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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* ft_extra_keys.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: rbousset <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/02/14 17:22:32 by rbousset #+# #+# */
/* Updated: 2020/02/14 17:23:42 by rbousset ### ########lyon.fr */
/* */
/* ************************************************************************** */
#include <cub3d.h>
#include <libft.h>
#include <stdio.h>
static void
ft_hitscan(t_cub *cl, uint16_t hit)
{
while (hit == 0)
{
if (cl->rlist.x_side_dist < cl->rlist.y_side_dist)
{
cl->rlist.x_side_dist += cl->rlist.x_delta_dist;
cl->rlist.sqx += cl->mlist.x_step;
cl->rlist.side = 0;
}
else
{
cl->rlist.y_side_dist += cl->rlist.y_delta_dist;
cl->rlist.sqy += cl->mlist.y_step;
cl->rlist.side = 1;
}
if (ft_ischarset(FT_CHRST_SPRITES,
cl->mlist.map[cl->rlist.sqx][cl->rlist.sqy]))
{
hit = 1;
cl->mlist.map[cl->rlist.sqx][cl->rlist.sqy] = '0';
ft_get_sprite_spawn(cl);
}
else if (ft_ischarset("1",
cl->mlist.map[cl->rlist.sqx][cl->rlist.sqy]))
hit = 1;
}
}
void
ft_shoot(t_cub *cl, uint16_t i)
{
t_win *wl;
t_player *pl;
wl = &cl->wlist;
pl = &cl->plist;
pl->cam_x = 2 * i / (float)(wl->x_size) - 1;
cl->rlist.x_ray_pos = pl->pos_y;
cl->rlist.y_ray_pos = pl->pos_x;
cl->rlist.x_ray_dir = pl->dir_x + pl->plane_x *
pl->cam_x;
cl->rlist.y_ray_dir = pl->dir_y + pl->plane_y *
pl->cam_x;
cl->rlist.sqx = (int16_t)cl->rlist.x_ray_pos;
cl->rlist.sqy = (int16_t)cl->rlist.y_ray_pos;
ft_detection_init_x(cl);
ft_detection_init_y(cl);
ft_hitscan(cl, 0);
}
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