「🏗️」 wip: DDA setup finished and loop started
This commit is contained in:
@ -6,12 +6,12 @@
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/* By: madumerg <madumerg@42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/04 16:58:27 by madumerg #+# #+# */
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/* Updated: 2024/09/29 14:44:07 by adjoly ### ########.fr */
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/* Updated: 2024/10/06 17:58:41 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "cub3d.h"
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#include "game.h"
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#include "game/game.h"
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#include "mlx.h"
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int main(int ac, char **av)
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35
src/raycasting/dda_while.c
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35
src/raycasting/dda_while.c
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@ -0,0 +1,35 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* dda_while.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/06 18:46:56 by adjoly #+# #+# */
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/* Updated: 2024/10/06 19:05:11 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/game.h"
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void dda_while(t_dda *dda, char **map, t_coord map_coord)
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{
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dda->wall_hit = false;
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while (!dda->wall_hit)
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{
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if (dda->side_dist.x < dda->side_dist.y)
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{
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dda->side_dist.x += dda->delta_dist.x;
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map_coord.x += dda->step.x;
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dda->wall_side = HORIZONTAL;
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}
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else
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{
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dda->side_dist.y += dda->delta_dist.y;
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map_coord.y += dda->step.y;
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dda->wall_side = VERTICAL;
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}
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if (map[map_coord.x][map_coord.y] == '1')
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dda->wall_hit = true;
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}
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}
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@ -6,13 +6,12 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/13 11:05:02 by adjoly #+# #+# */
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/* Updated: 2024/09/29 14:44:28 by adjoly ### ########.fr */
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/* Updated: 2024/10/05 14:30:08 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game.h"
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#include "mlx.h"
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#include "stdio.h"
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#include "game/game.h"
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#include <stdio.h>
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void change_direction(double speed, bool clockwise, t_player *player)
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{
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@ -24,7 +23,6 @@ void change_direction(double speed, bool clockwise, t_player *player)
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player->direction -= 2 * M_PI;
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else if (player->direction < 0)
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player->direction += 2 * M_PI;
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printf("%f\n", player->direction);
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}
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void get_player_image(t_cub *cub, uint8_t key_pressed)
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@ -6,13 +6,13 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/29 15:26:29 by adjoly #+# #+# */
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/* Updated: 2024/09/29 16:46:44 by adjoly ### ########.fr */
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/* Updated: 2024/10/06 17:58:04 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game.h"
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#include "game/game.h"
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void get_ray_angle(t_player *player)
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void get_ray_angle(t_player *player, t_dda (*dda)[800])
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{
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uint16_t x;
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float ray_angle;
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@ -21,8 +21,8 @@ void get_ray_angle(t_player *player)
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while (x < WINDOW_X)
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{
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ray_angle = player->direction - (FOV / 2) + (x / WINDOW_X) * FOV;
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player->ray_angle[x / RAY_SIZE].x = cos(ray_angle);
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player->ray_angle[x / RAY_SIZE].y = sin(ray_angle);
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dda[x / RAY_SIZE]->ray_dir.x = cos(ray_angle);
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dda[x / RAY_SIZE]->ray_dir.y = sin(ray_angle);
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x += RAY_SIZE;
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}
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}
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@ -6,11 +6,11 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/17 11:09:52 by adjoly #+# #+# */
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/* Updated: 2024/09/23 14:05:54 by adjoly ### ########.fr */
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/* Updated: 2024/10/06 15:41:55 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game.h"
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#include "game/game.h"
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#include "mlx.h"
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void draw_square(t_cub *cub, t_coord coord, uint16_t size, int color)
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@ -6,13 +6,14 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/11 16:37:56 by adjoly #+# #+# */
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/* Updated: 2024/09/29 14:45:02 by adjoly ### ########.fr */
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/* Updated: 2024/10/04 15:29:00 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include <stdio.h>
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#include "mlx.h"
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#include "game.h"
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#include "parsing.h"
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#include "game/game.h"
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int key_hook(int key, void *param)
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{
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@ -6,11 +6,11 @@
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/23 14:09:17 by adjoly #+# #+# */
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/* Updated: 2024/09/23 14:41:51 by adjoly ### ########.fr */
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/* Updated: 2024/10/06 17:58:25 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game.h"
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#include "game/game.h"
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#include "mlx.h"
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#include <stdio.h>
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58
src/raycasting/setup_dda.c
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58
src/raycasting/setup_dda.c
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@ -0,0 +1,58 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* setup_dda.c :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: adjoly <adjoly@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/09/30 23:47:14 by adjoly #+# #+# */
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/* Updated: 2024/10/06 19:02:43 by adjoly ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "game/game.h"
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#include <stdbool.h>
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#include <math.h>
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void get_side_dist(t_dda *dda, t_coord incell_coords, t_player *player)
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{
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if (dda->ray_dir.x < 0)
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{
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dda->side_dist.x = incell_coords.x * dda->delta_dist.x;
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dda->step.x = -MAP_CHUNK_SIZE;
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}
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else
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{
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dda->side_dist.x = (((int)player->coords.x + MAP_CHUNK_SIZE) - player->coords.x) * dda->delta_dist.x;
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dda->step.x = MAP_CHUNK_SIZE;
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}
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if (dda->ray_dir.y < 0)
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{
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dda->side_dist.y = incell_coords.y * dda->delta_dist.y;
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dda->step.y = -MAP_CHUNK_SIZE;
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}
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else
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{
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dda->side_dist.y = (((int)player->coords.y + MAP_CHUNK_SIZE) - player->coords.y) * dda->delta_dist.y;
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dda->step.y = MAP_CHUNK_SIZE;
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}
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}
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void setup_dda(t_player *player)
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{
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t_dda dda[WINDOW_X / RAY_SIZE];
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size_t i;
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t_coord incell_coords;
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i = 0;
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get_ray_angle(player, &dda);
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incell_coords.x = player->coords.x % MAP_CHUNK_SIZE;
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incell_coords.y = player->coords.y % MAP_CHUNK_SIZE;
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while (i < WINDOW_X / RAY_SIZE)
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{
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dda[i].delta_dist.x = abs((int)(MAP_CHUNK_SIZE / dda[i].ray_dir.x));
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dda[i].delta_dist.y = abs((int)(MAP_CHUNK_SIZE / dda[i].ray_dir.y));
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get_side_dist(&dda[i], incell_coords, player);
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i++;
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}
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}
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