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solution.c
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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* solution.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: vvinogra <[email protected]> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2018/03/09 18:33:18 by vvinogra #+# #+# */
/* Updated: 2018/03/13 19:35:46 by vvinogra ### ########.fr */
/* */
/* ************************************************************************** */
#include "wolf.h"
void draw(t_wolf *wolf, int x)
{
int line_height;
double wall_x;
line_height = (int)(WIN_HEIGHT / wolf->ray->dist);
wolf->ray->draw_start = (WIN_HEIGHT - line_height) / 2;
if (wolf->ray->draw_start < 0)
wolf->ray->draw_start = 0;
wolf->ray->draw_end = (WIN_HEIGHT + line_height) / 2;
if (wolf->ray->draw_end >= WIN_HEIGHT)
wolf->ray->draw_end = WIN_HEIGHT - 1;
if (wolf->ray->side == 0)
wall_x = wolf->ray->player_posy + wolf->ray->dist * wolf->ray->dir_y;
else
wall_x = wolf->ray->player_posx + wolf->ray->dist * wolf->ray->dir_x;
wall_x -= floor(wall_x);
wolf->ray->text_x = (int)(wall_x * TEXTURE_WIDTH);
while (wolf->ray->draw_start < wolf->ray->draw_end)
{
wolf->ray->text_y = ((wolf->ray->draw_start - WIN_HEIGHT * 0.5f +
line_height * 0.5f) * TEXTURE_WIDTH) / line_height;
pixel_image_put(wolf, x, wolf->ray->draw_start);
wolf->ray->draw_start++;
}
floor_direction(wolf, wall_x);
draw_floor(wolf, x);
}
void calc_dist(t_wolf *wolf, int x)
{
while (wolf->ray->hit == 0)
{
if (wolf->ray->side_dist_x < wolf->ray->side_dist_y)
{
wolf->ray->side_dist_x += wolf->ray->delx;
wolf->ray->map_x += wolf->ray->step_x;
wolf->ray->side = 0;
}
else
{
wolf->ray->side_dist_y += wolf->ray->dely;
wolf->ray->map_y += wolf->ray->step_y;
wolf->ray->side = 1;
}
calc_dist_help(wolf, x);
}
}
void find_step(t_wolf *wolf)
{
if (wolf->ray->dir_x < 0)
{
wolf->ray->step_x = -1;
wolf->ray->side_dist_x = (wolf->ray->player_posx -
(int)wolf->ray->player_posx) * wolf->ray->delx;
}
else
{
wolf->ray->step_x = 1;
wolf->ray->side_dist_x = ((int)wolf->ray->player_posx + 1
- wolf->ray->player_posx) * wolf->ray->delx;
}
if (wolf->ray->dir_y < 0)
{
wolf->ray->step_y = -1;
wolf->ray->side_dist_y = (wolf->ray->player_posy -
(int)wolf->ray->player_posy) * wolf->ray->dely;
}
else
{
wolf->ray->step_y = 1;
wolf->ray->side_dist_y = ((int)wolf->ray->player_posy + 1
- wolf->ray->player_posy) * wolf->ray->dely;
}
}
void raycast_init(t_wolf *wolf, double x)
{
wolf->ray->camera = 2 * x / WIN_WIDTH - 1;
wolf->ray->map_x = (int)wolf->ray->player_posx;
wolf->ray->map_y = (int)wolf->ray->player_posy;
wolf->ray->dir_x = wolf->ray->player_dir_x
+ wolf->ray->plane_x * wolf->ray->camera;
wolf->ray->dir_y = wolf->ray->player_dir_y
+ wolf->ray->plane_y * wolf->ray->camera;
wolf->ray->delx = sqrt(1 + (wolf->ray->dir_y * wolf->ray->dir_y) /
(wolf->ray->dir_x * wolf->ray->dir_x));
wolf->ray->dely = sqrt(1 + (wolf->ray->dir_x * wolf->ray->dir_x) /
(wolf->ray->dir_y * wolf->ray->dir_y));
wolf->ray->hit = 0;
wolf->ray->dist = -1;
wolf->ray->side = -1;
}
void solution(t_wolf *wolf)
{
int x;
x = 0;
while (x < WIN_WIDTH)
{
raycast_init(wolf, (double)x);
find_step(wolf);
calc_dist(wolf, x);
draw(wolf, x);
x++;
}
aim_draw(wolf);
wolf->nb_shot_walls = 0;
}