better struct and files organization, and still only half raycast on map but no view created
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@@ -4,9 +4,9 @@ int is_wall(t_game *game, int cell_x, int cell_y)
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{
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if (cell_x < 0 || cell_y < 0)
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return (1);
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if (cell_x > game->map_size_x || cell_y > game->map_size_y)
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if (cell_x > game->map.size_x || cell_y > game->map.size_y)
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return (1);
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if (game->map[cell_y][cell_x] != '0')
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if (game->map.content[cell_y][cell_x] != '0')
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return (1);
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return (0);
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}
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@@ -18,10 +18,10 @@ int plr_out_limits(t_game *game, int x, int y)
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int cell_x;
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int cell_y;
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xmax = game->sizel / (game->bpp / 8);
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ymax = game->win_size_y;
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cell_x = x / game->cell;
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cell_y = y / game->cell;
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xmax = game->map_img.sizel / (game->map_img.bpp / 8);
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ymax = game->map_win.size_y;
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cell_x = x / CELL;
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cell_y = y / CELL;
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if (is_wall(game, cell_x, cell_y))
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return (1);
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if (x < 0 || y < 0 || x > xmax || y > ymax)
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