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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* raycast.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: narnaud <narnaud@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2022/08/23 09:27:55 by narnaud #+# #+# */
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/* Updated: 2022/11/22 07:06:38 by narnaud ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "../../includes/cub3d.h"
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void check_side(t_rc *rc)
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{
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if (rc->s_dist[0] > rc->s_dist[1])
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rc->side = 1;
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else
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rc->side = 0;
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}
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void init_ray(t_env *env, t_rc *rc)
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{
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if (rc->vec.x == 0)
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rc->d_dist[0] = 1e30;
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else
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rc->d_dist[0] = fabs(1 / rc->vec.x);
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if (rc->vec.y == 0)
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rc->d_dist[1] = 1e30;
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else
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rc->d_dist[1] = fabs(1 / rc->vec.y);
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if (rc->vec.x < 0 && --rc->step[0])
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rc->s_dist[0] = (env->player_pos.x - rc->cell[0]) * rc->d_dist[0];
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else if (++rc->step[0])
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rc->s_dist[0] = (rc->cell[0] + 1.0 - env->player_pos.x) * rc->d_dist[0];
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if (rc->vec.y < 0 && --rc->step[1])
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rc->s_dist[1] = (env->player_pos.y - rc->cell[1]) * rc->d_dist[1];
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else if (++rc->step[1])
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rc->s_dist[1] = (rc->cell[1] + 1.0 - env->player_pos.y) * rc->d_dist[1];
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}
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/* Let the ray go to the next cell he will encounter and check if it is a wall.
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*
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* - First check the closer side to look for (x direction or y). That's is
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* given by the lower side distance,
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* - Progress to next closer cell so,
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* - If the cell is not a floor:
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* - if it's a wall, set the texture corresponding and return true,
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* - if it's a door, verify that the wall must be draw and set
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* texture and return accordingly.
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* - else continue.
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*/
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int ray_hit(t_env *env, t_rc *rc)
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{
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check_side(rc);
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rc->cell[rc->side] += rc->step[rc->side];
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if (env->map[rc->cell[1]][rc->cell[0]] > '0')
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{
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if (env->map[rc->cell[1]][rc->cell[0]] == '1')
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rc->tex = 3 - rc->side * 2 - (rc->step[rc->side] + 1) / 2;
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else if (env->map[rc->cell[1]][rc->cell[0]] == '2' && rc->tex != 4)
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rc->tex = 4;
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else
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return (0);
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if (!rc->side)
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rc->wall_x = env->player_pos.y + rc->s_dist[rc->side] * rc->vec.y;
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else
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rc->wall_x = env->player_pos.x + rc->s_dist[rc->side] * rc->vec.x;
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rc->wall_x -= floor(rc->wall_x);
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if (rc->tex != 4 || 2 * rc->wall_x - dvec_len((t_dvec){\
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rc->cell[0] - env->player_pos.x, \
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rc->cell[1] - env->player_pos.y}) < -2)
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return (1);
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}
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else
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rc->tex = 0;
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return (0);
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}
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