Cube3d/includes/exec.h

218 lines
3.9 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* cub3d.h :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: jle-neze <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/09/12 18:17:48 by jle-neze #+# #+# */
/* Updated: 2025/09/12 18:17:51 by jle-neze ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef EXEC_H
# define EXEC_H
# include <stdlib.h>
# include <stdint.h>
# include <math.h>
# include <../minilibx-linux/mlx.h>
/* Image (framebuffer) */
typedef struct s_img
{
void *ptr;
char *addr;
int bpp;
int line_len;
int endian;
int w;
int h;
} t_img;
/* Contexte MLX */
typedef struct s_mlx
{
void *mlx;
void *win;
int w;
int h;
t_img frame;
} t_mlx;
/* Couleurs de base */
typedef struct s_colors
{
int floor;
int ceil;
int wall_nsew[4];
} t_colors;
/* Entrées clavier (état des touches) */
typedef struct s_input
{
int w;
int a;
int s;
int d;
int left;
int right;
} t_input;
/* Monde (map) */
typedef struct s_world
{
int w;
int h;
char **grid;
} t_world;
/* Caméra / joueur (Raycasting) */
typedef struct s_cam
{
double pos_x;
double pos_y;
double dir_x;
double dir_y;
double plane_x;
double plane_y;
} t_cam;
typedef struct s_tex
{
void *ptr;
char *addr;
int bpp;
int line_len;
int endian;
int w;
int h;
} t_tex;
/* State principal */
typedef struct s_data t_data;
typedef struct s_game
{
t_mlx gfx;
t_colors colors;
t_input in;
t_world world;
t_cam cam;
double move_speed;
double rot_speed;
t_tex tex[4];
int has_tex;
t_data *data;
} t_game;
typedef struct s_texpaths
{
const char *no;
const char *so;
const char *we;
const char *ea;
} t_texpaths;
typedef struct s_player_init
{
double px;
double py;
double dx;
double dy;
} t_player_init;
typedef struct s_texline
{
t_tex *tex;
int tex_x;
double step;
double tex_pos;
int y0;
int y1;
} t_texline;
typedef struct s_vline
{
int y0;
int y1;
int color;
} t_vline;
typedef struct s_ray
{
double ray_dir_x;
double ray_dir_y;
int map_x;
int map_y;
double delta_dist_x;
double delta_dist_y;
double side_dist_x;
double side_dist_y;
int step_x;
int step_y;
int side;
int tex_id;
} t_ray;
typedef struct s_col
{
int draw_start;
int draw_end;
int line_h;
double perp_dist;
} t_col;
typedef struct s_texdraw
{
int x;
t_ray *r;
t_tex *t;
t_col c;
} t_texdraw;
/* init.c */
int init_window(t_game *g, int w, int h, char *title);
void cleanup_window(t_game *g);
/* hooks.c */
int on_destroy(t_game *g);
int on_keydown(int key, t_game *g);
int on_keyup(int key, t_game *g);
void setup_hooks(t_game *g);
/* image.c */
void img_put_pixel(t_img *img, int x, int y, int color);
/* draw.c */
void draw_background(t_game *g);
void draw_vline(t_game *g, int x, t_vline v);
/* world.c */
// int world_init_demo(t_world *w);
void world_free(t_world *w);
/* player.c */
void player_init(t_game *g, t_player_init p);
void player_update(t_game *g);
/* raycast.c */
void raycast_frame(t_game *g);
/* loop.c */
int game_loop(t_game *g);
/* textures.c */
int textures_load(t_game *g, t_texpaths *paths);
void textures_free(t_game *g);
unsigned int tex_get_pixel(t_tex *t, int x, int y);
/* draw.c */
void draw_background(t_game *g);
void draw_tex_vline(t_game *g, int x, t_texline l);
void draw_column(t_game *g, int x, t_ray *r);
#endif