Cub3D/srcs/parsing/check_map_utils.c
2022-06-16 16:41:31 +02:00

103 lines
2.7 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* check_map_utils.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: apommier <apommier@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2022/06/16 16:30:52 by apommier #+# #+# */
/* Updated: 2022/06/16 16:32:55 by apommier ### ########.fr */
/* */
/* ************************************************************************** */
#include "../../includes/Cub3D.h"
void verify_texture_color(t_data *img)
{
if (img->map.texture.north == NULL)
ft_exit("Error\nTexture isn't loaded properly\n", img);
if (img->map.texture.east == NULL)
ft_exit("Error\nTexture isn't loaded properly\n", img);
if (img->map.texture.south == NULL)
ft_exit("Error\nTexture isn't loaded properly\n", img);
if (img->map.texture.west == NULL)
ft_exit("Error\nTexture isn't loaded properly\n", img);
if (img->map.floor.set != 1)
ft_exit("Error\nColor not set properly\n", img);
if (img->map.sky.set != 1)
ft_exit("Error\nColor not set properly\n", img);
}
void error_msg(t_data *img)
{
if (img->map.error == 1)
ft_exit("Error\nMap isn't closed\n", img);
if (img->map.error == 2)
ft_exit("Error\nMissing player\n", img);
if (img->map.error == 3)
ft_exit("Error\nToo many players\n", img);
if (img->map.error == -1)
ft_exit("Error\nBad character in map\n", img);
}
void inter_map(char **split, char **tmp, t_data *img)
{
int i;
int j;
i = 0;
while (split[i])
{
j = 0;
while (split[i][j])
{
if (split[i][j] == '3')
img->map.error = -1;
else if (split[i][j] != ' ')
tmp[i + 1][j + 1] = split[i][j];
j++;
}
i++;
}
}
void check_empty_line(char **split, t_data *img, int *i)
{
while (split[*i])
{
if (!ft_strchr(split[*i], '1'))
ft_exit("Error\nInvalid line in map file\n", img);
size_line(split[*i], img);
(*i)++;
}
}
void check_zero_one(char **split, t_data *img)
{
char **tmp;
int i;
i = 0;
check_empty_line(split, img, &i);
img->map.y = i;
tmp = malloc(sizeof(char *) * (i + 3));
if (!tmp)
quit_game(img);
i = 0;
while (i < img->map.y + 2)
{
tmp[i] = charge_new(img, split, tmp);
i++;
}
tmp[i] = NULL;
inter_map(split, tmp, img);
if (img->map.error == -1)
{
free_double(tmp);
return ;
}
check_border(tmp, img);
check_inner(tmp, img);
free_double(tmp);
}