plr start on middle of a cell, and wall height is well proportionned
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@@ -6,23 +6,21 @@
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*/
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/* nbr pixel player move */
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# define PLR_MV 1
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# define PLR_MV 2
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/* degree of rotation of the player per press */
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# define PLR_ROT 2
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/* nbr key you can press at the same time */
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# define MAX_NB_KEY 3
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/* nbr of elements to parse in the .cub file (without the map) */
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# define TOTAL_ELEMENTS 6
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/* screen width */
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# define SCREEN_WIDTH 500
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# define SCREEN_WIDTH 600
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/* screen height */
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# define SCREEN_HEIGHT 300
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# define SCREEN_HEIGHT 500
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/* screen focal (in degree) */
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# define SCREEN_FOCAL 90
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# define SCREEN_FOCAL 70
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/* size of a cell on the map */
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# define CELL 20
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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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@@ -35,7 +35,6 @@ typedef struct s_rcast
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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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@@ -121,6 +120,7 @@ typedef struct s_plr
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t_coord pos;
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// rot
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int rot;
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int deg;
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double cosi;
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double cosj;
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double sini;
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