Files
42_INT_10_cube3d/srcs/init/init_struct.c
2022-05-02 09:39:03 +02:00

97 lines
2.2 KiB
C

#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->content = NULL;
map->tmp_str = NULL;
map->cell = CELL;
map->size_x = 0;
map->size_y = 0;
map->plr_x = 0;
map->plr_y = 0;
}
static void init_txt(t_txt *txt)
{
txt->txt_north = NULL;
txt->txt_south = NULL;
txt->txt_east = NULL;
txt->txt_west = NULL;
}
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_dist = dist;
rcast->screen_width = SCREEN_WIDTH;
rcast->screen_height = SCREEN_HEIGHT;
// 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;
}
void init_plr(t_plr *plr, t_map *map)
{
// player first position
plr->exact.x = map->plr_x * CELL + CELL / 2;
plr->exact.y = map->plr_y * CELL + CELL / 2;
plr->pos.x = plr->exact.x;
plr->pos.y = plr->exact.y;
// rotation
plr->deg = PLR_ROT;
plr->rot = 0;
plr->cosi = 0;
plr->cosj = 0;
plr->sini = 0;
plr->sinj = 0;
}
t_game *init_struct(void)
{
t_game *game;
game = mb_alloc(sizeof(t_game));
// map
init_map(&(game->map));
// init textures and floor/ceiling colors
init_txt(&(game->txt));
return (game);
}
void init_game(t_game *game)
{
// plr
init_plr(&(game->plr), &(game->map));
// init connexion to server
game->mlx_ptr = mlx_init();
mb_add(game->mlx_ptr);
// reate window
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");
// create img
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;
}