162 lines
4.5 KiB
C
162 lines
4.5 KiB
C
#include "cube3d.h"
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static void init_img(t_img *img, t_game *game)
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{
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img->ptr = mlx_new_image(game->mlx_ptr, game->map_win.size_x,
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game->map_win.size_y);
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img->data = mlx_get_data_addr(img->ptr, &(img->bpp),
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&(img->sizel), &(img->endian));
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}
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static void init_map(t_map *map)
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{
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/* map->size_x = 24;
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map->size_y = 24;
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// map
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int tmp[24][24] = {
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,1,1,1,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1},
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{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,0,0,0,1,0,0,0,1},
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{1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,1,1,0,1,1,0,0,0,0,1,0,1,0,1,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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};
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int i = 0;
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map->content = mb_alloc(sizeof(char*) * (map->size_y + 1));
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(map->content)[map->size_y] = NULL;
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while (i < 24)
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{
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(map->content)[i] = mb_alloc(sizeof(char) * (map->size_x + 1));
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(map->content)[i][map->size_x] = '\0';
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i++;
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}
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int j;
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i = 0;
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while (i < map->size_y)
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{
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j = 0;
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while (j < map->size_x)
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{
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(map->content)[i][j] = tmp[i][j] + '0';
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j++;
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}
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i++;
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} */
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map->content = NULL;
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map->tmp_str = NULL;
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map->size_x = 0;
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map->size_y = 0;
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map->plr_x = 0;
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map->plr_y = 0;
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}
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static void init_txt(t_txt *txt)
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{
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txt->txt_north = NULL;
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txt->txt_south = NULL;
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txt->txt_east = NULL;
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txt->txt_west = NULL;
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}
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static void init_raycast(t_rcast *rcast)
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{
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// draw 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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rcast->screen_dist.end.x = 0;
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rcast->screen_dist.end.y = -SCREEN_DIST;
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// draw screen size
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rcast->screen_size.start.x = -SCREEN_SIZE / 2;
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rcast->screen_size.start.y = -SCREEN_DIST;
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rcast->screen_size.end.x = SCREEN_SIZE / 2;
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rcast->screen_size.end.y = -SCREEN_DIST;
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// draw ray
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rcast->ray.start.x = 0;
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rcast->ray.start.y = 0;
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rcast->ray.end.x = -SCREEN_SIZE / 2;
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rcast->ray.end.y = -SCREEN_DIST;
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}
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void init_plr(t_plr *plr, t_map *map)
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{
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// player first position
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plr->exact.x = map->plr_x * CELL;
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plr->exact.y = map->plr_y * CELL;
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plr->pos.x = plr->exact.x;
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plr->pos.y = plr->exact.y;
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// rotation
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plr->rot = 0;
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plr->cosi = 0;
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plr->cosj = 0;
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plr->sini = 0;
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plr->sinj = 0;
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}
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t_game *init_struct(void)
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{
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t_game *game;
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game = mb_alloc(sizeof(t_game));
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// map
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init_map(&(game->map));
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// init textures and floor/ceiling colors
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init_txt(&(game->txt));
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/* // plr
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init_plr(&(game->plr));
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// size window map
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game->map_win.size_x = game->map.size_x * CELL;
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game->map_win.size_y = game->map.size_y * CELL;
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// init connexion to server
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game->mlx_ptr = mlx_init();
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mb_add(game->mlx_ptr);
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// create the window
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game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x,
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game->map_win.size_y, "test");
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// k(ey)_hook is the array containing the values of key press events
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ft_bzero(&game->k_hook, sizeof(game->k_hook));
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// raycasting
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init_raycast(&(game->rcast));
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// create image and get its data address
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init_img(&(game->map_img), game); */
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return (game);
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}
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void init_game(t_game *game)
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{
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// plr
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init_plr(&(game->plr), &(game->map));
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// size window map
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game->map_win.size_x = game->map.size_x * CELL;
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game->map_win.size_y = game->map.size_y * CELL;
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// init connexion to server
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game->mlx_ptr = mlx_init();
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mb_add(game->mlx_ptr);
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// create the window
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game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x,
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game->map_win.size_y, "test");
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// k(ey)_hook is the array containing the values of key press events
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ft_bzero(&game->k_hook, sizeof(game->k_hook));
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// raycasting
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init_raycast(&(game->rcast));
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// create image and get its data address
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init_img(&(game->map_img), game);
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}
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