91 lines
2.4 KiB
C
91 lines
2.4 KiB
C
#ifndef CUBE3D_PROTO_H
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# define CUBE3D_PROTO_H
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// -------------------------------
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// SRC
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// -------------------------------
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// cube3d.c
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void destroy_mlx(void *param);
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int shut_down();
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// -------------------------------
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// SRC/INIT
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// -------------------------------
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// init_struct.c
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t_game *init_struct(void);
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void init_game(t_game *game);
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void init_plr(t_plr *plr, t_map *map);
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// -------------------------------
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// SRC/GNL
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// -------------------------------
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// get_next_line.c
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int get_next_line(int fd, char **line);
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// -------------------------------
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// SRC/PARSING
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// -------------------------------
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// init_parsing.c
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int init_parsing(t_game *game, char *file);
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// check_extension.c
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int check_extension(char *filename, char *ext);
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// check_path.c
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int check_elements(t_game *game, char *file);
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// check_rgb.c
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int check_rgb(t_txt *txt, char *element, char identifier);
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// check_map.c
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int check_map(t_map *map);
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// -------------------------------
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// SRC/HOOK
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// -------------------------------
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// keyhook.c
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int keypress(int keycode, t_game *game);
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int keyrelease(int keycode, t_game *game);
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int hook_action(t_game *game);
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// key_action_1.c
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int is_esc(int *k_hook, int *is_action);
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int is_go_left(int *k_hook, int *is_action);
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int is_go_right(int *k_hook, int *is_action);
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int is_go_forward(int *k_hook, int *is_action);
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int is_go_backward(int *k_hook, int *is_action);
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// key_action_2.c
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int is_turn_left(int *k_hook, int *is_action);
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int is_turn_right(int *k_hook, int *is_action);
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// -------------------------------
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// SRC/PLAYER
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// -------------------------------
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// player_moves.c
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void plr_posx_decrement(t_game *game, t_plr *plr);
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void plr_posy_decrement(t_game *game, t_plr *plr);
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void plr_posx_increment(t_game *game, t_plr *plr);
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void plr_posy_increment(t_game *game, t_plr *plr);
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// player_rotates.c
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void rotate(t_plr *plr, t_coord *coord);
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void rotate_double(t_plr *plr, t_d_coord *coord);
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void plr_turn_right(t_plr *plr);
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void plr_turn_left(t_plr *plr);
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// player_limits.c
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int is_wall(t_game *game, int cell_x, int cell_y);
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int plr_out_limits(t_game *game, int x, int y);
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// -------------------------------
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// SRC/DRAW
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// -------------------------------
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// draw.c
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void draw_pixel(t_img *img, int x, int y, int color);
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void draw_line(t_img *img, t_vec *vec, int color);
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void draw(t_game *game);
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// raycast.c
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void raycast(t_game *game, t_rcast *rcast);
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// ray_intersect.c
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void ray_intersect(t_game *game, t_rcast *rcast, t_vec *ray);
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#endif
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