resolve 3d deformation when map too big
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@@ -6,7 +6,7 @@
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*/
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/* nbr pixel player move */
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# define PLR_MV 2
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# define PLR_MV 5
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/* degree of rotation of the player per press */
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# define PLR_ROT 2
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/* nbr key you can press at the same time */
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@@ -20,7 +20,7 @@
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/* screen focal (in degree) */
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# define SCREEN_FOCAL 70
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/* size of a cell on the map */
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# define CELL 20
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# define CELL 40
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/*
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* keys macro
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@@ -42,8 +42,8 @@ static void fill_wall_vector(t_rcast *rcast, int height)
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static void calcul_wall(t_rcast *rcast)
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{
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int height;
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int delta;
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long int height;
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int delta;
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rcast->wall.start.x = rcast->ray_nb;
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rcast->wall.end.x = rcast->ray_nb;
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@@ -51,13 +51,17 @@ static void calcul_wall(t_rcast *rcast)
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delta = rcast->next_x - rcast->ray_step_x;
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else if (rcast->is_x == 0)
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delta = rcast->next_y - rcast->ray_step_y;
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if (rcast->ray_nb % 10) printf("delta:%i ", delta);
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height = rcast->screen_height * rcast->cell;
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if (rcast->slope_x)
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height *= rcast->slope_x;
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if (rcast->ray_nb % 10) printf("height:%li ", height);
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if (rcast->slope_y)
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height *= rcast->slope_y;
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if (rcast->ray_nb % 10) printf("height:%li ", height);
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if (delta && rcast->screen_dist)
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height /= (delta * rcast->screen_dist);
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if (rcast->ray_nb % 10) printf("height:%li\n", height);
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height = ft_abs(height);
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fill_wall_vector(rcast, height);
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}
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@@ -67,6 +71,7 @@ void raycast(t_game *game, t_rcast *rcast)
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t_vec ray;
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rcast->ray_nb = 0;
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printf("\n");
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while (rcast->ray_nb <= rcast->screen_width)
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{
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ray_intersect(game, rcast, &ray);
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