mirror of
https://codeberg.org/ACME-Corporation/cub3d.git
synced 2025-12-06 01:48:08 +01:00
- had to tamper at init with the map pointer to allow player to move - tweaked movement speed - allowed for multiple keys to be pressed at the same time - added collisions - had to modify minimap code because it segfaulted due to old code
174 lines
5.4 KiB
C
174 lines
5.4 KiB
C
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* main.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: kcolin <kcolin@42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/07/17 14:14:30 by kcolin #+# #+# */
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/* Updated: 2025/07/29 14:00:36 by tchampio ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "../libft/includes/libft.h"
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#include "../mlx/mlx.h"
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#include "player/player.h"
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#include "consts.h"
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#include "cub3d_data.h"
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#include "draw/drawutils.h"
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#include "player/move.h"
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#include "map/map_checker.h"
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#include "draw/draw_map.h"
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#include "map/mapdata.h"
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#include "player/player.h"
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#include "utils/hooks.h"
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#include "utils/frees.h"
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#include <stdbool.h>
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#include <X11/keysym.h>
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#include <X11/X.h>
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#include <unistd.h>
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#include <fcntl.h>
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#include <math.h>
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#include <stdio.h> // BAD
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bool touch(float px, float py, t_mapdata *map)
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{
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int x;
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int y;
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x = px / SIZE;
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y = py / SIZE;
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if (map->map[y][x] == '1')
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return (true);
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return (false);
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}
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// void draw_line(t_cub3d_data *data, float start_angle)
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// {
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// float cos_angle = cos(start_angle);
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// float sin_angle = sin(start_angle);
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// float ray_x = data->player.x;
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// float ray_y = data->player.y;
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//
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// while(!touch(ray_x, ray_y, data->map))
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// {
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// my_mlx_pixel_put(data->img_data, (int)(MAP_SIZE * (ray_x / SIZE)), (int)(MAP_SIZE * (ray_y / SIZE)), 0xcc241b);
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// ray_x += sin_angle;
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// ray_y += cos_angle;
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// }
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// }
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// t_cardinal_dir angle_cardinal_dir(float angle)
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// {
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// if (angle >= g_southwest || (angle > g_south && angle < g_southeast))
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// return (SOUTH);
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// if (angle >= g_southeast && angle < g_northeast)
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// return (EAST);
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// if (angle >= g_northeast && angle < g_northwest)
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// return (NORTH);
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// return (WEST);
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// }
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//
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// t_cardinal_dir player_cardinal_dir(t_player player)
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// {
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// return (angle_cardinal_dir(player.yaw));
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// }
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t_intercardinal_dir angle_intercardinal_dir(float angle)
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{
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if (angle >= g_south && angle < g_east)
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return (SOUTHEAST);
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if (angle >= g_east && angle < g_north)
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return (NORTHEAST);
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if (angle >= g_north && angle < g_west)
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return (NORTHWEST);
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return (SOUTHWEST);
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}
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// t_intercardinal_dir player_intercardinal_dir(t_player player)
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// {
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// return (angle_intercardinal_dir(player.yaw));
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// }
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/*
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** Converts a coordinate from global map space to local tile space.
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**
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** input coordinate is in the full map
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** output coordinate is in the current tile
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*/
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float coord_global_to_local(float coord)
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{
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return (coord - floor(coord / SIZE) * SIZE);
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}
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int game_loop(t_cub3d_data *data)
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{
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mlx_destroy_image(data->mlx, data->img_data->img);
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data->img_data->img = mlx_new_image(data->mlx, WIDTH, HEIGHT);
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move_player(data);
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// if (player_intercardinal_dir(data->player) == SOUTHEAST)
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// ft_printf("southeast ");
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// if (player_intercardinal_dir(data->player) == SOUTHWEST)
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// ft_printf("southwest ");
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// if (player_intercardinal_dir(data->player) == NORTHEAST)
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// ft_printf("northeast ");
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// if (player_intercardinal_dir(data->player) == NORTHWEST)
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// ft_printf("northwest ");
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//
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// if (player_cardinal_dir(data->player) == SOUTH)
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// ft_printf("south\n");
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// if (player_cardinal_dir(data->player) == EAST)
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// ft_printf("east\n");
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// if (player_cardinal_dir(data->player) == NORTH)
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// ft_printf("north\n");
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// if (player_cardinal_dir(data->player) == WEST)
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// ft_printf("west\n");
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//
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// float ray_angle = data->player.yaw - M_PI / 6;
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// float fraction = M_PI / 3 / WIDTH;
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// int column = 0;
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// while (column < WIDTH)
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// {
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// // hline check
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// /* float ray_atan = atan(ray_angle); */
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// draw_line(data, ray_angle);
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// column++;
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// ray_angle += fraction;
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// }
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draw_map(data->map, &data->player, data->img_data);
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mlx_put_image_to_window(data->mlx, data->mlx_win,
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data->img_data->img, 0, 0);
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mlx_string_put(data->mlx, data->mlx_win, 10, 10, 0x00FFFFFF, COMPILED_TEXT);
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return (0);
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}
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int main(int argc, char **argv)
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{
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t_cub3d_data data;
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if (argc < 2)
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return (ft_printf("Error: Missing cub3d file\n"), 1);
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ft_bzero(&data, sizeof(data));
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data.map = ft_calloc(sizeof(t_mapdata), 1);
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if (!check_cubfile(argv[1], data.map))
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return (ft_printf("Error: Wrong map file. Reason: %s\n",
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data.map->error), free_map(data.map), 1);
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data.mlx = mlx_init();
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if (data.mlx == NULL)
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return (ft_printf("Error: Failed to initalize mlx\n"),
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free_map(data.map), 1);
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data.mlx_win = mlx_new_window(data.mlx, WIDTH, HEIGHT, "Cub3d");
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data.img_data = ft_calloc(sizeof(t_img_data), 1);
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data.img_data->img = mlx_new_image(data.mlx, WIDTH, HEIGHT);
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data.img_data->addr = mlx_get_data_addr(data.img_data->img,
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&data.img_data->bits_per_pixel, &data.img_data->line_length,
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&data.img_data->endian);
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init_player(&data.player, data.map);
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mlx_hook(data.mlx_win, KeyPress, KeyPressMask, keypress_handler, &data);
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mlx_hook(data.mlx_win, KeyRelease, KeyReleaseMask,
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keyrelease_handler, &data);
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mlx_loop_hook(data.mlx, game_loop, &data);
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mlx_loop(data.mlx);
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}
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