dev: Added raycasting rule for zombies

This commit is contained in:
Theo Champion 2025-09-14 17:43:20 +02:00
parent d7781f44d2
commit c7c71690e2

View file

@ -6,7 +6,7 @@
/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */ /* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */ /* +#+#+#+#+#+ +#+ */
/* Created: 2025/07/31 11:55:41 by kcolin #+# #+# */ /* Created: 2025/07/31 11:55:41 by kcolin #+# #+# */
/* Updated: 2025/09/09 14:07:24 by tchampio ### ########.fr */ /* Updated: 2025/09/14 17:40:53 by tchampio ### ########.fr */
/* */ /* */
/* ************************************************************************** */ /* ************************************************************************** */
@ -19,6 +19,7 @@
#include <float.h> #include <float.h>
#include <math.h> #include <math.h>
#include "../map/collision.h" #include "../map/collision.h"
#include "../../libft/includes/libft.h"
void init_ray(t_ray *ray, int pos_x, t_player *player) void init_ray(t_ray *ray, int pos_x, t_player *player)
{ {
@ -55,10 +56,23 @@ void ray_calculate_step(t_ray *ray, t_player *player)
} }
} }
void calculate_wall_dist(t_ray *ray, t_mapdata *map) void calculate_wall_dist(t_ray *ray, int x, t_cub3d_data *data)
{ {
int i;
while (true) while (true)
{ {
if (x == WIDTH / 2)
{
i = 0;
while (i < data->sprite_counter)
{
if (data->sprite_list[i]->sprite_type == ZOMBIE && ray->map_x == (int)data->sprite_list[i]->x && ray->map_y == (int)data->sprite_list[i]->y)
{
ft_printf("Zombie found\n");
}
i++;
}
}
if (ray->side_dist_x < ray->side_dist_y) if (ray->side_dist_x < ray->side_dist_y)
{ {
ray->side_dist_x += ray->delta_dist_x; ray->side_dist_x += ray->delta_dist_x;
@ -71,7 +85,7 @@ void calculate_wall_dist(t_ray *ray, t_mapdata *map)
ray->map_y += ray->step_y; ray->map_y += ray->step_y;
ray->side = SOUTH; ray->side = SOUTH;
} }
if (blocks_view(map, ray->map_x, ray->map_y)) if (blocks_view(data->map, ray->map_x, ray->map_y))
break ; break ;
} }
if (ray->side == NORTH) if (ray->side == NORTH)
@ -107,7 +121,7 @@ void raycaster(t_cub3d_data *data, t_ray *ray)
{ {
init_ray(ray, x, &data->player); init_ray(ray, x, &data->player);
ray_calculate_step(ray, &data->player); ray_calculate_step(ray, &data->player);
calculate_wall_dist(ray, data->map); calculate_wall_dist(ray, x, data);
calculate_wall_height(ray, &data->player); calculate_wall_height(ray, &data->player);
check_barricades(ray, data); check_barricades(ray, data);
render_walls(data, ray, x); render_walls(data, ray, x);