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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* cub3d.h :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: narnaud <narnaud@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2022/05/21 19:24:12 by narnaud #+# #+# */
/* Updated: 2022/11/22 05:24:50 by narnaud ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef CUB3D_H
# define CUB3D_H
# define WIN_X_SZ 1760
# define WIN_Y_SZ 900
# define BUFFER_SIZE 4096
# include <unistd.h>
# include <stdio.h>
# include <fcntl.h>
# include <errno.h>
# include <string.h>
# include <math.h>
# include "libft.h"
# include "mlx.h"
# include "mlx_keycode.h"
typedef struct s_vector
{
int x;
int y;
} t_vec;
typedef struct s_vector_d
{
double x;
double y;
} t_dvec;
typedef struct s_rectangle
{
t_vec start;
t_vec size;
int color;
} t_rect;
typedef struct s_raycast
{
t_dvec vec;
int *cell;
double s_dist[2];
double d_dist[2];
int *step;
int side;
int tex;
double dist;
double wall_x;
int x;
} t_rc;
typedef struct s_img
{
char *file;
int *img;
int width;
int height;
int *buffer;
int pixel_bits;
int line_bytes;
int endian;
} t_img;
typedef struct s_env
{
void *mlx;
void *win;
void *img;
int pixel_bits;
int line_bytes;
int endian;
int *buffer;
t_img tex[5];
int minimap;
int controls[KEYS_LIMIT];
int mouse_x;
int floor_color;
int ceil_color;
char **map;
int wide;
int deep;
t_dvec player_pos;
t_dvec player_dir;
t_dvec cam_plan;
} t_env;
typedef struct s_minimap
{
t_vec min;
t_vec max;
t_vec delt;
} t_mmap;
// Render
t_mmap measure(t_env *env);
void check_side(t_rc *rc);
void init_ray(t_env *env, t_rc *rc);
int ray_hit(t_env *env, t_rc *rc);
void draw_rectangle(t_env *env, t_rect rect, int borders);
t_rect get_mm_cell(char type, t_vec pos, t_vec delta);
void render_minimap(t_env *env, t_mmap mm);
void render_view(t_env *env);
void render(t_env *env);
// MLX
int key_press_hook(int keycode, t_env *env);
int key_release_hook(int keycode, t_env *env);
int mouse_down_hook(int buton, int x, int y, t_env *env);
int mouse_move_hook(int x, int y, t_env *env);
int mouse_up_hook(int buton, int x, int y, t_env *env);
int update_hook(t_env *env);
void init_window(t_env *nv);
int exit_game(t_env *env);
int init_game(t_env *env);
// Utils
void vec_set(t_vec *vec, int x, int y);
t_vec vec_mult(t_vec v1, t_vec v2);
void dvec_set(t_dvec *vec, double x, double y);
double dvec_len(t_dvec vec);
t_dvec dvec_rot(t_dvec vec, double rad, double init_len);
// Parsing
int rgb_to_int(char **rgb);
char **create_map_array(t_slist *e_lst, int wide, int deep);
int is_in_open_room(t_env *env, int x, int y);
int verify_map(t_env *env);
int find_player(t_env *env);
t_env *load_map(char *filename);
char *get_next_line(int fd);
#endif