- Ja carrega els nivells i funciona un poc, pero com els vertices no estàn ordenats peta. TBD: ordenar clockwise els vertices de cada sector
This commit is contained in:
249
main.cpp
249
main.cpp
@@ -5,31 +5,42 @@
|
||||
#include "util.h"
|
||||
#include "draw.h"
|
||||
#include "wad.h"
|
||||
#include <ctype.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#define FOV 277
|
||||
|
||||
std::vector<vec2> verts;
|
||||
|
||||
struct wall {
|
||||
Uint16 v1, v2;
|
||||
vec2 normal;
|
||||
float u1, u2;
|
||||
int portal;
|
||||
Uint16 v1 {0};
|
||||
Uint16 v2 {0};
|
||||
vec2 normal {0.0f, 0.0f};
|
||||
float u1 {0.0f};
|
||||
float u2 {0.0f};
|
||||
int portal {-1};
|
||||
draw::surface_t *surf {nullptr};
|
||||
draw::surface_t *upper_surf {nullptr};
|
||||
draw::surface_t *lower_surf {nullptr};
|
||||
};
|
||||
|
||||
struct sector {
|
||||
float floor_height;
|
||||
float ceiling_height;
|
||||
float floor_height {0.0f};
|
||||
float ceiling_height {64.0f};
|
||||
draw::surface_t *floor_surf {nullptr};
|
||||
draw::surface_t *ceil_surf {nullptr};
|
||||
std::vector<wall> walls;
|
||||
std::vector<vec2> verts;
|
||||
};
|
||||
|
||||
|
||||
std::vector<sector> sectors;
|
||||
int current_sector;
|
||||
int current_sector = 38;
|
||||
int current_sector2 = 38;
|
||||
|
||||
vec2 position = { 128.0f, 192.0f };
|
||||
vec2 position = { 1056.0f, -3616.0f };
|
||||
float height = 48.0f;
|
||||
float real_height = 48.0f;
|
||||
float orientation = 90.0f;
|
||||
float orientation = 270.0f;
|
||||
|
||||
float accel = 500.0f;
|
||||
float speed = 0.0f;
|
||||
@@ -41,9 +52,112 @@ float bobbing = 0.0f;
|
||||
float dt;
|
||||
|
||||
Uint32 *palette;
|
||||
draw::surface_t *gif;
|
||||
//draw::surface_t *gif;
|
||||
draw::surface_t *spr;
|
||||
|
||||
#pragma pack(push, 1)
|
||||
struct sidedef {
|
||||
int16_t xoffset;
|
||||
int16_t yoffset;
|
||||
char upper_texture[8];
|
||||
char lower_texture[8];
|
||||
char middle_texture[8];
|
||||
int16_t sector;
|
||||
};
|
||||
#pragma pack(pop)
|
||||
|
||||
void loadMap(const char* name)
|
||||
{
|
||||
int size;
|
||||
|
||||
int16_t *vertices = (int16_t *)wad::load(name, "VERTEXES", &size);
|
||||
const int num_vertices = size/4;
|
||||
for (int i=0;i<num_vertices;++i)
|
||||
verts.emplace_back(vec2{float(vertices[i*2]), float(vertices[i*2+1])});
|
||||
free(vertices);
|
||||
|
||||
uint8_t *sectors_lump = wad::load(name, "SECTORS", &size);
|
||||
const int num_sectors = size/26;
|
||||
uint8_t *s = sectors_lump;
|
||||
for (int i=0;i<num_sectors;++i) {
|
||||
sector sec;
|
||||
sec.floor_height = int16_t(*s); s+=2;
|
||||
sec.ceiling_height = int16_t(*s); s+=2;
|
||||
char txt[9]; txt[8]=0;
|
||||
for (int i=0;i<8;++i) txt[i] = toupper(*(s++));
|
||||
sec.floor_surf = wad::loadFlat(txt);
|
||||
for (int i=0;i<8;++i) txt[i] = toupper(*(s++));
|
||||
sec.ceil_surf = wad::loadFlat(txt);
|
||||
s += 6;
|
||||
sectors.push_back(sec);
|
||||
}
|
||||
free(sectors_lump);
|
||||
|
||||
uint8_t *sidedefs_lump = wad::load(name, "SIDEDEFS", &size);
|
||||
int count = size / sizeof(struct sidedef);
|
||||
struct sidedef* arr = (struct sidedef*)sidedefs_lump;
|
||||
|
||||
uint8_t *linedefs_lump = wad::load(name, "LINEDEFS", &size);
|
||||
uint16_t *l = (uint16_t *)linedefs_lump;
|
||||
size /= 28;
|
||||
for (int i=0; i<size; ++i) {
|
||||
const int16_t v1 = *(l++);
|
||||
const int16_t v2 = *(l++);
|
||||
l+=3;
|
||||
const int16_t ld1 = *(l++);
|
||||
const int16_t ld2 = *(l++);
|
||||
|
||||
const bool portal = (ld1 != -1) && (ld2 != -1);
|
||||
|
||||
if (ld1 != -1) {
|
||||
wall w;
|
||||
w.v1 = v2; w.v2 = v1;
|
||||
w.portal = portal ? arr[ld2].sector : -1;
|
||||
char txt[9]; txt[8]=0;
|
||||
for (int i=0;i<8;++i) txt[i] = toupper(arr[ld1].middle_texture[i]);
|
||||
if (txt[0]!='-') w.surf = wad::loadTexture(txt);
|
||||
for (int i=0;i<8;++i) txt[i] = toupper(arr[ld1].lower_texture[i]);
|
||||
if (txt[0]!='-') w.lower_surf = wad::loadTexture(txt);
|
||||
for (int i=0;i<8;++i) txt[i] = toupper(arr[ld1].upper_texture[i]);
|
||||
if (txt[0]!='-') w.upper_surf = wad::loadTexture(txt);
|
||||
sectors[arr[ld1].sector].walls.push_back(w);
|
||||
}
|
||||
if (ld2 != -1) {
|
||||
wall w;
|
||||
w.v1 = v1; w.v2 = v2;
|
||||
w.portal = portal ? arr[ld1].sector : -1;
|
||||
char txt[9]; txt[8]=0;
|
||||
for (int i=0;i<8;++i) txt[i] = toupper(arr[ld2].middle_texture[i]);
|
||||
if (txt[0]!='-') w.surf = wad::loadTexture(txt);
|
||||
for (int i=0;i<8;++i) txt[i] = toupper(arr[ld2].lower_texture[i]);
|
||||
if (txt[0]!='-') w.lower_surf = wad::loadTexture(txt);
|
||||
for (int i=0;i<8;++i) txt[i] = toupper(arr[ld2].upper_texture[i]);
|
||||
if (txt[0]!='-') w.upper_surf = wad::loadTexture(txt);
|
||||
sectors[arr[ld2].sector].walls.push_back(w);
|
||||
}
|
||||
}
|
||||
free(linedefs_lump);
|
||||
free(sidedefs_lump);
|
||||
|
||||
for (auto &s : sectors )
|
||||
{
|
||||
for (auto &w : s.walls )
|
||||
{
|
||||
const int width = w.surf ? w.surf->w : w.upper_surf ? w.upper_surf->w : w.lower_surf ? w.lower_surf->w : 64;
|
||||
SDL_assert(width>=0);
|
||||
|
||||
w.u2 = distance(verts[w.v1], verts[w.v2]) / width;
|
||||
//w.v2 = distance(s.verts[w.v1], s.verts[w.v2]) / 32.0f;
|
||||
vec2 norm = { verts[w.v2].x - verts[w.v1].x, verts[w.v2].y - verts[w.v1].y};
|
||||
normalize(&norm);
|
||||
const float tmp = norm.x; norm.x = -norm.y; norm.y = tmp;
|
||||
w.normal = norm;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
void createMap()
|
||||
{
|
||||
current_sector = 0;
|
||||
@@ -51,6 +165,8 @@ void createMap()
|
||||
sector s;
|
||||
s.floor_height = 32.0f;
|
||||
s.ceiling_height = 96.0f;
|
||||
s.floor_surf = wad::loadFlat("FLOOR4_8");
|
||||
s.ceil_surf = wad::loadFlat("CEIL3_1");
|
||||
|
||||
s.verts.push_back({ 64.0f, 0.0f});
|
||||
s.verts.push_back({256.0f, 0.0f});
|
||||
@@ -61,14 +177,14 @@ void createMap()
|
||||
s.verts.push_back({ 0.0f, 64.0f});
|
||||
s.verts.push_back({ 64.0f, 64.0f});
|
||||
|
||||
s.walls.push_back({0,1,{0,0},0.0f,0.0f,1});
|
||||
s.walls.push_back({1,2,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({2,3,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({3,4,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({4,5,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({5,6,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({6,7,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({7,0,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({0,1,{0,0},0.0f,0.0f, 1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({1,2,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({2,3,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({3,4,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({4,5,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({5,6,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({6,7,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({7,0,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
sectors.push_back(s);
|
||||
}
|
||||
|
||||
@@ -76,6 +192,8 @@ void createMap()
|
||||
sector s;
|
||||
s.floor_height = 0.0f;
|
||||
s.ceiling_height = 128.0f;
|
||||
s.floor_surf = wad::loadFlat("FLOOR4_8");
|
||||
s.ceil_surf = wad::loadFlat("CEIL3_1");
|
||||
|
||||
s.verts.push_back({256.0f, 0.0f});
|
||||
s.verts.push_back({ 64.0f, 0.0f});
|
||||
@@ -87,14 +205,14 @@ void createMap()
|
||||
s.verts.push_back({192.0f,-192.0f});
|
||||
s.verts.push_back({128.0f,-192.0f});
|
||||
|
||||
s.walls.push_back({0,1,{0,0},0.0f,0.0f,0});
|
||||
s.walls.push_back({1,2,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({2,3,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({3,0,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({4,5,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({5,6,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({6,7,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({7,4,{0,0},0.0f,0.0f,-1});
|
||||
s.walls.push_back({0,1,{0,0},0.0f,0.0f, 0, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({1,2,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({2,3,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({3,0,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({4,5,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({5,6,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({6,7,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
s.walls.push_back({7,4,{0,0},0.0f,0.0f,-1, wad::loadTexture("BROWNPIP")});
|
||||
|
||||
sectors.push_back(s);
|
||||
}
|
||||
@@ -103,7 +221,7 @@ void createMap()
|
||||
{
|
||||
for (auto &w : s.walls )
|
||||
{
|
||||
w.u2 = distance(s.verts[w.v1], s.verts[w.v2]) / 8.0f;
|
||||
w.u2 = distance(s.verts[w.v1], s.verts[w.v2]) / w.surf->w;
|
||||
//w.v2 = distance(s.verts[w.v1], s.verts[w.v2]) / 32.0f;
|
||||
vec2 norm = { s.verts[w.v2].x - s.verts[w.v1].x, s.verts[w.v2].y - s.verts[w.v1].y};
|
||||
normalize(&norm);
|
||||
@@ -112,7 +230,9 @@ void createMap()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
int actual_sector = -1;
|
||||
int last_sector = -1;
|
||||
void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, vec2 infi)
|
||||
{
|
||||
const float angle = orientation + a_inc;
|
||||
@@ -124,7 +244,7 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
for (auto &wall : s.walls)
|
||||
{
|
||||
if (dot(normal, wall.normal) >= 0) continue;
|
||||
if (get_line_intersection(position, infi, s.verts[wall.v1], s.verts[wall.v2], &tmp_result))
|
||||
if (get_line_intersection(position, infi, verts[wall.v1], verts[wall.v2], &tmp_result))
|
||||
{
|
||||
const float d = distance(position, tmp_result);// * SDL_cosf(a_inc*DEG_TO_RAD);
|
||||
if (d<stright_dist) {
|
||||
@@ -139,11 +259,12 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
//const int tex_height = gif->h; //64;
|
||||
const float sector_height = s.ceiling_height - s.floor_height;
|
||||
|
||||
const int width = w->surf ? w->surf->w : w->upper_surf ? w->upper_surf->w : w->lower_surf ? w->lower_surf->w : 64;
|
||||
draw::map::putp(result.x, result.y, 6);
|
||||
float dist = stright_dist * SDL_cosf(a_inc*DEG_TO_RAD);
|
||||
const vec2 AB = {s.verts[w->v2].x-s.verts[w->v1].x, s.verts[w->v2].y-s.verts[w->v1].y};
|
||||
const vec2 AP = {result.x-s.verts[w->v1].x, result.y-s.verts[w->v1].y};
|
||||
float v = dot(AP,AB) / dot(AB,AB); v *= w->u2; v = v*gif->w; //(v-int(v))*gif->w;
|
||||
const vec2 AB = {verts[w->v2].x-verts[w->v1].x, verts[w->v2].y-verts[w->v1].y};
|
||||
const vec2 AP = {result.x-verts[w->v1].x, result.y-verts[w->v1].y};
|
||||
float v = dot(AP,AB) / dot(AB,AB); v *= w->u2; v = v*width; //w->surf->w; //(v-int(v))*gif->w;
|
||||
|
||||
float wall_height = (sector_height*FOV)/dist; // [64=altura sector]
|
||||
float wall_cut = 0.0f;
|
||||
@@ -161,20 +282,23 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
for (int y=start; y<wall_start-1; y++) {
|
||||
float straight_dist = (FOV * (sector_height-(height-s.floor_height))) / (y - (240 >> 1));
|
||||
float actual_dist = straight_dist / SDL_cosf(a_inc*DEG_TO_RAD);
|
||||
int tx = SDL_abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) - position.x)) % gif->w;
|
||||
int ty = SDL_abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) - position.y)) % gif->h;
|
||||
draw::putpd(screen_column, y, gif->pixels[tx+ty*gif->w], -straight_dist);
|
||||
int tx = SDL_abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) - position.x)) % s.ceil_surf->w;
|
||||
int ty = SDL_abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) - position.y)) % s.ceil_surf->h;
|
||||
draw::putpd(screen_column, y, s.ceil_surf->pixels[tx+ty*s.ceil_surf->w], -straight_dist);
|
||||
}
|
||||
|
||||
|
||||
if (w->portal == -1)
|
||||
{
|
||||
// Pinta la pared
|
||||
draw::surface_t *surf = w->surf;
|
||||
if (surf) {
|
||||
for (int i=0; i<wall_height; ++i) {
|
||||
if (wall_start+i>=end) break;
|
||||
draw::putpd(screen_column, wall_start+i, gif->pixels[(int(v)%gif->w)+(int(cpix)%gif->h)*gif->w], stright_dist);
|
||||
draw::putpd(screen_column, wall_start+i, surf->pixels[(int(v)%surf->w)+(int(cpix)%surf->h)*surf->w], stright_dist);
|
||||
cpix += dpix;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (sectors[w->portal].ceiling_height < s.ceiling_height)
|
||||
{
|
||||
@@ -186,7 +310,7 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
// Pinta la pared
|
||||
for (int i=0; i<upper_wall_height; ++i) {
|
||||
if (wall_start+i>=end) break;
|
||||
draw::putpd(screen_column, wall_start+i, gif->pixels[(int(v)%gif->w)+(int(cpix)%gif->h)*gif->w], stright_dist);
|
||||
draw::putpd(screen_column, wall_start+i, w->surf->pixels[(int(v)%w->surf->w)+(int(cpix)%w->surf->h)*w->surf->w], stright_dist);
|
||||
cpix += dpix;
|
||||
}
|
||||
wall_start += upper_wall_height;
|
||||
@@ -199,6 +323,11 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
if (lower_wall_height>0.0f) wall_end -= lower_wall_height;
|
||||
wall_end = SDL_min(wall_end, end);
|
||||
|
||||
//SDL_assert(&s != §ors[w->portal]);
|
||||
printf("Anem al sector: %i\n", w->portal);
|
||||
//SDL_assert(w->portal != last_sector);
|
||||
last_sector = actual_sector;
|
||||
actual_sector = w->portal;
|
||||
drawColumn(sectors[w->portal], screen_column, wall_start, wall_end, a_inc, infi);
|
||||
|
||||
if (lower_wall_height>0.0f)
|
||||
@@ -207,7 +336,7 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
// Pinta la pared
|
||||
for (int i=0; i<lower_wall_height; ++i) {
|
||||
if (wall_end+i>=end) break;
|
||||
draw::putpd(screen_column, wall_end+i, gif->pixels[(int(v)%gif->w)+(int(cpix)%gif->h)*gif->w], stright_dist);
|
||||
draw::putpd(screen_column, wall_end+i, w->surf->pixels[(int(v)%w->surf->w)+(int(cpix)%w->surf->h)*w->surf->w], stright_dist);
|
||||
cpix += dpix;
|
||||
}
|
||||
//wall_start += upper_wall_height;
|
||||
@@ -221,9 +350,9 @@ void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, v
|
||||
for (int y=paint_end+1; y<end-1; y++) {
|
||||
float straight_dist = (FOV * (height-s.floor_height)) / (y - (240 >> 1));
|
||||
float actual_dist = straight_dist / SDL_cosf(a_inc*DEG_TO_RAD);
|
||||
int tx = SDL_abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) + position.x)) % gif->w;
|
||||
int ty = SDL_abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) + position.y)) % gif->h;
|
||||
draw::putpd(screen_column, y, gif->pixels[tx+ty*gif->w], straight_dist);
|
||||
int tx = SDL_abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) + position.x)) % s.floor_surf->w;
|
||||
int ty = SDL_abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) + position.y)) % s.floor_surf->h;
|
||||
draw::putpd(screen_column, y, s.floor_surf->pixels[tx+ty*s.floor_surf->w], straight_dist);
|
||||
}
|
||||
//line(screen_column, 120-(wall_height), screen_column, 120+(wall_height), 5);
|
||||
}
|
||||
@@ -238,11 +367,11 @@ bool tryMove(float angle, float speed)
|
||||
vec2 newpos = { position.x + SDL_cosf(angle*DEG_TO_RAD)*5*sign, position.y };
|
||||
bool collision=false;
|
||||
for (auto w : s.walls) {
|
||||
if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL))
|
||||
if (get_line_intersection(position, newpos, verts[w.v1], verts[w.v2], NULL))
|
||||
{
|
||||
if (w.portal != -1) {
|
||||
newpos.x = position.x + SDL_cosf(angle*DEG_TO_RAD)*dt*speed;
|
||||
if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL) )
|
||||
if (get_line_intersection(position, newpos, verts[w.v1], verts[w.v2], NULL) )
|
||||
current_sector = w.portal;
|
||||
} else {
|
||||
collision=true;
|
||||
@@ -256,11 +385,11 @@ bool tryMove(float angle, float speed)
|
||||
newpos = { position.x, position.y + SDL_sinf(angle*DEG_TO_RAD)*5*sign };
|
||||
collision=false;
|
||||
for (auto w : s.walls) {
|
||||
if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL))
|
||||
if (get_line_intersection(position, newpos, verts[w.v1], verts[w.v2], NULL))
|
||||
{
|
||||
if (w.portal != -1) {
|
||||
newpos.y = position.y + SDL_sinf(angle*DEG_TO_RAD)*dt*speed;
|
||||
if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL) )
|
||||
if (get_line_intersection(position, newpos, verts[w.v1], verts[w.v2], NULL) )
|
||||
current_sector = w.portal;
|
||||
} else {
|
||||
collision=true;
|
||||
@@ -282,8 +411,8 @@ int main(int argc, char *argv[])
|
||||
|
||||
//gif = draw::loadgif("walls.gif");
|
||||
//gif = wad::loadFlat("FLOOR4_8");
|
||||
//gif = wad::loadTexture("COMPSPAN");
|
||||
gif = wad::loadPatch("TTALL1_2");
|
||||
//gif = wad::loadTexture("BROWNPIP");
|
||||
//gif = wad::loadPatch("LADDER16");
|
||||
//palette = draw::loadpal("walls.gif");
|
||||
palette = wad::loadPalette(0);
|
||||
draw::setpal(palette);
|
||||
@@ -292,7 +421,8 @@ int main(int argc, char *argv[])
|
||||
// [DEBUG] Paleta per al depth buffer
|
||||
//for(int i=0;i<256;++i) palette[i] = (255-i) | ((255-i)<<8) | ((255-i)<<16);
|
||||
|
||||
createMap();
|
||||
//createMap();
|
||||
loadMap("E1M1");
|
||||
|
||||
SDL_Event e;
|
||||
bool should_exit = false;
|
||||
@@ -314,6 +444,10 @@ int main(int argc, char *argv[])
|
||||
{
|
||||
if (e.type==SDL_EVENT_QUIT) { should_exit=true; break; }
|
||||
if (e.type==SDL_EVENT_KEY_DOWN && e.key.scancode==SDL_SCANCODE_ESCAPE) { should_exit=true; break; }
|
||||
if (e.type==SDL_EVENT_MOUSE_WHEEL) {
|
||||
if (e.wheel.y>0) current_sector2++; else current_sector2--;
|
||||
printf("Current sector: %i\n", current_sector2);
|
||||
}
|
||||
}
|
||||
|
||||
const bool *keys = SDL_GetKeyboardState(NULL);
|
||||
@@ -366,9 +500,11 @@ int main(int argc, char *argv[])
|
||||
}
|
||||
if (speed != 0.0f) if (!tryMove(orientation, speed)) speed = 0.0f;
|
||||
|
||||
draw::cls();
|
||||
|
||||
sector &s = sectors[current_sector];
|
||||
|
||||
actual_sector = current_sector;
|
||||
//printf("Current sector: %i\n", current_sector);
|
||||
// Clear screen
|
||||
//SDL_memset4(screen, 0x00000000, (320*240)>>2);
|
||||
|
||||
@@ -380,6 +516,7 @@ int main(int argc, char *argv[])
|
||||
infi.x = position.x + SDL_cosf(angle*DEG_TO_RAD)*40000;
|
||||
infi.y = position.y + SDL_sinf(angle*DEG_TO_RAD)*40000;
|
||||
|
||||
//printf("Column %i...\n", screen_column);
|
||||
drawColumn(s, screen_column, 0, 240, a_inc, infi);
|
||||
|
||||
screen_column++;
|
||||
@@ -424,21 +561,23 @@ int main(int argc, char *argv[])
|
||||
*/
|
||||
|
||||
// Draw map walls
|
||||
//draw::cls();
|
||||
int sec = 0;
|
||||
for (auto &s : sectors)
|
||||
{
|
||||
if (sec==current_sector2)
|
||||
for (auto &w : s.walls) {
|
||||
draw::map::line(s.verts[w.v1].x, s.verts[w.v1].y, s.verts[w.v2].x, s.verts[w.v2].y, sec==current_sector?3:4);
|
||||
draw::map::line(verts[w.v1].x, verts[w.v1].y, verts[w.v2].x, verts[w.v2].y, sec==current_sector2?20:4, position.x, position.y);
|
||||
}
|
||||
sec++;
|
||||
}
|
||||
|
||||
// Draw map hero
|
||||
vec2 lookat;
|
||||
lookat.x = position.x + SDL_cosf(orientation*DEG_TO_RAD)*20;
|
||||
lookat.y = position.y + SDL_sinf(orientation*DEG_TO_RAD)*20;
|
||||
draw::map::line(position.x, position.y, lookat.x, lookat.y, 3);
|
||||
draw::map::putp(position.x, position.y, 7);
|
||||
lookat.x = SDL_cosf(orientation*DEG_TO_RAD)*20;
|
||||
lookat.y = SDL_sinf(orientation*DEG_TO_RAD)*20;
|
||||
draw::map::line(0, 0, lookat.x, lookat.y, 20, 0, 0);
|
||||
draw::map::putp(0, 0, 20);
|
||||
|
||||
for (int i=0;i<256;++i) {
|
||||
draw::putp((i&0xf)*2, (i>>4)*2, i);
|
||||
|
||||
Reference in New Issue
Block a user