From b606159ac3b60847987cb65026f744b0b5f01d99 Mon Sep 17 00:00:00 2001 From: Theo Champion Date: Wed, 1 Oct 2025 00:30:08 +0200 Subject: [PATCH] wip: adding door interaction --- src/player/move.c | 2 +- src/player/player.h | 4 +++- src/raycast/ray.c | 29 ++++++++++++++++++++++++++++- 3 files changed, 32 insertions(+), 3 deletions(-) diff --git a/src/player/move.c b/src/player/move.c index b57c829..e59ba87 100644 --- a/src/player/move.c +++ b/src/player/move.c @@ -6,7 +6,7 @@ /* By: kcolin +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2025/08/05 12:53:06 by kcolin #+# #+# */ -/* Updated: 2025/08/12 12:16:51 by kcolin ### ########.fr */ +/* Updated: 2025/09/30 20:08:31 by tchampio ### ########.fr */ /* */ /* ************************************************************************** */ diff --git a/src/player/player.h b/src/player/player.h index 0ace102..4f82647 100644 --- a/src/player/player.h +++ b/src/player/player.h @@ -6,7 +6,7 @@ /* By: kcolin +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2025/07/17 15:51:29 by kcolin #+# #+# */ -/* Updated: 2025/09/17 16:52:41 by tchampio ### ########.fr */ +/* Updated: 2025/09/30 20:31:08 by tchampio ### ########.fr */ /* */ /* ************************************************************************** */ @@ -49,6 +49,8 @@ typedef struct s_player t_vec2 movement; t_weapon *weapon; t_sprite *aimed_zombie; + int closest_door[2]; + bool can_open_door; } t_player; #endif // PLAYER_H diff --git a/src/raycast/ray.c b/src/raycast/ray.c index 4cc9220..d98e552 100644 --- a/src/raycast/ray.c +++ b/src/raycast/ray.c @@ -6,7 +6,7 @@ /* By: kcolin +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2025/07/31 11:55:41 by kcolin #+# #+# */ -/* Updated: 2025/09/15 14:08:27 by tchampio ### ########.fr */ +/* Updated: 2025/09/30 23:05:11 by tchampio ### ########.fr */ /* */ /* ************************************************************************** */ @@ -21,6 +21,7 @@ #include #include #include "../map/collision.h" +#include "../../libft/includes/libft.h" void init_ray(t_ray *ray, int pos_x, t_player *player) { @@ -57,6 +58,28 @@ void ray_calculate_step(t_ray *ray, t_player *player) } } +void handle_door_ray(t_ray *ray, t_cub3d_data *data) +{ + if (data->map->map[ray->map_y][ray->map_x] == 'd' && ray->wall_dist < 1.5) + { + ft_printf("map[%d][%d] = door reachable\n", ray->map_y, ray->map_x); + data->player.closest_door[0] = ray->map_x; + data->player.closest_door[1] = ray->map_y; + data->player.can_open_door = true; + if (data->keypresses.is_f_pressed) + { + data->keypresses.is_f_pressed = false; + data->map->map[ray->map_y][ray->map_x] = 'i'; + } + } + else + { + data->player.closest_door[0] = -1; + data->player.closest_door[1] = -1; + data->player.can_open_door = false; + } +} + void calculate_wall_dist(t_ray *ray, int x, t_cub3d_data *data) { while (true) @@ -76,7 +99,11 @@ void calculate_wall_dist(t_ray *ray, int x, t_cub3d_data *data) ray->side = SOUTH; } if (blocks_view(data->map, ray->map_x, ray->map_y)) + { + if (x == WIDTH / 2) + handle_door_ray(ray, data); break ; + } } if (ray->side == NORTH) ray->wall_dist = ray->side_dist_x - ray->delta_dist_x;