suppression of the map view
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@@ -42,102 +42,8 @@ void draw_line(t_img *img, t_vec *vec, int color)
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}
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}
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// tmp
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static void draw_square(t_game *game, t_coord pos, int border, int fill, int size, int rotation)
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{
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int i;
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int j;
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t_coord new;
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i = 0;
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while (i < size)
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{
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j = 0;
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while (j < size)
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{
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new.x = pos.x + j;
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new.y = pos.y + i;
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if (rotation)
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rotate(&(game->plr), &(new));
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if (!i || i == size - 1)
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draw_pixel(&game->map_img, new.x, new.y, border);
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else if (!j || j == size - 1)
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draw_pixel(&game->map_img, new.x, new.y, border);
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else
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draw_pixel(&game->map_img, new.x, new.y, fill);
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j++;
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}
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i++;
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}
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}
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static void draw_map(t_game *game)
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{
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t_coord incr;
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t_coord pos;
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int cell;
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cell = game->map.cell;
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incr.x = 0;
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pos.x = 0;
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pos.y = 0;
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while ((game->map.content)[incr.x])
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{
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incr.y = 0;
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while ((game->map.content)[incr.x][incr.y])
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{
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if ((game->map.content)[incr.x][incr.y] == '1' )
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draw_square(game, pos, 0x00999999, 0x00000000, cell, 0);
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else
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draw_square(game, pos, 0x00555555, 0x00333333, cell, 0);
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(incr.y)++;
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pos.x += cell;
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}
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(incr.x)++;
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pos.x = 0;
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pos.y += cell;
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}
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pos.x = game->plr.pos.x - cell / 2;
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pos.y = game->plr.pos.y - cell / 2;
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draw_square(game, pos, 0x00999900, 0x00330033, cell, 1);
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}
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/*
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static void draw_screen(t_game *game, t_rcast *rcast)
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{
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t_vec screen;
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// draw screen size
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screen.start.x = rcast->screen_size.start.x + game->plr.pos.x;
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screen.start.y = rcast->screen_size.start.y + game->plr.pos.y;
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rotate(&(game->plr), &(screen.start));
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screen.end.x = rcast->screen_size.end.x + game->plr.pos.x;
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screen.end.y = rcast->screen_size.end.y + game->plr.pos.y;
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rotate(&(game->plr), &(screen.end));
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draw_line(&game->map_img, &screen, 0x00FFFFFF);
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// draw screen dist
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screen.start.x = rcast->screen_dist.start.x + game->plr.pos.x;
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screen.start.y = rcast->screen_dist.start.y + game->plr.pos.y;
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screen.end.x = rcast->screen_dist.end.x + game->plr.pos.x;
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screen.end.y = rcast->screen_dist.end.y + game->plr.pos.y;
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rotate(&(game->plr), &(screen.end));
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draw_line(&game->map_img, &screen, 0x00FFFFFF);
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}
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*/
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// tmp end
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void draw(t_game *game)
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{
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// tmp, to draw map
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draw_map(game);
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// tmp end
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raycast(game, &(game->rcast));
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// tmp, to draw map
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// draw_screen(game, &(game->rcast));
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mlx_put_image_to_window(game->mlx_ptr, game->map_win.ptr, game->map_img.ptr, 0, SCREEN_HEIGHT);
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// tmp end
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mlx_put_image_to_window(game->mlx_ptr, game->win.ptr, game->img.ptr, 0, 0);
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}
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