210 lines
5.9 KiB
C
210 lines
5.9 KiB
C
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* cub3d.h :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: aortigos <aortigos@student.42malaga.com +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/11/25 19:47:02 by aortigos #+# #+# */
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/* Updated: 2025/12/15 10:27:21 by aortigos ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef CUB3D_H
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# define CUB3D_H
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# include <unistd.h>
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# include <stdlib.h>
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# include <stdio.h>
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# include <math.h>
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# include <fcntl.h>
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# include <signal.h>
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# include "../lib/mlx/include/MLX42/MLX42.h"
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# include "../lib/libft/libft.h"
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# include "../lib/ft_printf/ft_printf.h"
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# include "../lib/gnl/get_next_line.h"
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# define S_W 1900
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# define S_H 1000
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# define WALL_SIZE 30
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# define FOV 60
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# define ROTATION_SPEED 0.045
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# define PLAYER_SPEED 3
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# define ERR_INV_COP "Error: invalid argument\n"
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# define ERR_INV_FILE "Error: invalid file\n"
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# define ERR_EMPTY_FILE "Error: empty file\n"
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# define ERR_MAP_INV "Error: invalid map element\n"
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# define ERR_MAP_EMPTY "Error: empty ligne in the map\n"
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# define ERR_MAP_DUP "Error: duplicate map element\n"
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# define ERR_MAP_RGB "Error: invalid color map [RGB]\n"
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typedef struct s_tex
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{
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mlx_texture_t *no;
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mlx_texture_t *so;
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mlx_texture_t *we;
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mlx_texture_t *ea;
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} t_tex;
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typedef struct s_texture_list
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{
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char *name;
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char *value;
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struct s_texture_list *next;
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} t_texture_list;
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typedef struct s_player
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{
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int plyr_x; // player x position in pixels
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int plyr_y; // player y position in pixels
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double angle; // player angle
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float fov_rd; // field of view in radians
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int rot; // rotation flag
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int l_r; // left right flag
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int u_d; // up down flag
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} t_player;
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typedef struct s_ray
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{
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int index;
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double ray_ngl;
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double horiz_x;
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double horiz_y;
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double vert_x;
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double vert_y;
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double distance;
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int flag;
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} t_ray;
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typedef struct s_data
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{
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int p_x; // player x position in the map
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int p_y; // player y position in the map
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int w_map; // map width
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int h_map; // map height
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int fd;
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char *line;
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char *ture;
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char **texture2d;
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char *map;
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char **map2d;
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char **sq_map;
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char **cc;
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char **ff;
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t_texture_list *t_list;
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} t_data;
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typedef struct s_mlx
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{
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mlx_image_t *img; // the image
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mlx_t *mlx_ptr; // the mlx pointer
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t_ray *ray; // the ray structure
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t_data *dt; // the data structure
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t_player *ply; // the player structure
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t_tex *tex;
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t_texture_list *l_ture;
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} t_mlx;
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// Functions
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// parsing.c
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int read_map(char *av, t_data *map, int *count);
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void get_x_y_player(t_data *data);
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int check_extension_map(char *file);
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int parsing(int ac, char **av, t_data *data);
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// frees.c
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void freetl(char *ture, char *line, int fd);
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void free_map(t_data *data);
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void free_m(t_mlx *mlx);
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void freelist(t_texture_list **txture);
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// lst_textures.c
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int get_index(char *line, int i);
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t_texture_list *new_texture(char *line);
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void lst_back_ture(t_texture_list **l_ture, t_texture_list *new);
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int lst_ture(t_data *m, t_texture_list **l_ture);
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// read_map.c
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int is_surrounded(char *line);
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int is_validmap(char *line, int *flag);
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char *getmap(t_data *map);
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int read_map_(t_data *map, int count);
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void process_map(t_data *map, int *count);
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// read_map_utils.c
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int check_tures_space_tab(char **texture2d, int count);
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int parse_rgb(char **texture2d);
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int check_dup(t_data *m);
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int check_first_last_line(char **map);
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int surrounded_by_one(char **map);
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// textures.c
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int check_color_values(char **rgb);
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void ft_process_rgb_color(t_texture_list *tmp, t_data *m);
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int color_ture(t_data *m, t_texture_list *l_ture);
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int check_color_textures(char *line);
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int check_count_textures(t_data *m, int count);
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// textures_utils.c
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int is_valid_texture(char *line);
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int count_comma(char *rgb);
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int check_pos_cf(char *l);
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int line_around_one(char *line);
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char *getlastline(char **map);
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//valid_map.c
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int h_map(char **map);
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int v_map(char **map);
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char *fixline(char *line, int maxlen);
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int getsize_line(char **map);
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int valid_map(t_data *m);
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// frees.c
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void ft_delete_texture(t_tex *texture);
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void ft_exit(t_mlx *mlx);
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// movement.c
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void rotate_player(t_mlx *mlx, int i);
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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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void ft_reset_move(mlx_key_data_t keydata, t_mlx *mlx);
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void key_press(mlx_key_data_t keydata, void *ml);
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// raycasting.c
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int inter_check(float angle, float *inter, float *step, int is_horizon);
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int wall_hit(float x, float y, t_mlx *mlx);
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float get_h_inter(t_mlx *mlx, float angl);
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float get_v_inter(t_mlx *mlx, float angl);
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void cast_rays(t_mlx *mlx);
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// render.c
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void draw_floor_ceiling(t_mlx *mlx, int ray, int t_pix, int b_pix);
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mlx_texture_t *get_texture(t_mlx *mlx, int flag);
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double get_x_o(mlx_texture_t *texture, t_mlx *mlx);
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void draw_wall(t_mlx *mlx, int t_pix, int b_pix, double wall_h);
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void render_wall(t_mlx *mlx, int ray);
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// render2.c
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int get_rgba(int r, int g, int b, int a);
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int reverse_bytes(int c);
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void cub3d_put_pixel(t_mlx *mlx, int x, int y, int color);
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float nor_angle(float angle);
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int unit_circle(float angle, char c);
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// execution.c
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void render_frame(void *mlx_ptr);
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int check_load_ture(t_texture_list *list);
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int load_texture(t_tex *tex, t_texture_list *l_ture);
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void get_angle(t_mlx *mlx);
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int execution(t_data *dt);
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#endif
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