char*) * (map->size_y + 1)); (map->content)[map->size_y] = NULL; while (i < 24) { (map->content)[i] = mb_alloc(sizeof(char) * (map->size_x + 1)); (map->content)[i][map->size_x] = '\0'; i++; } int j; i = 0; while (i < map->size_y) { j = 0; while (j < map->size_x) { (map->content)[i][j] = tmp[i][j] + '0'; j++; } i++; } } static void init_raycast(t_rcast *rcast) { double dist; dist = (SCREEN_FOCAL / 2) * M_PI / 180; dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist)); rcast->screen_def = SCREEN_WIDTH; rcast->screen_center = SCREEN_HEIGHT / 2; // screen dist rcast->screen_dist.start.x = 0; rcast->screen_dist.start.y = 0; rcast->screen_dist.end.x = 0; rcast->screen_dist.end.y = -dist; // screen size rcast->screen_size.start.x = -SCREEN_WIDTH / 2; rcast->screen_size.start.y = -dist; rcast->screen_size.end.x = SCREEN_WIDTH / 2; rcast->screen_size.end.y = -dist; // first ray rcast->ray.start.x = 0; rcast->ray.start.y = 0; rcast->ray.end.x = -SCREEN_WIDTH / 2; rcast->ray.end.y = -dist; } static void init_plr(t_plr *plr) { // player first position plr->exact.x = 2 * CELL; plr->exact.y = 2 * CELL; plr->pos.x = plr->exact.x; plr->pos.y = plr->exact.y; // rotation plr->rot = 0; plr->cosi = 0; plr->cosj = 0; plr->sini = 0; plr->sinj = 0; } t_game *init_game(void) { t_game *game; game = mb_alloc(sizeof(t_game)); // map init_map(&(game->map)); // plr init_plr(&(game->plr)); // init connexion to server game->mlx_ptr = mlx_init(); mb_add(game->mlx_ptr); // tmp draw map game->map_win.size_x = game->map.size_x * CELL; game->map_win.size_y = game->map.size_y * CELL + SCREEN_HEIGHT; game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x, game->map_win.size_y, "map"); init_img(&(game->map_img), game->mlx_ptr, &(game->map_win)); // tmp end game->win.size_x = SCREEN_WIDTH; game->win.size_y = SCREEN_HEIGHT; game->win.ptr = mlx_new_window(game->mlx_ptr, game->win.size_x, game->win.size_y, "cub3d"); init_img(&(game->img), game->mlx_ptr, &(game->win)); // k(ey)_hook is the array containing the values of key press events ft_bzero(&game->k_hook, sizeof(game->k_hook)); // raycasting init_raycast(&(game->rcast)); game->rcast.cell = game->map.cell; return (game); }