add init textures
This commit is contained in:
@@ -44,7 +44,6 @@ int main(int ac, char **av)
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// receive event when clicking the red button to close the window
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mlx_hook(game->win.ptr, 17, 1L << 17, shut_down, NULL);
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// infinite loop that waits for events to occurs
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mlx_loop_hook(game->mlx_ptr, hook_action, game);
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mlx_loop(game->mlx_ptr);
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return (0);
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@@ -22,10 +22,22 @@ void draw_floor_ceiling(t_game *game, t_rcast *rcast, t_txt *txt)
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void draw_column(t_game *game, t_rcast *rcast)
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{
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int color;
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int color_n;
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int color_s;
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int color_e;
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int color_o;
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color_n = 0x00FF00FF;
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color_s = 0x0000EEEE;
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color_e = 0x00DDDD00;
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color_o = 0x00CCCCCC;
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draw_floor_ceiling(game, rcast, &game->txt);
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color = 0x00FF00FF;
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if (rcast->is_x)
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color = 0x00EE00EE;
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draw_line(&game->img, &rcast->wall, color);
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if (!rcast->is_x && rcast->slope_y > 0)
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draw_line(&game->img, &rcast->wall, color_n);
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if (!rcast->is_x && rcast->slope_y < 0)
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draw_line(&game->img, &rcast->wall, color_s);
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if (rcast->is_x && rcast->slope_x > 0)
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draw_line(&game->img, &rcast->wall, color_e);
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if (rcast->is_x && rcast->slope_x < 0)
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draw_line(&game->img, &rcast->wall, color_o);
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}
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67
srcs/init/init_game.c
Normal file
67
srcs/init/init_game.c
Normal file
@@ -0,0 +1,67 @@
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#include "cube3d.h"
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static void init_img(t_img *img, void *mlx_ptr, t_win *win)
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{
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img->ptr = mlx_new_image(mlx_ptr, win->size_x, win->size_y);
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img->data = mlx_get_data_addr(img->ptr, &img->bpp, &img->szl, &img->ndn);
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img->height = win->size_y;
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}
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static void init_raycast(t_rcast *rcast)
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{
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double dist;
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dist = (SCREEN_FOCAL / 2) * M_PI / 180;
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dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist));
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rcast->screen_dist = dist;
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rcast->screen_width = SCREEN_WIDTH;
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rcast->screen_height = SCREEN_HEIGHT;
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// screen size
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rcast->screen_size.start.x = -SCREEN_WIDTH / 2;
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rcast->screen_size.start.y = -dist;
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rcast->screen_size.end.x = SCREEN_WIDTH / 2;
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rcast->screen_size.end.y = -dist;
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// first ray
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rcast->ray.start.x = 0;
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rcast->ray.start.y = 0;
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rcast->ray.end.x = -SCREEN_WIDTH / 2;
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rcast->ray.end.y = -dist;
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}
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static void init_plr(t_plr *plr, t_map *map)
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{
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// player first position
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plr->exact.x = map->plr_x * CELL + CELL / 2;
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plr->exact.y = map->plr_y * CELL + CELL / 2;
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plr->pos.x = plr->exact.x;
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plr->pos.y = plr->exact.y;
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// rotation
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plr->deg = PLR_ROT;
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plr->rot = 0;
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plr->cosi = 0;
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plr->cosj = 0;
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plr->sini = 0;
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plr->sinj = 0;
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}
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void init_game(t_game *game)
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{
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// plr
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init_plr(&(game->plr), &(game->map));
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// init connexion to server
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game->mlx_ptr = mlx_init();
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mb_add(game->mlx_ptr);
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// create window
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game->win.size_x = SCREEN_WIDTH;
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game->win.size_y = SCREEN_HEIGHT;
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game->win.ptr = mlx_new_window(game->mlx_ptr, game->win.size_x, game->win.size_y, "cub3d");
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// create img
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init_img(&(game->img), game->mlx_ptr, &game->win);
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// create textures img
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init_txtr(&game->txt, game->mlx_ptr);
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// k(ey)_hook is the array containing the values of key press events
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ft_bzero(&game->k_hook, sizeof(game->k_hook));
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// raycasting
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init_raycast(&(game->rcast));
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game->rcast.cell = game->map.cell;
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}
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@@ -1,12 +1,5 @@
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#include "cube3d.h"
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static void init_img(t_img *img, void *mlx_ptr, t_win *win)
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{
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img->ptr = mlx_new_image(mlx_ptr, win->size_x, win->size_y);
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img->data = mlx_get_data_addr(img->ptr, &img->bpp, &img->szl, &img->ndn);
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img->height = win->size_y;
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}
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static void init_map(t_map *map)
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{
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map->content = NULL;
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@@ -26,43 +19,6 @@ static void init_txt(t_txt *txt)
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txt->txt_west = NULL;
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}
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static void init_raycast(t_rcast *rcast)
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{
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double dist;
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dist = (SCREEN_FOCAL / 2) * M_PI / 180;
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dist = cos(dist) * ((SCREEN_WIDTH / 2) / sin(dist));
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rcast->screen_dist = dist;
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rcast->screen_width = SCREEN_WIDTH;
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rcast->screen_height = SCREEN_HEIGHT;
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// screen size
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rcast->screen_size.start.x = -SCREEN_WIDTH / 2;
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rcast->screen_size.start.y = -dist;
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rcast->screen_size.end.x = SCREEN_WIDTH / 2;
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rcast->screen_size.end.y = -dist;
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// first ray
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rcast->ray.start.x = 0;
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rcast->ray.start.y = 0;
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rcast->ray.end.x = -SCREEN_WIDTH / 2;
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rcast->ray.end.y = -dist;
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}
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void init_plr(t_plr *plr, t_map *map)
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{
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// player first position
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plr->exact.x = map->plr_x * CELL + CELL / 2;
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plr->exact.y = map->plr_y * CELL + CELL / 2;
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plr->pos.x = plr->exact.x;
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plr->pos.y = plr->exact.y;
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// rotation
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plr->deg = PLR_ROT;
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plr->rot = 0;
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plr->cosi = 0;
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plr->cosj = 0;
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plr->sini = 0;
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plr->sinj = 0;
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}
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t_game *init_struct(void)
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{
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t_game *game;
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@@ -74,23 +30,3 @@ t_game *init_struct(void)
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init_txt(&(game->txt));
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return (game);
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}
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void init_game(t_game *game)
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{
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// plr
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init_plr(&(game->plr), &(game->map));
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// init connexion to server
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game->mlx_ptr = mlx_init();
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mb_add(game->mlx_ptr);
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// reate window
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game->win.size_x = SCREEN_WIDTH;
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game->win.size_y = SCREEN_HEIGHT;
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game->win.ptr = mlx_new_window(game->mlx_ptr, game->win.size_x, game->win.size_y, "cub3d");
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// create img
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init_img(&(game->img), game->mlx_ptr, &(game->win));
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// k(ey)_hook is the array containing the values of key press events
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ft_bzero(&game->k_hook, sizeof(game->k_hook));
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// raycasting
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init_raycast(&(game->rcast));
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game->rcast.cell = game->map.cell;
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}
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15
srcs/init/init_textures.c
Normal file
15
srcs/init/init_textures.c
Normal file
@@ -0,0 +1,15 @@
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#include "cube3d.h"
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static void init_txtr_img(t_img *img, void *mlx_ptr, char *path)
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{
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img->ptr = mlx_xpm_file_to_image(mlx_ptr, path, &img->width, &img->height);
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img->data = mlx_get_data_addr(img->ptr, &img->bpp, &img->szl, &img->ndn);
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}
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void init_txtr(t_txt *txt, void *mlx_ptr)
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{
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init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_north);
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init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_south);
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init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_east);
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init_txtr_img(&txt->img_n, mlx_ptr, txt->txt_west);
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}
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@@ -6,7 +6,7 @@
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/* By: pblagoje <pblagoje@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2022/04/16 20:54:37 by pblagoje #+# #+# */
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/* Updated: 2022/04/23 18:38:15 by pblagoje ### ########.fr */
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/* Updated: 2022/05/02 15:45:01 by simplonco ### ########.fr */
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/* */
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/* ************************************************************************** */
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@@ -37,7 +37,7 @@ int set_path(t_txt *txt, char *path, char identifier)
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return (EXIT_FAILURE);
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}
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int check_path(t_txt *txt, char *element, char identifier)
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static int check_path(t_txt *txt, char *element, char identifier)
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{
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char *path;
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int fd;
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@@ -64,7 +64,7 @@ int check_path(t_txt *txt, char *element, char identifier)
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return (EXIT_SUCCESS);
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}
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int check_element(t_game *game, char *element)
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static int check_element(t_game *game, char *element)
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{
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char identifier[3];
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