wip several test to avoid buble effects, one wihtout doubles
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@@ -17,8 +17,8 @@
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# define SCREEN_FOCAL 90
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/* size of a cell on the map */
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# define CELL 20
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/* height of a wall without perpectiv */
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# define WALL_HEIGHT 200
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/* horizon fr perspectiv */
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# define HORIZON 700
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/*
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* keys macro
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@@ -26,27 +26,19 @@ typedef struct s_vec
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t_coord end;
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} t_vec;
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/*
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* struct for walls 3d drawing
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*/
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typedef struct s_wall
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{
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t_vec pos;
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int height;
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} t_wall;
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/*
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* struct with all elements for raycasting
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*/
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typedef struct s_rcast
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{
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t_vec screen_dist;
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t_vec screen_size;
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t_vec ray;
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t_vec wall;
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int hor;
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int screen_width;
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int screen_height;
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int screen_dist;
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int cell;
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int cell_x;
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int cell_y;
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@@ -132,7 +124,6 @@ typedef struct s_game
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t_plr plr;
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// rays
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t_rcast rcast;
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t_wall wall;
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// map
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t_map map;
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// map window
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