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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* graphics.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: cacharle <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2019/11/19 16:39:57 by cacharle #+# #+# */
/* Updated: 2020/01/10 11:44:24 by cacharle ### ########.fr */
/* */
/* ************************************************************************** */
#include "cub3d.h"
t_state *state_new(void *mlx_ptr, void *window_ptr, t_parsing *parsing)
{
t_state *state;
if ((state = (t_state*)malloc(sizeof(t_state))) == NULL)
return (NULL);
if ((state->north_texture = load_texture(parsing->north_texture_path)) == NULL)
return (NULL);
if ((state->south_texture = load_texture(parsing->south_texture_path)) == NULL)
return (NULL);
if ((state->west_texture = load_texture(parsing->west_texture_path)) == NULL)
return (NULL);
if ((state->east_texture = load_texture(parsing->east_texture_path)) == NULL)
return (NULL);
state->window_img.id = mlx_new_image(mlx_ptr, parsing->resolution_width, parsing->resolution_height);
state->window_img.width = parsing->resolution_width;
state->window_img.height = parsing->resolution_height;
state->window_img.data = mlx_get_data_addr(state->window_img.id,
&state->window_img.depth, &state->window_img.size_line, &state->window_img.endian);
state->running = TRUE;
state->mlx_ptr = mlx_ptr;
state->window_ptr = window_ptr;
state->window_width = parsing->resolution_width;
state->window_height = parsing->resolution_height;
state->map = parsing->map;
state->map_width = parsing->map_width;
state->map_height = parsing->map_height;
state->ceilling_color = parsing->ceilling_color;
state->floor_color = parsing->floor_color;
state_new_player(state, parsing);
return (state);
}
void state_new_player(t_state *state, t_parsing *parsing)
{
int i;
int j;
i = -1;
while (++i < parsing->map_height)
{
j = -1;
while (++j < parsing->map_width)
if (parsing->map[i][j] & (CELL_LOOK_NORTH | CELL_LOOK_SOUTH
| CELL_LOOK_WEST | CELL_LOOK_EAST)
{
state->pos.x = (double)j + 0.5;
state->pos.y = (double)i + 0.5;
// break 2nd loop?
break;
}
}
/* need to be normalized */
state->dir.x = 0.0;
state->dir.y = 0.0;
if (parsing->map[(int)state.y][(int)state.x] & CELL_LOOK_NORTH)
state->dir.y = 1.0;
else if (parsing->map[(int)state.y][(int)state.x] & CELL_LOOK_SOUTH)
state->dir.y = -1.0;
else if (parsing->map[(int)state.y][(int)state.x] & CELL_LOOK_WEST)
state->dir.x = -1.0;
else if (parsing->map[(int)state.y][(int)state.x] & CELL_LOOK_EAST)
state->dir.x = 1.0;
state->plane.x = 0.0;
state->plane.y = 0.66;
}
void state_destroy(t_state *state)
{
mlx_destroy_window(state->mlx_ptr, state->window_ptr);
free(state->north_texture);
free(state->south_texture);
free(state->west_texture);
free(state->east_texture);
free(state);
}
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