maybe resolved wall distorsion
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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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@@ -171,6 +171,7 @@ typedef struct s_game
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// rays
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int ray_highlight;
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int ray_activ;
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t_vec ray;
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// tmp end
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// key hook
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@@ -1,4 +1,4 @@
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NO textures/coin.xpm
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NO textures/door.xpm
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SO textures/chalice.xpm
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EA textures/brick.xpm
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WE textures/wood.xpm
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15
maps/map_valid_15.cub
Normal file
15
maps/map_valid_15.cub
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@@ -0,0 +1,15 @@
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NO textures/door.xpm
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SO textures/door.xpm
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EA textures/door.xpm
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WE textures/door.xpm
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F 220 , 100, 30
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C 225 , 30 , 0
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1111111111111
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1000000000001
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1000000000001
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10000N0000001
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1000000000001
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1111111111111
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@@ -40,6 +40,17 @@ static void draw_txt_column(t_game *game, t_wall *wall, t_img *txt_img)
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int j;
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img_x = (wall->posx * txt_img->width) / game->rcast.cell;
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// tmp draw map
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if (game->ray_activ)
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{
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printf("img_x:%i ", img_x);
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draw_line(&game->img, &wall->vec, 0x00FF00FF);
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return ;
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}
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// tmp end
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j = wall->limit;
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i = 0;
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while (j < wall->height - wall->limit)
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@@ -36,16 +36,40 @@ static void calcul_img_column(t_game *game, t_rcast *rcast, t_wall *wall)
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if (rcast->is_x == 1)
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{
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tmp = (rcast->slope_y + wall->delta) / ft_abs(rcast->slope_x);
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tmp = wall->delta;
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// tmp += rcast->slope_y;
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tmp *= -rcast->ray_sign_y;
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tmp /= ft_abs(rcast->slope_x);
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tmp += game->plr.pos.y;
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// tmp draw map
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if (game->ray_activ)
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printf("tmp:%i ", tmp);
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// tmp end
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wall->posx = tmp % rcast->cell;
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}
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else
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{
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tmp = (rcast->slope_x + wall->delta) / ft_abs(rcast->slope_y);
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tmp = wall->delta;
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// tmp += rcast->slope_x;
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tmp *= -rcast->ray_sign_x;
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tmp /= ft_abs(rcast->slope_y);
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tmp += game->plr.pos.x;
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// tmp draw map
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if (game->ray_activ)
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printf("tmp:%i ", tmp);
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// tmp end
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wall->posx = tmp % rcast->cell;
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}
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// tmp draw map
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if (game->ray_activ)
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printf("wall->posx:%i ", wall->posx);
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// tmp end
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}
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static void fill_wall_vector(t_rcast *rcast, t_wall *wall)
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@@ -93,12 +117,15 @@ void raycast(t_game *game, t_rcast *rcast)
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rcast->ray_nb = 0;
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while (rcast->ray_nb <= rcast->screen_width)
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{
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// tmp draw map
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// rays
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game->ray_activ = 0;
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if (rcast->ray_nb == game->ray_highlight)
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{
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game->ray_activ = 1;
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//if (game->ray_activ) printf("hello\n");
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game->ray = ray;
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}
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// tmp end
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ray_intersect_wall(game, rcast, &ray);
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@@ -116,4 +143,9 @@ void raycast(t_game *game, t_rcast *rcast)
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draw_column(game, rcast, &rcast->wall, &game->txt);
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(rcast->ray_nb)++;
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}
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// tmp draw map
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printf("\n\n");
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// tmp end
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}
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