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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* cub3d.h :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: jle-neze <[email protected]> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/09/12 18:17:48 by jle-neze #+# #+# */
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/* Updated: 2025/09/12 18:17:51 by jle-neze ### ########.fr */
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/* */
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/* ************************************************************************** */
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#ifndef EXEC_H
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# define EXEC_H
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# include <stdlib.h>
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# include <stdint.h>
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# include <math.h>
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# include <../minilibx-linux/mlx.h>
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/* Image (framebuffer) */
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typedef struct s_img
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{
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void *ptr;
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char *addr;
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int bpp;
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int line_len;
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int endian;
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int w;
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int h;
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} t_img;
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/* Contexte MLX */
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typedef struct s_mlx
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{
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void *mlx;
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void *win;
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int w;
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int h;
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t_img frame;
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} t_mlx;
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/* Couleurs de base */
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typedef struct s_colors
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{
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int floor;
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int ceil;
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int wall_nsew[4]; /* 0:N 1:S 2:E 3:W → couleurs simples pour l’instant */
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} t_colors;
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/* Entrées clavier (état des touches) */
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typedef struct s_input
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{
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int w;
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int a;
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int s;
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int d;
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int left;
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int right;
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} t_input;
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/* Monde (map) */
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typedef struct s_world
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{
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int w;
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int h;
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char **grid; /* '0' vide, '1' mur */
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} t_world;
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/* Caméra / joueur (Raycasting) */
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typedef struct s_cam
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{
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double pos_x;
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double pos_y;
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double dir_x;
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double dir_y;
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double plane_x;
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double plane_y;
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} t_cam;
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typedef struct s_tex
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{
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void *ptr;
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char *addr;
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int bpp;
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int line_len;
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int endian;
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int w;
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int h;
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} t_tex;
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/* State principal */
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typedef struct s_data t_data;
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typedef struct s_game
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{
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t_mlx gfx;
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t_colors colors;
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t_input in;
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t_world world;
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t_cam cam;
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double move_speed;
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double rot_speed;
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/* --- Textures --- */
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t_tex tex[4]; /* 0:N 1:S 2:E 3:W */
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int has_tex; /* 1 si chargées OK */
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/* Pour le cleanup */
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t_data *data; /* pointeur vers data pour cleanup */
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} t_game;
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/* init.c */
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int init_window(t_game *g, int w, int h, char *title);
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void cleanup_window(t_game *g);
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/* hooks.c */
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int on_destroy(t_game *g);
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int on_keydown(int key, t_game *g);
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int on_keyup(int key, t_game *g);
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void setup_hooks(t_game *g);
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/* image.c */
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void img_put_pixel(t_img *img, int x, int y, int color);
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/* draw.c */
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void draw_background(t_game *g);
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void draw_vline(t_game *g, int x, int y0, int y1, int color);
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/* world.c */
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int world_init_demo(t_world *w);
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void world_free(t_world *w);
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/* player.c */
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void player_init(t_game *g, double px, double py, double dx, double dy);
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void player_update(t_game *g);
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/* raycast.c */
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void raycast_frame(t_game *g);
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/* loop.c */
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int game_loop(t_game *g);
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/* textures.c */
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int textures_load(t_game *g, const char *no, const char *so,
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const char *we, const char *ea);
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void textures_free(t_game *g);
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unsigned int tex_get_pixel(t_tex *t, int x, int y);
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/* draw.c */
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void draw_background(t_game *g);
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void draw_vline(t_game *g, int x, int y0, int y1, int color);
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void draw_tex_vline(t_game *g, int x, int y0, int y1,
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t_tex *tex, int tex_x, double step, double tex_pos);
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#endif
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