mirror of
https://codeberg.org/ACME-Corporation/cub3d.git
synced 2025-12-06 01:48:08 +01:00
88 lines
2.5 KiB
C
88 lines
2.5 KiB
C
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* destroy_utils.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/08/18 13:05:31 by kcolin #+# #+# */
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/* Updated: 2025/10/01 13:57:48 by tchampio ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "../cub3d_data.h"
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#include "../../mlx/mlx.h"
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#include "../../libft/includes/libft.h"
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#include <stdlib.h>
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void destroy_texture(t_cub3d_data *data, t_img_data *data_img)
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{
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if (data_img)
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{
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if (data_img->img)
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mlx_destroy_image(data->mlx, data_img->img);
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}
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free(data_img);
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}
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void destroy_textures(t_cub3d_data *data)
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{
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int i;
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if (data->no_texture)
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destroy_texture(data, data->no_texture);
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if (data->so_texture)
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destroy_texture(data, data->so_texture);
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if (data->ea_texture)
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destroy_texture(data, data->ea_texture);
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if (data->we_texture)
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destroy_texture(data, data->we_texture);
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i = 0;
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while (i < 6)
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destroy_texture(data, data->barricades_texture[i++]);
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destroy_texture(data, data->door_texture);
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}
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void destroy_sprites(t_cub3d_data *data)
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{
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int sprite;
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sprite = 0;
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if (data->sprite_list == NULL)
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return ;
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while (data->sprite_list[sprite] && sprite < MAX_SPRITES)
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{
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if (data->sprite_list[sprite]->sprite_type != DEAD_ZOMBIE)
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{
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mlx_destroy_image(data->mlx, data->sprite_list[sprite]->image->img);
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free(data->sprite_list[sprite]->image);
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}
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free(data->sprite_list[sprite]);
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sprite++;
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}
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}
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void destroy_hud_textures(t_cub3d_data *data)
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{
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int i;
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i = 0;
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while (i < 10)
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destroy_texture(data, data->point_figures[i++]);
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i = 0;
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while (i < 10)
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destroy_texture(data, data->round_figures[i++]);
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i = 0;
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while (i < 5)
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destroy_texture(data, data->tally_marks[i++]);
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i = 0;
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while (i < 3)
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destroy_texture(data, data->perk_logos[i++]);
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i = 0;
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while (i < 15 && data->weaponsregistry[i])
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{
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destroy_texture(data, data->weaponsregistry[i]->texture);
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destroy_texture(data, data->weaponsregistry[i]->shoot_texture);
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i++;
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}
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}
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