Removing comments because of norminette

This commit is contained in:
aortigos
2026-02-12 14:36:46 +01:00
parent dfd5d7a506
commit 6579882198
8 changed files with 61 additions and 125 deletions

View File

@@ -17,11 +17,11 @@ void render_frame(void *mlx_ptr)
t_mlx *mlx;
mlx = mlx_ptr;
mlx_delete_image(mlx->mlx_ptr, mlx->img); // Clear previous
mlx->img = mlx_new_image(mlx->mlx_ptr, S_W, S_H); // Create new image
cub_hook(mlx, 0, 0); // Update player movement
cast_rays(mlx); // Raycast
mlx_image_to_window(mlx->mlx_ptr, mlx->img, 0, 0); // And draw it to screen!
mlx_delete_image(mlx->mlx_ptr, mlx->img);
mlx->img = mlx_new_image(mlx->mlx_ptr, S_W, S_H);
cub_hook(mlx, 0, 0);
cast_rays(mlx);
mlx_image_to_window(mlx->mlx_ptr, mlx->img, 0, 0);
}
int check_load_ture(t_texture_list *list)
@@ -33,15 +33,15 @@ int check_load_ture(t_texture_list *list)
while (tmp)
{
if (tmp->name && (
!ft_strncmp(tmp->name, "NO", 2) // Check North texture
|| !ft_strncmp(tmp->name, "SO", 2) // south texture
|| !ft_strncmp(tmp->name, "WE", 2) // west texture
|| !ft_strncmp(tmp->name, "EA", 2))) // east texture
!ft_strncmp(tmp->name, "NO", 2)
|| !ft_strncmp(tmp->name, "SO", 2)
|| !ft_strncmp(tmp->name, "WE", 2)
|| !ft_strncmp(tmp->name, "EA", 2)))
{
texture = mlx_load_png(tmp->value); // Try to load PNG
texture = mlx_load_png(tmp->value);
if (!texture)
return (0);
mlx_delete_texture(texture); // Clean up tmp texture
mlx_delete_texture(texture);
}
tmp = tmp->next;
}
@@ -55,13 +55,12 @@ int load_texture(t_tex *tex, t_texture_list *l_ture)
if (!l_ture)
return (0);
tmp = l_ture;
if (!check_load_ture(l_ture)) // Validate all textures
if (!check_load_ture(l_ture))
return (0);
while (tmp)
{
if (tmp->name && tmp->value)
{
// Match texture name and load the PNG
if (!ft_strncmp(tmp->name, "NO", 2))
tex->no = mlx_load_png(tmp->value);
else if (!ft_strncmp(tmp->name, "SO", 2))
@@ -76,54 +75,42 @@ int load_texture(t_tex *tex, t_texture_list *l_ture)
return (1);
}
void get_angle(t_mlx *mlx)
void get_angle(t_mlx *mlx)
{
char c;
c = mlx->dt->sq_map[mlx->dt->p_y][mlx->dt->p_x];
if (c == 'N') // Norte - mira hacia ARRIBA (Y negativo)
mlx->ply->angle = 3 * M_PI / 2; // 270° (no 90°)
if (c == 'S') // Sur - mira hacia ABAJO (Y positivo)
mlx->ply->angle = M_PI / 2; // 90° (no 270°)
if (c == 'E') // Este - mira hacia DERECHA (X positivo)
mlx->ply->angle = 0;
if (c == 'W') // Oeste - mira hacia IZQUIERDA (X negativo)
mlx->ply->angle = M_PI; // 180°
mlx->ply->plyr_x = (mlx->dt->p_x * WALL_SIZE) + WALL_SIZE / 2;
mlx->ply->plyr_y = (mlx->dt->p_y * WALL_SIZE) + WALL_SIZE / 2;
mlx->ply->fov_rd = (FOV * M_PI / 180);
char c;
c = mlx->dt->sq_map[mlx->dt->p_y][mlx->dt->p_x];
if (c == 'N')
mlx->ply->angle = 3 * M_PI / 2;
if (c == 'S')
mlx->ply->angle = M_PI / 2;
if (c == 'E')
mlx->ply->angle = 0;
if (c == 'W')
mlx->ply->angle = M_PI;
mlx->ply->plyr_x = (mlx->dt->p_x * WALL_SIZE) + WALL_SIZE / 2;
mlx->ply->plyr_y = (mlx->dt->p_y * WALL_SIZE) + WALL_SIZE / 2;
mlx->ply->fov_rd = (FOV * M_PI / 180);
}
int execution(t_data *dt)
{
t_mlx mlx;
// Validate screen dimensions and fov
if (S_H > 1440 || S_W > 2560 || FOV >= 180 || FOV <= 0)
return (freelist(&dt->t_list), free_map(dt), 0);
// Allocate game objects
mlx.ply = (t_player *)ft_calloc(sizeof(t_player), 1);
mlx.ray = (t_ray *)ft_calloc(sizeof(t_ray), 1);
mlx.tex = (t_tex *)ft_calloc(sizeof(t_tex), 1);
mlx.dt = dt;
// Initialize graphics window
mlx.mlx_ptr = mlx_init(S_W, S_H, "cub3D", false);
if (!mlx.mlx_ptr)
return (ft_exit(&mlx), 0);
// Load wall textures
if (!load_texture(mlx.tex, dt->t_list))
return (ft_exit(&mlx), 0);
// Set player starting position and direction
get_angle(&mlx);
// Register input handlers
mlx_key_hook(mlx.mlx_ptr, &key_press, &mlx);
mlx_loop_hook(mlx.mlx_ptr, &render_frame, &mlx);
// Start game loop
mlx_loop(mlx.mlx_ptr);
ft_exit(&mlx);
return (0);

View File

@@ -14,17 +14,17 @@
void rotate_player(t_mlx *mlx, int i)
{
if (i == 1) // Rotate right
if (i == 1)
{
mlx->ply->angle += ROTATION_SPEED;
if (mlx->ply->angle > 2 * M_PI) // If its more than 360º
mlx->ply->angle -= 2 * M_PI; // Come back to 0
if (mlx->ply->angle > 2 * M_PI)
mlx->ply->angle -= 2 * M_PI;
}
else // Rotate left
else
{
mlx->ply->angle -= ROTATION_SPEED;
if (mlx->ply->angle < 0) // If its less than 0º
mlx->ply->angle += 2 * M_PI; // Come back to 360º
if (mlx->ply->angle < 0)
mlx->ply->angle += 2 * M_PI;
}
}
@@ -39,10 +39,8 @@ void move_player(t_mlx *mlx, double move_x, double move_y)
new_y = mlx->ply->plyr_y + move_y;
grid_x = (int)((new_x + copysign(COLLISION_MARGIN, move_x)) / WALL_SIZE);
grid_y = (int)(mlx->ply->plyr_y / WALL_SIZE);
//If there's no wall, update X position
if (mlx->dt->sq_map[grid_y][grid_x] != '1')
mlx->ply->plyr_x = new_x;
// Then the same with check Y axe
grid_x = (int)(mlx->ply->plyr_x / WALL_SIZE);
grid_y = (int)((new_y + copysign(COLLISION_MARGIN, move_y)) / WALL_SIZE);
if (mlx->dt->sq_map[grid_y][grid_x] != '1')
@@ -52,25 +50,25 @@ void move_player(t_mlx *mlx, double move_x, double move_y)
void cub_hook(t_mlx *mlx, double move_x, double move_y)
{
if (mlx->ply->rot == 1)
rotate_player(mlx, 1); // Right rotation
rotate_player(mlx, 1);
if (mlx->ply->rot == -1)
rotate_player(mlx, 0); // Left rotation
if (mlx->ply->l_r == 1) // D Key
rotate_player(mlx, 0);
if (mlx->ply->l_r == 1)
{
move_x = -sin(mlx->ply->angle) * PLAYER_SPEED;
move_y = cos(mlx->ply->angle) * PLAYER_SPEED;
}
if (mlx->ply->l_r == -1) // A Key
if (mlx->ply->l_r == -1)
{
move_x = sin(mlx->ply->angle) * PLAYER_SPEED;
move_y = -cos(mlx->ply->angle) * PLAYER_SPEED;
}
if (mlx->ply->u_d == 1) // W key
if (mlx->ply->u_d == 1)
{
move_x = cos(mlx->ply->angle) * PLAYER_SPEED;
move_y = sin(mlx->ply->angle) * PLAYER_SPEED;
}
if (mlx->ply->u_d == -1) // S key
if (mlx->ply->u_d == -1)
{
move_x = -cos(mlx->ply->angle) * PLAYER_SPEED;
move_y = -sin(mlx->ply->angle) * PLAYER_SPEED;
@@ -81,17 +79,17 @@ void cub_hook(t_mlx *mlx, double move_x, double move_y)
void ft_reset_move(mlx_key_data_t keydata, t_mlx *mlx)
{
if (keydata.key == MLX_KEY_D && (keydata.action == MLX_RELEASE))
mlx->ply->l_r = 0; // Stop strafe right
mlx->ply->l_r = 0;
else if (keydata.key == MLX_KEY_A && (keydata.action == MLX_RELEASE))
mlx->ply->l_r = 0; // Stop strafe left
mlx->ply->l_r = 0;
else if (keydata.key == MLX_KEY_S && (keydata.action == MLX_RELEASE))
mlx->ply->u_d = 0; // Stop backwards
mlx->ply->u_d = 0;
else if (keydata.key == MLX_KEY_W && (keydata.action == MLX_RELEASE))
mlx->ply->u_d = 0; // Stop forward
mlx->ply->u_d = 0;
else if (keydata.key == MLX_KEY_LEFT && keydata.action == MLX_RELEASE)
mlx->ply->rot = 0; // Stop rotate left
mlx->ply->rot = 0;
else if (keydata.key == MLX_KEY_RIGHT && keydata.action == MLX_RELEASE)
mlx->ply->rot = 0; // Stop rotate right
mlx->ply->rot = 0;
}
void key_press(mlx_key_data_t keydata, void *ml)
@@ -99,23 +97,22 @@ void key_press(mlx_key_data_t keydata, void *ml)
t_mlx *mlx;
mlx = ml;
//Exit game on ESC key
if (keydata.key == MLX_KEY_ESCAPE && (keydata.action == MLX_PRESS
|| keydata.action == MLX_REPEAT))
{
ft_exit(mlx);
}
else if (keydata.key == MLX_KEY_A && (keydata.action == MLX_PRESS))
mlx->ply->l_r = -1; // Set strafe left
mlx->ply->l_r = -1;
else if (keydata.key == MLX_KEY_D && (keydata.action == MLX_PRESS))
mlx->ply->l_r = 1; // Set strafe right
mlx->ply->l_r = 1;
else if (keydata.key == MLX_KEY_S && (keydata.action == MLX_PRESS))
mlx->ply->u_d = -1; // Set backwards
mlx->ply->u_d = -1;
else if (keydata.key == MLX_KEY_W && keydata.action == MLX_PRESS)
mlx->ply->u_d = 1; // Set forwards
mlx->ply->u_d = 1;
else if (keydata.key == MLX_KEY_LEFT && keydata.action == MLX_PRESS)
mlx->ply->rot = -1; // Set rotating left
mlx->ply->rot = -1;
else if (keydata.key == MLX_KEY_RIGHT && keydata.action == MLX_PRESS)
mlx->ply->rot = 1; // Set rotating right
mlx->ply->rot = 1;
ft_reset_move(keydata, mlx);
}

View File

@@ -17,13 +17,11 @@ void draw_floor_ceiling(t_mlx *mlx, int ray, int t_pix, int b_pix)
int i;
int c;
// Draw floor
i = b_pix;
c = get_rgba(ft_atoi(mlx->dt->ff[0]), ft_atoi(mlx->dt->ff[1]),
ft_atoi(mlx->dt->ff[2]), 255);
while (i < S_H)
cub3d_put_pixel(mlx, ray, i++, c);
// Draw ceiling
c = get_rgba(ft_atoi(mlx->dt->cc[0]), ft_atoi(mlx->dt->cc[1]),
ft_atoi(mlx->dt->cc[2]), 255);
i = 0;
@@ -80,23 +78,18 @@ void draw_wall(t_mlx *mlx, int t_pix, int b_pix, double wall_h)
uint32_t *arr;
double factor;
// Get correct wall texture
texture = get_texture(mlx, mlx->ray->flag);
arr = (uint32_t *)texture->pixels;
// Calculate scaling
factor = (double)texture->height / wall_h;
x_o = get_x_o(texture, mlx);
y_o = (t_pix - (S_H / 2) + (wall_h / 2)) * factor;
if (y_o < 0)
y_o = 0;
// Draw vertical column of wall
while (t_pix < b_pix)
{
cub3d_put_pixel(mlx, mlx->ray->index, t_pix, reverse_bytes(arr[(int)y_o
* texture->width + (int)x_o]));
// Move to next texture row
y_o += factor;
// Move to next screen row
t_pix++;
}
}

View File

@@ -14,10 +14,8 @@
int is_surrounded(char *line)
{
// Skip spaces
while (ft_isspace(*line))
line++;
// Check first and last non-space character are '1'
return (*line == '1' && line [ft_strlen(line) - 1] == '1');
}
@@ -28,12 +26,11 @@ int is_validmap(char *line, int *flag)
i = -1;
while (line[++i])
{
// Check for invalid characters
if ((line[i] != '1' && line[i] != '0'
&& line[i] != ' ' && line[i] != '\n'
&& line[i] != 'W' && line[i] != 'E'
&& line[i] != 'N' && line[i] != 'S'))
return (0); // Invalid character found
return (0);
else if (line[i] == 'W' || line[i] == 'E' || line[i] == 'N'
|| line[i] == 'S')
(*flag)++;
@@ -46,20 +43,16 @@ char *getmap(t_data *map)
char *tmp;
map->map = ft_strdup("");
// Lets read all the map until the end of file
while (map->line)
{
// Map can't have empty line in the middle
if (map->line[0] == '\n')
return (ft_putstr_fd(ERR_MAP_EMPTY, 2),
freetl(map->map, map->line, -1), NULL);
// Apend current line to map->map
tmp = ft_strjoin(map->map, map->line);
ft_memfree(map->map);
ft_memfree(map->line);
map->map = ft_strdup(tmp);
ft_memfree(tmp);
// Read next line
map->line = get_next_line(map->fd);
}
return (map->map);
@@ -67,16 +60,13 @@ char *getmap(t_data *map)
int read_map_(t_data *map, int count)
{
// Get complete map as single string
map->map = getmap(map);
if (!map->map)
return (0);
// Split by newlines into 2D array
map->map2d = ft_split(map->map, '\n');
if (!map->map2d)
return (ft_memfree(map->map), 0);
ft_memfree(map->map);
// Validate all map components
if (!check_tures_space_tab(map->texture2d, count)
|| !parse_rgb(map->texture2d)
|| !check_dup(map) || !check_first_last_line(map->map2d)

View File

@@ -17,9 +17,9 @@ int check_tures_space_tab(char **texture2d, int count)
int i;
i = -1;
if (count != 6) // .cub must have 6 directives
if (count != 6)
return (0);
while (++i < count) // Validate each directive format
while (++i < count)
if (!is_valid_texture(texture2d[i]))
return (ft_putstr_fd("texture error\n", 2), 0);
return (1);
@@ -34,12 +34,9 @@ int parse_rgb(char **texture2d)
while (texture2d[i])
{
ptr = texture2d[i];
// Skip spaces
while (ft_isspace(*ptr))
ptr++;
// Check only F and C lines
if (ptr[0] == 'F' || ptr[0] == 'C')
// Validate that there is two , and format
if (count_comma(ptr) != 2 || !check_pos_cf(ptr))
return (ft_putstr_fd("color error\n", 2), 0);
i++;
@@ -85,14 +82,16 @@ int surrounded_by_one(char **map)
flag = 0;
i = -1;
// Check each map line
while (map[++i])
if (!is_surrounded(map[i]) || !is_validmap(map[i], &flag) || flag > 1)
{
if (!is_surrounded(map[i])
|| !is_validmap(map[i], &flag)
|| flag > 1)
{
ft_putstr_fd(ERR_MAP_ONE, 2);
return (0);
}
// Must have one player spawn
}
if (flag == 0)
{
ft_putstr_fd(ERR_MAP_SPAWN, 2);

View File

@@ -31,16 +31,12 @@ t_texture_list *new_texture(char *line)
if ((!ft_strncmp(line, "NO", 2) || !ft_strncmp(line, "SO", 2))
|| !ft_strncmp(line, "WE", 2) || !ft_strncmp(line, "EA", 2))
{
// Extract first 2 chars as identifier
list->name = ft_substr(line, 0, 2);
// Extract everything after identifier
list->value = ft_substr(line, get_index(line, 2), ft_strlen(line));
}
else if ((!ft_strncmp(line, "F", 1) || !ft_strncmp(line, "C", 1)))
{
// Extract first char as identifier
list->name = ft_substr(line, 0, 1);
// Extract RGB values after identifier
list->value = ft_substr(line, get_index(line, 1), ft_strlen(line));
}
list->next = NULL;
@@ -51,7 +47,6 @@ void lst_back_ture(t_texture_list **l_ture, t_texture_list *new)
{
t_texture_list *tmp;
// If list is empty, new nodes becomes head
if (!*l_ture)
{
(*l_ture) = new;
@@ -69,14 +64,11 @@ int lst_ture(t_data *m, t_texture_list **l_ture)
t_texture_list *tmp;
i = 0;
// Process all 6 texture directives
while (m->texture2d[i])
{
// Create node for each texture line
tmp = new_texture(m->texture2d[i++]);
if (!tmp)
return (0);
// Add to end of list
lst_back_ture(l_ture, tmp);
}
return (1);

View File

@@ -44,11 +44,9 @@ void get_x_y_player(t_data *data)
j = 0;
while (data->sq_map[i][j])
{
// Check for player spawn character
if (data->sq_map[i][j] == 'N' || data->sq_map[i][j] == 'S'
|| data->sq_map[i][j] == 'W' || data->sq_map[i][j] == 'E')
{
// Store grid coordinates
data->p_x = j;
data->p_y = i;
return ;
@@ -63,9 +61,7 @@ int check_extension_map(char *file)
{
char *str;
// Find last '.' in file name
str = ft_strrchr(file, '.');
// Check if extension exists and equals to '.cub'
return (str && !ft_strcmp(str, ".cub"));
}
@@ -73,25 +69,18 @@ int parsing(int ac, char **av, t_data *data)
{
int count;
// Validate arguments
if (ac != 2 || !check_extension_map(av[1]))
return (ft_putstr_fd(ERR_INV_COP, 2), 0);
count = 0;
// Read and parse .cub file
if (!read_map(av[1], data, &count))
return (0);
// Create uniform square map and validate walls
if (!valid_map(data))
return (0);
// Initialize texture linked list
data->t_list = NULL;
// Convert texture array to linked list
if (!lst_ture(data, &data->t_list))
return (free_map(data), freelist(&data->t_list), 0);
// Parse and validate RGB colors
if (!color_ture(data, data->t_list))
return (free_map(data), freelist(&data->t_list), 0);
// Locate player starting position
get_x_y_player(data);
return (1);
}

View File

@@ -17,7 +17,6 @@ int check_color_values(char **rgb)
int i;
i = -1;
// Check each RGB component
while (rgb[++i])
if (ft_atoi(rgb[i]) > 255 || ft_atoi(rgb[i]) < 0)
return (free2d(rgb), 0);
@@ -26,10 +25,8 @@ int check_color_values(char **rgb)
void ft_process_rgb_color(t_texture_list *tmp, t_data *m)
{
// Floor color
if (!ft_strncmp(tmp->name, "F", 2))
m->ff = ft_split(tmp->value, ',');
// Ceiling color
else if (!ft_strncmp(tmp->name, "C", 2))
m->cc = ft_split(tmp->value, ',');
return ;
@@ -40,20 +37,15 @@ int color_ture(t_data *m, t_texture_list *l_ture)
t_texture_list *tmp;
char **colors;
// Initialize color arrays
m->cc = NULL;
m->ff = NULL;
tmp = l_ture;
// Process each texure directive
while (tmp)
{
// Check for color directives (Floor and ceiling)
if (tmp->name && (!ft_strncmp(tmp->name, "F", 1)
|| !ft_strncmp(tmp->name, "C", 1)))
{
// Split RGB values by coma
colors = ft_split(tmp->value, ',');
// Validate RGB range
if (!check_color_values(colors))
return (ft_putstr_fd(ERR_MAP_RGB, 2), 0);
ft_process_rgb_color(tmp, m);
@@ -67,16 +59,13 @@ int check_color_textures(char *line)
{
while (ft_isspace(*line))
line++;
// Wall texture directive
if ((!ft_strncmp(line, "EA", 2) || !ft_strncmp(line, "NO", 2)
|| !ft_strncmp(line, "SO", 2) || !ft_strncmp(line, "WE", 2))
&& ft_isspace(line[2])) // 2 chars + 1 space
&& ft_isspace(line[2]))
return (1);
// Color directive
else if ((!ft_strncmp(line, "F", 1) || !ft_strncmp(line, "C", 1))
&& ft_isspace(line[1])) // 1 char + 1 space
&& ft_isspace(line[1]))
return (1);
// Empty line (allowed between directives)
else if (*line == '\n' || *line == '\0')
return (0);
else