Removing comments because of norminette
This commit is contained in:
@@ -17,11 +17,11 @@ void render_frame(void *mlx_ptr)
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t_mlx *mlx;
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mlx = mlx_ptr;
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mlx_delete_image(mlx->mlx_ptr, mlx->img); // Clear previous
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mlx->img = mlx_new_image(mlx->mlx_ptr, S_W, S_H); // Create new image
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cub_hook(mlx, 0, 0); // Update player movement
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cast_rays(mlx); // Raycast
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mlx_image_to_window(mlx->mlx_ptr, mlx->img, 0, 0); // And draw it to screen!
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mlx_delete_image(mlx->mlx_ptr, mlx->img);
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mlx->img = mlx_new_image(mlx->mlx_ptr, S_W, S_H);
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cub_hook(mlx, 0, 0);
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cast_rays(mlx);
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mlx_image_to_window(mlx->mlx_ptr, mlx->img, 0, 0);
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}
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int check_load_ture(t_texture_list *list)
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@@ -33,15 +33,15 @@ int check_load_ture(t_texture_list *list)
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while (tmp)
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{
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if (tmp->name && (
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!ft_strncmp(tmp->name, "NO", 2) // Check North texture
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|| !ft_strncmp(tmp->name, "SO", 2) // south texture
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|| !ft_strncmp(tmp->name, "WE", 2) // west texture
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|| !ft_strncmp(tmp->name, "EA", 2))) // east texture
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!ft_strncmp(tmp->name, "NO", 2)
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|| !ft_strncmp(tmp->name, "SO", 2)
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|| !ft_strncmp(tmp->name, "WE", 2)
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|| !ft_strncmp(tmp->name, "EA", 2)))
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{
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texture = mlx_load_png(tmp->value); // Try to load PNG
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texture = mlx_load_png(tmp->value);
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if (!texture)
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return (0);
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mlx_delete_texture(texture); // Clean up tmp texture
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mlx_delete_texture(texture);
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}
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tmp = tmp->next;
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}
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@@ -55,13 +55,12 @@ int load_texture(t_tex *tex, t_texture_list *l_ture)
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if (!l_ture)
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return (0);
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tmp = l_ture;
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if (!check_load_ture(l_ture)) // Validate all textures
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if (!check_load_ture(l_ture))
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return (0);
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while (tmp)
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{
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if (tmp->name && tmp->value)
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{
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// Match texture name and load the PNG
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if (!ft_strncmp(tmp->name, "NO", 2))
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tex->no = mlx_load_png(tmp->value);
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else if (!ft_strncmp(tmp->name, "SO", 2))
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@@ -76,54 +75,42 @@ int load_texture(t_tex *tex, t_texture_list *l_ture)
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return (1);
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}
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void get_angle(t_mlx *mlx)
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void get_angle(t_mlx *mlx)
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{
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char c;
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c = mlx->dt->sq_map[mlx->dt->p_y][mlx->dt->p_x];
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if (c == 'N') // Norte - mira hacia ARRIBA (Y negativo)
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mlx->ply->angle = 3 * M_PI / 2; // 270° (no 90°)
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if (c == 'S') // Sur - mira hacia ABAJO (Y positivo)
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mlx->ply->angle = M_PI / 2; // 90° (no 270°)
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if (c == 'E') // Este - mira hacia DERECHA (X positivo)
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mlx->ply->angle = 0;
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if (c == 'W') // Oeste - mira hacia IZQUIERDA (X negativo)
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mlx->ply->angle = M_PI; // 180°
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mlx->ply->plyr_x = (mlx->dt->p_x * WALL_SIZE) + WALL_SIZE / 2;
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mlx->ply->plyr_y = (mlx->dt->p_y * WALL_SIZE) + WALL_SIZE / 2;
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mlx->ply->fov_rd = (FOV * M_PI / 180);
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char c;
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c = mlx->dt->sq_map[mlx->dt->p_y][mlx->dt->p_x];
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if (c == 'N')
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mlx->ply->angle = 3 * M_PI / 2;
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if (c == 'S')
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mlx->ply->angle = M_PI / 2;
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if (c == 'E')
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mlx->ply->angle = 0;
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if (c == 'W')
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mlx->ply->angle = M_PI;
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mlx->ply->plyr_x = (mlx->dt->p_x * WALL_SIZE) + WALL_SIZE / 2;
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mlx->ply->plyr_y = (mlx->dt->p_y * WALL_SIZE) + WALL_SIZE / 2;
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mlx->ply->fov_rd = (FOV * M_PI / 180);
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}
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int execution(t_data *dt)
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{
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t_mlx mlx;
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// Validate screen dimensions and fov
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if (S_H > 1440 || S_W > 2560 || FOV >= 180 || FOV <= 0)
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return (freelist(&dt->t_list), free_map(dt), 0);
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// Allocate game objects
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mlx.ply = (t_player *)ft_calloc(sizeof(t_player), 1);
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mlx.ray = (t_ray *)ft_calloc(sizeof(t_ray), 1);
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mlx.tex = (t_tex *)ft_calloc(sizeof(t_tex), 1);
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mlx.dt = dt;
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// Initialize graphics window
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mlx.mlx_ptr = mlx_init(S_W, S_H, "cub3D", false);
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if (!mlx.mlx_ptr)
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return (ft_exit(&mlx), 0);
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// Load wall textures
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if (!load_texture(mlx.tex, dt->t_list))
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return (ft_exit(&mlx), 0);
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// Set player starting position and direction
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get_angle(&mlx);
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// Register input handlers
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mlx_key_hook(mlx.mlx_ptr, &key_press, &mlx);
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mlx_loop_hook(mlx.mlx_ptr, &render_frame, &mlx);
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// Start game loop
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mlx_loop(mlx.mlx_ptr);
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ft_exit(&mlx);
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return (0);
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@@ -14,17 +14,17 @@
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void rotate_player(t_mlx *mlx, int i)
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{
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if (i == 1) // Rotate right
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if (i == 1)
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{
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mlx->ply->angle += ROTATION_SPEED;
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if (mlx->ply->angle > 2 * M_PI) // If its more than 360º
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mlx->ply->angle -= 2 * M_PI; // Come back to 0
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if (mlx->ply->angle > 2 * M_PI)
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mlx->ply->angle -= 2 * M_PI;
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}
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else // Rotate left
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else
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{
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mlx->ply->angle -= ROTATION_SPEED;
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if (mlx->ply->angle < 0) // If its less than 0º
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mlx->ply->angle += 2 * M_PI; // Come back to 360º
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if (mlx->ply->angle < 0)
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mlx->ply->angle += 2 * M_PI;
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}
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}
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@@ -39,10 +39,8 @@ void move_player(t_mlx *mlx, double move_x, double move_y)
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new_y = mlx->ply->plyr_y + move_y;
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grid_x = (int)((new_x + copysign(COLLISION_MARGIN, move_x)) / WALL_SIZE);
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grid_y = (int)(mlx->ply->plyr_y / WALL_SIZE);
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//If there's no wall, update X position
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if (mlx->dt->sq_map[grid_y][grid_x] != '1')
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mlx->ply->plyr_x = new_x;
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// Then the same with check Y axe
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grid_x = (int)(mlx->ply->plyr_x / WALL_SIZE);
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grid_y = (int)((new_y + copysign(COLLISION_MARGIN, move_y)) / WALL_SIZE);
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if (mlx->dt->sq_map[grid_y][grid_x] != '1')
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@@ -52,25 +50,25 @@ void move_player(t_mlx *mlx, double move_x, double move_y)
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void cub_hook(t_mlx *mlx, double move_x, double move_y)
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{
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if (mlx->ply->rot == 1)
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rotate_player(mlx, 1); // Right rotation
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rotate_player(mlx, 1);
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if (mlx->ply->rot == -1)
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rotate_player(mlx, 0); // Left rotation
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if (mlx->ply->l_r == 1) // D Key
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rotate_player(mlx, 0);
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if (mlx->ply->l_r == 1)
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{
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move_x = -sin(mlx->ply->angle) * PLAYER_SPEED;
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move_y = cos(mlx->ply->angle) * PLAYER_SPEED;
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}
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if (mlx->ply->l_r == -1) // A Key
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if (mlx->ply->l_r == -1)
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{
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move_x = sin(mlx->ply->angle) * PLAYER_SPEED;
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move_y = -cos(mlx->ply->angle) * PLAYER_SPEED;
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}
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if (mlx->ply->u_d == 1) // W key
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if (mlx->ply->u_d == 1)
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{
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move_x = cos(mlx->ply->angle) * PLAYER_SPEED;
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move_y = sin(mlx->ply->angle) * PLAYER_SPEED;
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}
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if (mlx->ply->u_d == -1) // S key
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if (mlx->ply->u_d == -1)
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{
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move_x = -cos(mlx->ply->angle) * PLAYER_SPEED;
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move_y = -sin(mlx->ply->angle) * PLAYER_SPEED;
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@@ -81,17 +79,17 @@ void cub_hook(t_mlx *mlx, double move_x, double move_y)
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void ft_reset_move(mlx_key_data_t keydata, t_mlx *mlx)
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{
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if (keydata.key == MLX_KEY_D && (keydata.action == MLX_RELEASE))
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mlx->ply->l_r = 0; // Stop strafe right
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mlx->ply->l_r = 0;
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else if (keydata.key == MLX_KEY_A && (keydata.action == MLX_RELEASE))
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mlx->ply->l_r = 0; // Stop strafe left
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mlx->ply->l_r = 0;
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else if (keydata.key == MLX_KEY_S && (keydata.action == MLX_RELEASE))
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mlx->ply->u_d = 0; // Stop backwards
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mlx->ply->u_d = 0;
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else if (keydata.key == MLX_KEY_W && (keydata.action == MLX_RELEASE))
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mlx->ply->u_d = 0; // Stop forward
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mlx->ply->u_d = 0;
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else if (keydata.key == MLX_KEY_LEFT && keydata.action == MLX_RELEASE)
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mlx->ply->rot = 0; // Stop rotate left
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mlx->ply->rot = 0;
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else if (keydata.key == MLX_KEY_RIGHT && keydata.action == MLX_RELEASE)
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mlx->ply->rot = 0; // Stop rotate right
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mlx->ply->rot = 0;
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}
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void key_press(mlx_key_data_t keydata, void *ml)
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@@ -99,23 +97,22 @@ void key_press(mlx_key_data_t keydata, void *ml)
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t_mlx *mlx;
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mlx = ml;
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//Exit game on ESC key
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if (keydata.key == MLX_KEY_ESCAPE && (keydata.action == MLX_PRESS
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|| keydata.action == MLX_REPEAT))
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{
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ft_exit(mlx);
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}
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else if (keydata.key == MLX_KEY_A && (keydata.action == MLX_PRESS))
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mlx->ply->l_r = -1; // Set strafe left
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mlx->ply->l_r = -1;
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else if (keydata.key == MLX_KEY_D && (keydata.action == MLX_PRESS))
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mlx->ply->l_r = 1; // Set strafe right
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mlx->ply->l_r = 1;
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else if (keydata.key == MLX_KEY_S && (keydata.action == MLX_PRESS))
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mlx->ply->u_d = -1; // Set backwards
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mlx->ply->u_d = -1;
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else if (keydata.key == MLX_KEY_W && keydata.action == MLX_PRESS)
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mlx->ply->u_d = 1; // Set forwards
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mlx->ply->u_d = 1;
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else if (keydata.key == MLX_KEY_LEFT && keydata.action == MLX_PRESS)
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mlx->ply->rot = -1; // Set rotating left
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mlx->ply->rot = -1;
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else if (keydata.key == MLX_KEY_RIGHT && keydata.action == MLX_PRESS)
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mlx->ply->rot = 1; // Set rotating right
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mlx->ply->rot = 1;
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ft_reset_move(keydata, mlx);
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}
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@@ -17,13 +17,11 @@ void draw_floor_ceiling(t_mlx *mlx, int ray, int t_pix, int b_pix)
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int i;
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int c;
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// Draw floor
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i = b_pix;
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c = get_rgba(ft_atoi(mlx->dt->ff[0]), ft_atoi(mlx->dt->ff[1]),
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ft_atoi(mlx->dt->ff[2]), 255);
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while (i < S_H)
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cub3d_put_pixel(mlx, ray, i++, c);
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// Draw ceiling
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c = get_rgba(ft_atoi(mlx->dt->cc[0]), ft_atoi(mlx->dt->cc[1]),
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ft_atoi(mlx->dt->cc[2]), 255);
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i = 0;
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@@ -80,23 +78,18 @@ void draw_wall(t_mlx *mlx, int t_pix, int b_pix, double wall_h)
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uint32_t *arr;
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double factor;
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// Get correct wall texture
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texture = get_texture(mlx, mlx->ray->flag);
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arr = (uint32_t *)texture->pixels;
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// Calculate scaling
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factor = (double)texture->height / wall_h;
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x_o = get_x_o(texture, mlx);
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y_o = (t_pix - (S_H / 2) + (wall_h / 2)) * factor;
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if (y_o < 0)
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y_o = 0;
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// Draw vertical column of wall
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while (t_pix < b_pix)
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{
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cub3d_put_pixel(mlx, mlx->ray->index, t_pix, reverse_bytes(arr[(int)y_o
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* texture->width + (int)x_o]));
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// Move to next texture row
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y_o += factor;
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// Move to next screen row
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t_pix++;
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}
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}
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@@ -14,10 +14,8 @@
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int is_surrounded(char *line)
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{
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// Skip spaces
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while (ft_isspace(*line))
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line++;
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// Check first and last non-space character are '1'
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return (*line == '1' && line [ft_strlen(line) - 1] == '1');
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}
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@@ -28,12 +26,11 @@ int is_validmap(char *line, int *flag)
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i = -1;
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while (line[++i])
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{
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// Check for invalid characters
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if ((line[i] != '1' && line[i] != '0'
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&& line[i] != ' ' && line[i] != '\n'
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&& line[i] != 'W' && line[i] != 'E'
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&& line[i] != 'N' && line[i] != 'S'))
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return (0); // Invalid character found
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return (0);
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else if (line[i] == 'W' || line[i] == 'E' || line[i] == 'N'
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|| line[i] == 'S')
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(*flag)++;
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@@ -46,20 +43,16 @@ char *getmap(t_data *map)
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char *tmp;
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map->map = ft_strdup("");
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// Lets read all the map until the end of file
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while (map->line)
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{
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// Map can't have empty line in the middle
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if (map->line[0] == '\n')
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return (ft_putstr_fd(ERR_MAP_EMPTY, 2),
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freetl(map->map, map->line, -1), NULL);
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// Apend current line to map->map
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tmp = ft_strjoin(map->map, map->line);
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ft_memfree(map->map);
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ft_memfree(map->line);
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map->map = ft_strdup(tmp);
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ft_memfree(tmp);
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// Read next line
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map->line = get_next_line(map->fd);
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}
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return (map->map);
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@@ -67,16 +60,13 @@ char *getmap(t_data *map)
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int read_map_(t_data *map, int count)
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{
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// Get complete map as single string
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map->map = getmap(map);
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if (!map->map)
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return (0);
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// Split by newlines into 2D array
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map->map2d = ft_split(map->map, '\n');
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if (!map->map2d)
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return (ft_memfree(map->map), 0);
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ft_memfree(map->map);
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// Validate all map components
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if (!check_tures_space_tab(map->texture2d, count)
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|| !parse_rgb(map->texture2d)
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|| !check_dup(map) || !check_first_last_line(map->map2d)
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@@ -17,9 +17,9 @@ int check_tures_space_tab(char **texture2d, int count)
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int i;
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i = -1;
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if (count != 6) // .cub must have 6 directives
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if (count != 6)
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return (0);
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while (++i < count) // Validate each directive format
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while (++i < count)
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if (!is_valid_texture(texture2d[i]))
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return (ft_putstr_fd("texture error\n", 2), 0);
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return (1);
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@@ -34,12 +34,9 @@ int parse_rgb(char **texture2d)
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while (texture2d[i])
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{
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ptr = texture2d[i];
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// Skip spaces
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while (ft_isspace(*ptr))
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ptr++;
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// Check only F and C lines
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if (ptr[0] == 'F' || ptr[0] == 'C')
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// Validate that there is two , and format
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if (count_comma(ptr) != 2 || !check_pos_cf(ptr))
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return (ft_putstr_fd("color error\n", 2), 0);
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i++;
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@@ -85,14 +82,16 @@ int surrounded_by_one(char **map)
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flag = 0;
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i = -1;
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// Check each map line
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while (map[++i])
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if (!is_surrounded(map[i]) || !is_validmap(map[i], &flag) || flag > 1)
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{
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if (!is_surrounded(map[i])
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|| !is_validmap(map[i], &flag)
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|| flag > 1)
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{
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ft_putstr_fd(ERR_MAP_ONE, 2);
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return (0);
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}
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// Must have one player spawn
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}
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if (flag == 0)
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{
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ft_putstr_fd(ERR_MAP_SPAWN, 2);
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|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user