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wip: adding door interaction
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parent
ebd4b282cf
commit
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3 changed files with 32 additions and 3 deletions
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@ -6,7 +6,7 @@
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/08/05 12:53:06 by kcolin #+# #+# */
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/* Updated: 2025/08/12 12:16:51 by kcolin ### ########.fr */
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/* Updated: 2025/09/30 20:08:31 by tchampio ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -6,7 +6,7 @@
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/07/17 15:51:29 by kcolin #+# #+# */
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/* Updated: 2025/09/17 16:52:41 by tchampio ### ########.fr */
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/* Updated: 2025/09/30 20:31:08 by tchampio ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -49,6 +49,8 @@ typedef struct s_player
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t_vec2 movement;
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t_weapon *weapon;
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t_sprite *aimed_zombie;
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int closest_door[2];
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bool can_open_door;
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} t_player;
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#endif // PLAYER_H
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@ -6,7 +6,7 @@
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/07/31 11:55:41 by kcolin #+# #+# */
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/* Updated: 2025/09/15 14:08:27 by tchampio ### ########.fr */
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/* Updated: 2025/09/30 23:05:11 by tchampio ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -21,6 +21,7 @@
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#include <math.h>
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#include <stdlib.h>
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#include "../map/collision.h"
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#include "../../libft/includes/libft.h"
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void init_ray(t_ray *ray, int pos_x, t_player *player)
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{
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@ -57,6 +58,28 @@ void ray_calculate_step(t_ray *ray, t_player *player)
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}
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}
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void handle_door_ray(t_ray *ray, t_cub3d_data *data)
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{
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if (data->map->map[ray->map_y][ray->map_x] == 'd' && ray->wall_dist < 1.5)
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{
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ft_printf("map[%d][%d] = door reachable\n", ray->map_y, ray->map_x);
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data->player.closest_door[0] = ray->map_x;
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data->player.closest_door[1] = ray->map_y;
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data->player.can_open_door = true;
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if (data->keypresses.is_f_pressed)
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{
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data->keypresses.is_f_pressed = false;
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data->map->map[ray->map_y][ray->map_x] = 'i';
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}
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}
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else
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{
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data->player.closest_door[0] = -1;
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data->player.closest_door[1] = -1;
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data->player.can_open_door = false;
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}
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}
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void calculate_wall_dist(t_ray *ray, int x, t_cub3d_data *data)
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{
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while (true)
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@ -76,7 +99,11 @@ void calculate_wall_dist(t_ray *ray, int x, t_cub3d_data *data)
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ray->side = SOUTH;
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}
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if (blocks_view(data->map, ray->map_x, ray->map_y))
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{
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if (x == WIDTH / 2)
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handle_door_ray(ray, data);
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break ;
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}
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}
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if (ray->side == NORTH)
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ray->wall_dist = ray->side_dist_x - ray->delta_dist_x;
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