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cub3d/includes/cub3d.h
2025-12-09 22:01:17 +01:00

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C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* cub3d.h :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: aortigos <aortigos@student.42malaga.com +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/11/25 19:47:02 by aortigos #+# #+# */
/* Updated: 2025/12/09 21:48:51 by aortigos ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef CUB3D_H
# define CUB3D_H
# include <unistd.h>
# include <stdlib.h>
# include <stdio.h>
# include <math.h>
# include <fcntl.h>
# include <signal.h>
# include "../lib/mlx/include/MLX42/MLX42.h"
# include "../lib/libft/libft.h"
# include "../lib/ft_printf/ft_printf.h"
# include "../lib/gnl/get_next_line.h"
/*═══════════════════════════ [ MACROS ] ═══════════════════════════════════*/
// MLX - GAME
# define S_W 1900 // screen width
# define S_H 1000 // screen height
# define WALL_SIZE 30 // wall size
# define FOV 60 // field of view
# define ROTATION_SPEED 0.045 // rotation speed
# define PLAYER_SPEED 3 // player speed
// ERROR
# define ERR_INV_COP "Error: invalid argument\n"
# define ERR_INV_FILE "Error: invalid file\n"
# define ERR_EMPTY_FILE "Error: empty file\n"
# define ERR_MAP_INV "Error: invalid map element\n"
# define ERR_MAP_EMPTY "Error: empty ligne in the map\n"
# define ERR_MAP_DUP "Error: duplicate map element\n"
# define ERR_MAP_RGB "Error: invalid color map [RGB]\n"
/*══════════════════════════ [ STRUCTS ] ═══════════════════════════════════*/
typedef struct s_tex
{
mlx_texture_t *no;
mlx_texture_t *so;
mlx_texture_t *we;
mlx_texture_t *ea;
} t_tex;
typedef struct s_turelist
{
char *name;
char *value;
struct s_turelist *next;
} t_turelist;
typedef struct s_player
{
int plyr_x; // player x position in pixels
int plyr_y; // player y position in pixels
double angle; // player angle
float fov_rd; // field of view in radians
int rot; // rotation flag
int l_r; // left right flag
int u_d; // up down flag
} t_player;
typedef struct s_ray
{
int index;
double ray_ngl;
double horiz_x;
double horiz_y;
double vert_x;
double vert_y;
double distance;
int flag;
} t_ray;
typedef struct s_data
{
int p_x; // player x position in the map
int p_y; // player y position in the map
int w_map; // map width
int h_map; // map height
int fd;
char *line;
char *ture;
char **ture2d;
char *map;
char **map2d;
char **sq_map;
char **cc;
char **ff;
t_turelist *t_list;
} t_data;
typedef struct s_mlx
{
mlx_image_t *img; // the image
mlx_t *mlx_ptr; // the mlx pointer
t_ray *ray; // the ray structure
t_data *dt; // the data structure
t_player *ply; // the player structure
t_tex *tex;
t_turelist *l_ture;
} t_mlx;
// Functions
// parsing.c
int read_map(char *av, t_data *map, int *count);
void get_x_y_player(t_data *data);
int check_extension_map(char *file);
int parsing(int ac, char **av, t_data *data);
// frees.c
void freetl(char *ture, char *line, int fd);
void free_map(t_data *data);
void free_m(t_mlx *mlx);
void freelist(t_turelist **txture);
// lst_textures.c
int get_index(char *line, int i);
t_turelist *new_texture(char *line);
void lst_back_ture(t_turelist **l_ture, t_turelist *new);
int lst_ture(t_data *m, t_turelist **l_ture);
// read_map.c
int is_surrounded(char *line);
int is_validmap(char *line, int *flag);
char *getmap(t_data *map);
int read_map_(t_data *map, int count);
void process_map(t_data *map, int *count);
// read_map_utils.c
int check_tures_space_tab(char **ture2d, int count);
int parse_rgb(char **ture2d);
int check_dup(t_data *m);
int check_first_last_line(char **map);
int surrounded_by_one(char **map);
// textures.c
int check_color_values(char **rgb);
void ft_process_rgb_color(t_turelist *tmp, t_data *m);
int color_ture(t_data *m, t_turelist *l_ture);
int check_color_textures(char *line);
int check_count_textures(t_data *m, int count);
// textures_utils.c
int is_valid_texture(char *line);
int count_comma(char *rgb);
int check_pos_cf(char *l);
int line_around_one(char *line);
char *getlastline(char **map);
//valid_map.c
int h_map(char **map);
int v_map(char **map);
char *fixline(char *line, int maxlen);
int getsize_line(char **map);
int valid_map(t_data *m);
// frees.c
void ft_delete_texture(t_tex *texture);
void ft_exit(t_mlx *mlx);
// movement.c
void rotate_player(t_mlx *mlx, int i);
void move_player(t_mlx *mlx, double move_x, double move_y);
void cub_hook(t_mlx *mlx, double move_x, double move_y);
void ft_reset_move(mlx_key_data_t keydata, t_mlx *mlx);
void key_press(mlx_key_data_t keydata, void *ml);
// raycasting.c
int inter_check(float angle, float *inter, float *step, int is_horizon);
int wall_hit(float x, float y, t_mlx *mlx);
float get_h_inter(t_mlx *mlx, float angl);
float get_v_inter(t_mlx *mlx, float angl);
void cast_rays(t_mlx *mlx);
// render.c
void draw_floor_ceiling(t_mlx *mlx, int ray, int t_pix, int b_pix);
mlx_texture_t *get_texture(t_mlx *mlx, int flag);
double get_x_o(mlx_texture_t *texture, t_mlx *mlx);
void draw_wall(t_mlx *mlx, int t_pix, int b_pix, double wall_h);
void render_wall(t_mlx *mlx, int ray);
// render2.c
int get_rgba(int r, int g, int b, int a);
int reverse_bytes(int c);
void my_mlx_pixel_put(t_mlx *mlx, int x, int y, int color);
float nor_angle(float angle);
int unit_circle(float angle, char c);
// execution.c
void drow_map_pixel(void *mlxl);
int check_load_ture(t_turelist *list);
int load_texture(t_tex *tex, t_turelist *l_ture);
void get_angle(t_mlx *mlx);
int execution(t_data *dt);
#endif