cub3D/cub3d.h
2024-01-08 17:00:57 +01:00

144 lines
2.6 KiB
C

#ifndef CUB3D_H
# define CUB3D_H
# include <stdlib.h>
# include <stdio.h>
# include <fcntl.h>
# include <math.h>
# include <unistd.h>
# include <sys/time.h>
# include <stdbool.h>
# include "include/mlx.h"
# ifndef BUFFER_SIZE
# define BUFFER_SIZE 1000
# endif
# define PI 3.1415926535
# define P2 PI/2
# define P3 3*PI/2
//# define DR 0.0174533
typedef enum {
NORTH,
SOUTH,
WEST,
EAST,
NONE // Utilisé lorsqu'aucun mur n'est touché
} WallDirection;
typedef struct s_img
{
int height;
int width;
int ground_width;
void *i;
char *addr;
int bpp;
int line_len;
int endian;
} t_img;
typedef struct s_struture_map
{
char *map;
char *buff;
char **temp_list;
int i;
int j;
int temp;
int mapX;
int mapY;
int mapS;
} t_structure_map;
typedef struct s_struture_player
{
float px;
float py;
float pdx;
float pdy;
float pa;
} t_structure_player;
typedef struct s_struture_img
{
void *img_player;
void *img_wall;
void *buffer;
char *addr;
int bpp;
int endian;
int ground_height;
int ground_width;
void *ground;
int line_len;
int bpp_bis;
int endian_bis;
int line_len_bis;
void *test[27];
void *roomadslam[10];
void *tgsway[20];
void *pedro_wall;
void *north_texture;
void *south_texture;
void *west_texture;
void *east_texture;
int texture_width;
int texture_height;
} t_structure_img;
typedef struct s_struture_windows
{
void *mlx;
void *win;
int height;
int width;
} t_structure_windows;
typedef struct s_structure_main
{
int fd;
struct timeval start_time;
struct timeval end_time;
int frame_count;
t_structure_windows s_win;
t_structure_img s_img;
t_structure_map s_map;
t_structure_player s_player;
} t_structure_main;
//ft_utils_split.c 5 / 5
char **ft_split(char const *s, char c);
//ft_utils_gnl.c 4 / 5
char *get_next_line(int fd);
//ft_utils_str_1.c
size_t ft_strlen(const char *s);
char *ft_strdup(const char *src);
char *ft_strjoin(char *left_str, char *buff);
char *ft_strchr(const char *s, int c);
//ft_key.c 3/5
int *kill_prog(t_structure_main *w);
void move(int key, t_structure_main *w);
int deal_key(int key, t_structure_main *w);
//ft_utils_convert.c 1/5
char *ft_itoa(int nb);
//parsing
char* read_map(const char* filename, int* length);
int is_map_closed(char* map, int width, int height);
bool parse_map(const char* filename, t_structure_map *map_info);
void drawRay(t_structure_main *w, int r, float rx, float ry, float disT, WallDirection wallDir, int numRays);
//wall texturesv
void exit_error(t_structure_main *w);
void load_wall_textures(t_structure_main *w);
#endif