changed functions draw line and pixel to receive an img ptr instead of the whole structure
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@@ -1,11 +1,10 @@
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#include "cube3d.h"
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static void init_img(t_img *img, t_game *game)
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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(game->mlx_ptr, game->map_win.size_x,
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game->map_win.size_y);
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img->data = mlx_get_data_addr(img->ptr, &(img->bpp),
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&(img->sizel), &(img->endian));
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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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@@ -70,6 +69,7 @@ static void init_raycast(t_rcast *rcast)
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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_def = SCREEN_WIDTH;
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rcast->screen_center = SCREEN_HEIGHT / 2;
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// screen dist
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rcast->screen_dist.start.x = 0;
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rcast->screen_dist.start.y = 0;
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@@ -116,21 +116,17 @@ t_game *init_game(void)
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mb_add(game->mlx_ptr);
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// tmp draw map
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// size window map
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game->map_win.size_x = game->map.size_x * CELL;
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game->map_win.size_y = game->map.size_y * CELL + SCREEN_HEIGHT;
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// create the window
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game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x,
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game->map_win.size_y, "map");
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// create image and get its data address
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init_img(&(game->map_img), game);
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game->map_win.ptr = mlx_new_window(game->mlx_ptr, game->map_win.size_x, game->map_win.size_y, "map");
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init_img(&(game->map_img), game->mlx_ptr, &(game->map_win));
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// tmp end
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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,
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game->win.size_y, "cub3d");
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init_img(&(game->img), game);
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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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