「🏗️」 wip(ft_passagepietion): passage pieton working 👍
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@ -6,7 +6,7 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/07 16:55:09 by adjoly #+# #+# */
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/* Updated: 2024/10/30 14:42:06 by adjoly ### ########.fr */
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/* Updated: 2024/11/01 16:13:57 by madumerg ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -14,10 +14,12 @@
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#include <game/settings.h>
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#include <game/dda.h>
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#include <math.h>
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#include <stdbool.h>
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void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
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void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
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{
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dda->h = true;
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dda->distance.x = 1000000;
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dda->h = false;
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dda->s = true;
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ray->tan = tan(ray->angle);
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if (cos(ray->angle) < -0.001)
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@ -36,36 +38,37 @@ void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
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}
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else
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{
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dda->s = false;
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ray->pos.x = play->coord.x;
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ray->pos.y = play->coord.y;
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dda->s = false;
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}
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}
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void setup_dda_ver(t_player *play, t_ray *ray, t_dda *dda)
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void setup_dda_hor(t_player *play, t_ray *ray, t_dda *dda)
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{
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dda->distance.y = 1000000;
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dda->s = true;
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dda->h = false;
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dda->h = true;
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ray->tan = 1 / tan(ray->angle);
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if (sin(ray->angle) < -0.001)
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{
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ray->offset.y = CHUNK_SIZE;
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ray->offset.x = -CHUNK_SIZE * ray->tan;
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ray->pos.y = (((int)play->coord.y >> 6) << 6) - CHUNK_SIZE;
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ray->pos.y = (((int)play->coord.y >> 6) << 6) + CHUNK_SIZE;
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ray->pos.x = (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
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}
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else if(sin(ray->angle) > 0.001)
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{
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ray->offset.y = -CHUNK_SIZE;
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ray->offset.x = CHUNK_SIZE * ray->tan;
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ray->pos.y = (((int)play->coord.y >> 6) << 6) + 0.001;
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ray->pos.y = (((int)play->coord.y >> 6) << 6) - 0.001;
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ray->pos.x -= (play->coord.y - ray->pos.y) * ray->tan + play->coord.x;
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}
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else
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{
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dda->s = false;
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ray->pos.x = play->coord.x;
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ray->pos.y = play->coord.y;
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dda->s = false;
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}
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}
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@ -80,7 +83,6 @@ void dda_loop(t_dda *dda, t_ray *ray, t_map *map, t_player *play)
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{
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dda->map.x = (int)(ray->pos.x / 64);
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dda->map.y = (int)(ray->pos.y / 64);
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printf("%f, %f\n", ray->pos.x, ray->pos.y);
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if (dda->map.x >= 0 && dda->map.x < w && dda->map.y >= 0 && dda->map.y < h && \
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map->arr[(int)dda->map.y][(int)dda->map.x] == '1')
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{
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