Pokitto-Raycasting/demo2.cpp

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/**
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Raycasting demo 2 for Pokitto.
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This demo shows a simple version (wolf3D-like) raycasting. It has a fairly
high FPS.
There is a number of compile-time settings you can try! Look at the defines
below.
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Don't forget to compile with -O3!
author: Miloslav "drummyfish" Ciz
license: CC0 1.0
*/
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// settings:
//#define SUBSAMPLE 1
/* ^ Turns high resolution in X direction on, which means twice as many rays
that will be cast. The result looks beautiful but dramatically decreases
FPS. */
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//#define RENDER_COMPLEX
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/* ^ Turns on rendering using a more precise but slower algorithm. This can
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be seen at less shaky head bobbing when moving. However it doesn't
support many other features, so the result actually looks worse. */
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//#define NO_TEXTURES
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/* ^ Turns off textures and only uses colors, which increases FPS. */
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#define RCL_COMPUTE_FLOOR_TEXCOORDS 1
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/* ^ Turns on computation of texture coordinates for the floor in raycastlib
and makes this demo render the textures. */
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#define TEXTURE_CEILING
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/* ^ Turns on texture on ceiling (RCL_COMPUTE_FLOOR_TEXCOORDS must be turned
on as well for this to work). */
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#define FLOOR_TEXTURE_SCALE 2
/* ^ Scales the floor texture if RCL_COMPUTE_FLOOR_TEXCOORDS is on. */
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//#define RCL_ACCURATE_WALL_TEXTURING 1
/* ^ This turns on extra accurate wall texturing, but is noticable slower. */
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//#define HEAD_BOB
/* ^ Turns on head bobbing. */
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//#define NO_SHADING
/* ^ Turns off shading (fog) which increases FPS. */
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//#define NO_MIRROR
/* ^ Turns off the floor mirror effect, which should increase FPS. */
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//#define RCL_USE_DIST_APPROX 1
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/* ^ Turns on distance approximation, which won't compute exact distances but
only approximations - this should increase performance a little, but
results in slightly distorted walls. */
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//#define RCL_USE_COS_LUT 2
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/* ^ Turns on cos look up tables (128 items, USE_COS_LUT 1 will use only 64
items), which should theoretically be faster, but will take additional
memory and turning can be less precise (can be seen a lot with 64 item
LUT). */
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#define DOOR_ROLL_SIGN -1
/* ^ Defines how the door roll: -1 opens the door to the left, 1 to the
right, 0 to both. */
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#ifdef NO_TEXTURES
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#define RCL_COMPUTE_WALL_TEXCOORDS 0
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#endif
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#define FPS 255
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#define HEAD_BOB_HEIGHT 200
#define HEAD_BOB_STEP 20
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#define PLAYER_SPEED (5 * RCL_UNITS_PER_SQUARE)
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#define TEXTURE_W 32 // for the sake of performance we require prespecified sizes
#define TEXTURE_H 32
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#ifndef RCL_COMPUTE_FLOOR_TEXCOORDS
#define RCL_COMPUTE_CEILING_DEPTH 0
#endif
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#include "general.hpp"
#define LEVEL_X_RES 32
#define LEVEL_Y_RES 16
Player player;
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#define SHOT_SPEED 10 * RCL_UNITS_PER_SQUARE
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#define INFO_BAR_START 70
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#define TEXTURE_MAX_DISTANCE (RCL_UNITS_PER_SQUARE * 6)
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#define RESOLUTION_Y (INFO_BAR_START + 1)
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// temporary defines for better visibility of walls and floors below
#define D 6
#define o 0
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const unsigned char level[] =
{
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/* 10 12 14 16 18 20 22 24 26 28 30
0 1 2 3 4 5 6 7 8 9 11 13 15 17 19 21 23 25 27 29 31 */
4,o,o,4,o,o,4,o,o,4,o,o,2,4,o,4,4,o,o,o,o,D,o,2,o,o,o,o,o,o,o,2, // 0 15
o,o,o,o,o,o,o,o,o,o,o,o,3,4,o,o,o,o,1,3,2,4,o,4,o,o,o,o,o,o,o,o, // 1 14
o,o,o,o,o,o,o,o,o,o,o,o,2,4,o,o,o,o,1,o,o,o,o,3,o,o,o,o,o,o,o,o, // 2 13
o,o,5,o,o,o,o,o,o,o,o,o,2,4,4,o,3,1,1,o,2,1,2,3,o,o,1,o,1,o,o,2, // 3 12
o,o,o,o,o,o,o,o,o,o,o,o,2,o,o,o,o,2,o,o,o,2,o,o,o,o,o,o,o,o,o,2, // 4 11
o,o,o,o,o,o,o,o,o,o,o,o,2,o,o,o,o,2,3,o,2,2,o,o,o,o,o,o,o,o,o,2, // 5 10
4,o,3,1,3,1,o,2,2,2,3,2,2,2,o,o,3,2,o,o,o,o,o,o,o,o,o,o,o,o,o,o, // 6 9
o,o,2,o,o,o,o,o,o,5,o,o,o,o,o,o,o,5,o,o,o,o,1,2,o,5,5,o,o,o,o,o, // 7 8
o,o,1,o,o,o,o,o,o,5,o,o,o,o,o,o,o,D,o,o,o,o,4,o,o,o,5,o,o,2,o,o, // 8 7
o,o,2,o,o,o,o,o,o,2,3,2,4,o,o,o,2,2,4,1,4,o,4,4,4,3,2,o,o,4,2,2, // 9 6
o,o,4,4,4,o,o,o,o,o,o,o,o,o,o,3,3,4,o,o,o,o,o,1,o,o,o,o,o,o,o,4, // 10 5
2,o,o,o,3,o,o,o,o,o,o,o,o,o,3,3,2,4,o,o,o,o,o,1,o,o,4,o,o,3,o,1, // 11 4
1,3,1,o,4,4,4,2,2,1,2,D,2,2,3,o,o,1,4,o,o,o,3,3,3,5,2,o,o,o,o,2, // 12 3
o,o,o,o,o,o,o,o,o,4,o,o,o,o,2,o,o,o,o,o,o,o,o,o,o,o,o,o,o,3,o,1, // 13 2
o,o,o,3,o,5,o,3,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,o,4, // 14 1
o,o,o,o,o,o,o,o,o,4,o,o,o,o,2,o,o,5,o,o,4,o,o,1,o,3,o,3,o,3,o,1 // 15 0
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};
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#undef D
#undef o
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const unsigned char texture1[] =
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{ 32, 32 // width, height
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2018-09-09 18:41:26 +02:00
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2018-09-18 12:54:19 +02:00
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};
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const unsigned char texture2[] =
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{ 32, 32 // width, height
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2018-09-18 12:54:19 +02:00
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2018-09-08 20:06:03 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-08 18:55:25 +02:00
};
2018-09-08 20:06:03 +02:00
const unsigned char texture3[] =
2018-09-18 12:54:19 +02:00
{ 32, 32 // width, height
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2018-09-08 20:06:03 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-08 20:06:03 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-08 20:06:03 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-08 20:06:03 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-08 18:55:25 +02:00
};
2018-09-09 19:11:44 +02:00
const unsigned char texture4[] =
2018-09-18 12:54:19 +02:00
{ 32, 32 // width, height
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2018-09-09 19:39:05 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-09 19:39:05 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-09 19:39:05 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-09 19:39:05 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-09 19:39:05 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-09 19:39:05 +02:00
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2018-09-18 12:54:19 +02:00
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2018-09-09 19:11:44 +02:00
};
2018-09-10 09:33:09 +02:00
const unsigned char texture5[] =
2018-09-18 12:54:19 +02:00
{ 32, 32 // width, height
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2018-09-10 09:33:09 +02:00
,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
2018-09-18 12:54:19 +02:00
,0x00,0x00,0x00,0x00,0x00,0x09,0x09,0x09,0x09,0x12,0x09,0x09,0x09,0x00
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,0x09,0x09
2018-09-10 09:33:09 +02:00
};
2018-09-15 11:49:34 +02:00
const unsigned char texture6[] =
2018-09-18 12:54:19 +02:00
{ 32, 32 // width, height
2018-09-15 11:49:34 +02:00
,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
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2018-09-18 12:54:19 +02:00
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2018-09-15 11:49:34 +02:00
,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
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2018-09-18 12:54:19 +02:00
,0x00,0x00
2018-09-15 11:49:34 +02:00
};
2018-09-10 10:03:47 +02:00
const unsigned char imageBar[] =
{ 110, 21 // width, height
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};
2018-09-10 00:12:39 +02:00
const unsigned char spritePlasma[] =
2018-09-08 18:55:25 +02:00
{ 32, 32 // width, height
2018-09-10 00:12:39 +02:00
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,0x48,0x07,0x07,0x10,0x07,0x07,0x07,0x58,0x58,0xa8,0x60,0xb1,0x58,0x59
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,0x07,0x58,0x58,0x58,0x07,0x58,0x60,0xa8,0xb1,0xbb,0xb1,0x69,0xa8,0xa8
,0x60,0x61,0x60,0xa9,0x58,0xa8,0x58,0x58,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x48,0x07,0x07,0x07,0x58,0x07,0x07,0x58,0x60,0x60,0x69,0xb1,0xb1
,0xb1,0x69,0xb1,0x69,0x69,0x60,0xa8,0x60,0x58,0x10,0x58,0x07,0x07,0x07
,0x07,0x07,0x48,0x07,0x07,0x07,0x07,0x07,0x48,0x10,0x07,0x08,0x60,0xb0
,0xb1,0xb1,0xb1,0xb1,0xa8,0x69,0xb1,0xb1,0xb0,0xa8,0x58,0x60,0x07,0x07
,0x58,0x07,0x07,0x07,0x07,0x58,0x07,0x07,0x07,0x07,0x07,0x58,0x07,0x07
,0x48,0xa8,0xb1,0xb1,0xb1,0xb3,0xb1,0xb1,0xb1,0xb0,0xb1,0xb1,0xb1,0x60
,0x60,0x07,0x07,0x58,0x58,0x58,0x07,0x07,0x07,0x48,0x58,0x07,0x07,0x07
,0x08,0x07,0x58,0x58,0x60,0xb1,0xb2,0xb1,0xb1,0xb1,0xbb,0xbb,0xb1,0xb1
,0xb1,0x69,0xb1,0x60,0x58,0x07,0x07,0x58,0xa9,0x61,0x48,0x07,0x07,0x58
,0x10,0x58,0x60,0x07,0x07,0x58,0x58,0x60,0x69,0xb1,0xb1,0xb1,0xb1,0xb9
,0xbc,0xbc,0xbb,0xb1,0xb1,0xb1,0x69,0xb1,0x60,0x58,0x58,0xa8,0x69,0xb1
,0x58,0x58,0x58,0x58,0x07,0x60,0xb0,0x58,0x10,0x48,0x60,0x60,0xb1,0xb1
,0xb1,0xb1,0xb2,0xbb,0xbc,0xbd,0xbb,0xbb,0xb1,0xb1,0xb1,0xb1,0x60,0x60
,0x58,0x58,0xb1,0x69,0x69,0x58,0xa8,0x60,0x58,0x58,0xa8,0x58,0x07,0x58
,0x60,0xb0,0xb1,0xb2,0xb9,0xb1,0xbb,0xbb,0xbe,0xbc,0xbe,0xbc,0xb9,0xb1
,0xb1,0x69,0xb1,0x60,0x58,0x60,0xb0,0xb1,0xb0,0xb1,0xb0,0xa9,0x07,0x60
,0x58,0x58,0x07,0x07,0x48,0x58,0xa8,0xb1,0xb1,0xb1,0xb1,0xb1,0xb9,0xbc
,0xbc,0xb9,0xb1,0xb1,0x69,0xb1,0x69,0x60,0x58,0x60,0xa8,0x60,0x61,0x60
,0x60,0x58,0x07,0x48,0xa8,0x58,0x58,0x58,0x07,0x07,0x58,0x69,0xb1,0xb1
,0xb1,0xb1,0xbb,0xb9,0xbb,0xbb,0xb2,0xb1,0x69,0x69,0xa9,0x58,0x58,0x48
,0x58,0x60,0x60,0x60,0x48,0x58,0x07,0x07,0x48,0x58,0x58,0x58,0x07,0x07
,0x10,0x60,0xb1,0xb1,0xb1,0xb1,0xb9,0xbb,0xbb,0xb1,0xb9,0xb1,0x69,0xb1
,0x60,0x58,0x07,0x48,0x60,0x58,0x60,0x58,0x07,0x07,0x07,0x07,0x07,0x07
,0x58,0x58,0x07,0x07,0x48,0xa8,0xb1,0xb1,0xb1,0x69,0xbb,0xbb,0xb1,0xb1
,0xb1,0xb1,0xb1,0xa9,0x69,0x58,0x07,0x07,0x48,0x58,0x58,0x58,0x07,0x07
,0x07,0x07,0x07,0x07,0x48,0x07,0x07,0x07,0x58,0xb0,0xb1,0xa9,0x69,0xb1
,0xb9,0xbb,0xb2,0xb1,0xb1,0xb1,0xb1,0x69,0x69,0x48,0x07,0x48,0x07,0x60
,0x58,0x58,0x07,0x07,0x07,0x07,0x07,0x58,0x58,0x10,0x07,0x07,0x48,0x60
,0x60,0xb0,0xb1,0x69,0xb1,0xb1,0xb1,0xb1,0x69,0xb0,0xb0,0x69,0xb0,0x58
,0x07,0x07,0x58,0x60,0x60,0x58,0x07,0x07,0x07,0x07,0x48,0xa8,0x58,0x58
,0x07,0x07,0x58,0x60,0x60,0xa8,0xb0,0xb1,0xb1,0xb1,0xb1,0xb0,0xa8,0x58
,0x58,0x60,0xa8,0x58,0x07,0x07,0x58,0x58,0x60,0x58,0x07,0x07,0x07,0x07
,0x60,0xa8,0x60,0x10,0x07,0x07,0x07,0x58,0x58,0x58,0x60,0xb1,0x69,0x69
,0xb1,0x69,0x58,0x07,0x07,0x58,0x48,0x07,0x07,0x07,0x60,0x58,0x58,0x07
,0x07,0x07,0x07,0x58,0x60,0x60,0x60,0x58,0x07,0x07,0x48,0x58,0x58,0x10
,0x60,0x69,0xb0,0xb0,0xb1,0x69,0x58,0x07,0x07,0x07,0x07,0x07,0x07,0x58
,0x58,0xa8,0x58,0x07,0x07,0x07,0x07,0x07,0x58,0x58,0xa8,0x58,0x07,0x07
,0x10,0x58,0x07,0x10,0x60,0xa8,0x60,0x69,0xa9,0xb0,0x58,0x10,0x58,0x58
,0x07,0x07,0x10,0x60,0xa8,0x60,0x58,0x58,0x58,0x07,0x07,0x07,0x07,0x60
,0x60,0x58,0x07,0x07,0x07,0x07,0x07,0x07,0x58,0x58,0x59,0x60,0x60,0x60
,0x58,0x07,0x58,0x58,0x58,0x58,0x07,0x60,0x58,0x10,0x48,0x58,0x58,0x07
,0x07,0x07,0x07,0x48,0x58,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x48,0x60
,0x58,0x58,0x58,0x10,0x07,0x07,0x58,0x58,0x58,0x60,0x58,0x48,0x10,0x07
,0x07,0x07,0x07,0x58,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x10,0x07,0x60,0x10,0x48,0x07,0x07,0x07,0x07,0x07,0x58,0x58
,0x60,0x58,0x07,0x07,0x07,0x07,0x07,0x07,0x10,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x58,0x58,0x60,0x07,0x07,0x07,0x07
,0x07,0x07,0x58,0x58,0x60,0x58,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x07
,0x07,0x07,0x07,0x07,0x07,0x58,0x07,0x07,0x07,0x07,0x07,0x07,0x58,0x60
,0x07,0x07,0x07,0x07,0x07,0x07,0x07,0x58,0x10,0x07,0x07,0x07,0x07,0x07
,0x48,0x07
2018-09-08 18:55:25 +02:00
};
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#define TEXTURES 6
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const unsigned char *textures[TEXTURES] =
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{texture1, texture2, texture3, texture4, texture5, texture6};
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unsigned char textureAverageColors[TEXTURES];
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RCL_Unit floorHeightAt(int16_t x, int16_t y)
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{
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if (x < 0 || x >= LEVEL_X_RES || y < 0 || y >= LEVEL_Y_RES)
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return RCL_UNITS_PER_SQUARE * 2;
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RCL_Unit square = level[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x];
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#ifdef RENDER_COMPLEX
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/* algorithm used with this version doesn't support rolling doors, so give
door square zero height */
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return square == 0 || square == 6 ? 0 : RCL_UNITS_PER_SQUARE * 2;
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#else
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return square == 0 ? 0 : RCL_UNITS_PER_SQUARE * 2;
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#endif
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}
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RCL_Unit collisionAt(int16_t x, int16_t y)
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{
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if (x < 0 || x >= LEVEL_X_RES || y < 0 || y >= LEVEL_Y_RES)
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return RCL_UNITS_PER_SQUARE;
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RCL_Unit square = level[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x];
return square == 0 || square == 6 ? 0 : RCL_UNITS_PER_SQUARE;
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}
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RCL_Unit textureAt(int16_t x, int16_t y)
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{
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RCL_Unit t = 0;
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if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES)
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t = max(level[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x] - 1,0);
return t;
}
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RCL_Unit rollAt(int16_t x, int16_t y)
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{
if (x >= 0 && x < LEVEL_X_RES && y >= 0 && y < LEVEL_Y_RES &&
level[(LEVEL_Y_RES - y -1) * LEVEL_X_RES + x] == 6)
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return RCL_sinInt(pokitto.frameCount * 10) + DOOR_ROLL_SIGN * RCL_UNITS_PER_SQUARE;
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return 0;
}
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uint8_t cFloor, cCeiling;
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RCL_Vector2D shotPosition;
RCL_Vector2D shotDirection;
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bool shotFired = false;
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uint8_t previousColumn = 255; ///< Helper for pixelIntensity.
int8_t pixelIntensity = 0; ///< Precomputed column intensity addition.
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int16_t mirror = 0;
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/**
Function for drawing a single pixel (like fragment shader).
*/
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inline void pixelFunc(RCL_PixelInfo *pixel)
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{
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if (pixel->position.y == MIDDLE_ROW)
zBuffer[pixel->position.x] = pixel->depth;
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uint8_t color = 0;
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#ifndef NO_MIRROR
if (pixel->position.y == 0)
mirror = 0;
#endif
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bool drawCeiling = false;
int16_t intensity = 0;
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if (!pixel->isWall)
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{
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#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1
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if (pixel->isFloor)
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{
if (pixel->texCoords.y > 3 * RCL_UNITS_PER_SQUARE) // leave astrip of untextured floor
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color = pixel->depth > (RCL_UNITS_PER_SQUARE * 6 + RCL_UNITS_PER_SQUARE / 2) ?
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textureAverageColors[1] :
sampleImage(textures[1],pixel->texCoords.x / FLOOR_TEXTURE_SCALE,pixel->texCoords.y / FLOOR_TEXTURE_SCALE);
else
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color = cFloor;
#ifdef TEXTURE_CEILING
drawCeiling = true;
#endif
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}
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else
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{
#ifdef TEXTURE_CEILING
// don't draw ceiling here, we'll draw it along with floor
return;
#else
color = 0; // looks better :)
#endif
}
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#else
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color = pixel->isFloor ? cFloor: cCeiling;
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#endif
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#ifndef NO_MIRROR
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intensity = pixel->isFloor ?
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2 - (pixel->depth - mirror * 128) / RCL_UNITS_PER_SQUARE : 0;
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#else
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intensity = 2 - pixel->depth / (RCL_UNITS_PER_SQUARE * 2);
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#endif
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color = addIntensity(color,intensity);
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mirror++;
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}
else
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{
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RCL_Unit textureScroll = pixel->hit.type != 4 ? 0 : 16 * pokitto.frameCount;
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#ifdef NO_TEXTURES
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color = textureAverageColors[pixel->hit.type];
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#else
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color = pixel->depth < TEXTURE_MAX_DISTANCE ?
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sampleImage(textures[pixel->hit.type],pixel->texCoords.x + textureScroll,pixel->texCoords.y) :
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textureAverageColors[pixel->hit.type];
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#endif
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#ifndef NO_SHADING
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if (previousColumn == pixel->position.x)
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{
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color = addIntensity(color,pixelIntensity);
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}
else
{
// optimization: precompute intensity for the whole column
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pixelIntensity = 1 - pixel->depth / (RCL_UNITS_PER_SQUARE * 2) + (pixel->hit.direction % 2 == 0 ? 2 : 0);
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previousColumn = pixel->position.x;
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color = addIntensity(color,pixelIntensity);
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}
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#endif
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}
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putSubsampledPixel(pixel->position.x,pixel->position.y,color);
#ifdef TEXTURE_CEILING
if (drawCeiling)
{
/* here we sample a different texture for ceiling, but if the texture is
same as floor, just reuse the color sampled above to save on the
sampling and intensity addition */
color = pixel->depth > RCL_UNITS_PER_SQUARE * 5 ?
textureAverageColors[0] :
sampleImage(textures[0],pixel->texCoords.x / FLOOR_TEXTURE_SCALE,pixel->texCoords.y / FLOOR_TEXTURE_SCALE);
color = addIntensity(color,intensity);
putSubsampledPixel(pixel->position.x,RESOLUTION_Y - pixel->position.y - 1,color);
}
#endif
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}
void draw()
{
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#ifdef HEAD_BOB
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player.mCamera.height += player.mHeadBob;
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#endif
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#ifdef RENDER_COMPLEX
RCL_renderComplex(player.mCamera,floorHeightAt,0,textureAt,defaultConstraints);
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#else
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RCL_renderSimple(player.mCamera,floorHeightAt,textureAt,rollAt,defaultConstraints);
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#endif
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#ifdef HEAD_BOB
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player.mCamera.height -= player.mHeadBob;
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#endif
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if (shotFired)
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{
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RCL_PixelInfo pos = RCL_mapToScreen(shotPosition,RCL_UNITS_PER_SQUARE,player.mCamera);
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drawSpriteSquare(spritePlasma,pos.position.x * SUBSAMPLE,
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pos.position.y,pos.depth,
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RCL_perspectiveScale(64,pos.depth));
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}
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drawImage(imageBar,0,INFO_BAR_START - 3);
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// uncomment for debuggin camera
/*
pokitto.display.setColor(255);
pokitto.display.setCursor(1,1);
pokitto.display.print(player.mCamera.position.x);
pokitto.display.print(" ");
pokitto.display.print(player.mCamera.position.y);
pokitto.display.print(" ");
pokitto.display.print(player.mCamera.height);
pokitto.display.print(" ");
pokitto.display.print(player.mCamera.direction);
*/
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}
int main()
{
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initGeneral();
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defaultConstraints.maxHits = 1;
defaultConstraints.maxSteps = 20;
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for (uint8_t i = 0; i < TEXTURES; ++i)
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textureAverageColors[i] = computeAverageColor(textures[i]);
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cFloor = rgbToIndex(3,3,2);
cCeiling = rgbToIndex(3,2,0);
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player.setPositionSquare(9,1);
//player.mCamera.position.y -= RCL_UNITS_PER_SQUARE / 2;
//player.mCamera.direction = -50;
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player.mCamera.height = RCL_CAMERA_COLL_HEIGHT_BELOW;
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player.mCamera.resolution.y = RESOLUTION_Y;
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uint32_t previousTime = 0;
uint32_t dt;
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int16_t moveDirection;
int16_t rotationDirection;
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while (pokitto.isRunning())
{
if (pokitto.update())
{
draw();
uint32_t timeNow = pokitto.getTime();
dt = timeNow - previousTime;
previousTime = timeNow;
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moveDirection = 0;
rotationDirection = 0;
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if (shotFired)
{
// update the shot
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RCL_Unit shotStep = (dt * SHOT_SPEED) / 1000;
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shotPosition.x += (shotStep * shotDirection.x) / RCL_UNITS_PER_SQUARE;
shotPosition.y += (shotStep * shotDirection.y) / RCL_UNITS_PER_SQUARE;
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if (
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RCL_absVal(shotPosition.x - player.mCamera.position.x) > RCL_UNITS_PER_SQUARE * 5 ||
RCL_absVal(shotPosition.y - player.mCamera.position.y) > RCL_UNITS_PER_SQUARE * 5 ||
(textureAt(shotPosition.x / RCL_UNITS_PER_SQUARE,shotPosition.y / RCL_UNITS_PER_SQUARE) != 0)
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)
shotFired = false;
}
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else if (pokitto.bBtn())
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{
shotPosition = player.mCamera.position;
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shotDirection = RCL_angleToDirection(player.mCamera.direction);
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shotFired = true;
}
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bool strafe = pokitto.aBtn();
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if (!strafe)
{
if (pokitto.upBtn())
moveDirection = 1;
else if (pokitto.downBtn())
moveDirection = -1;
}
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if (pokitto.rightBtn())
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{
if (!strafe)
rotationDirection = 1;
else
moveDirection = 1;
}
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else if (pokitto.leftBtn())
{
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if (!strafe)
rotationDirection = -1;
else
moveDirection = -1;
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}
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player.update(moveDirection,strafe,rotationDirection,false,0,
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collisionAt,0,false,dt);
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}
}
return 0;
}