- El minimap pintat tots els sectors - El sector actual se pinta de diferent color en el minimap
495 lines
16 KiB
C++
495 lines
16 KiB
C++
#include <SDL3/SDL.h>
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#include "gif.c"
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#include <vector>
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#include "jdebug.h"
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#define M_PI 3.14159265358979323846
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#define DEG_TO_RAD M_PI/180.0f
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struct vec2 { float x, y; };
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struct wall { Uint16 v1, v2; vec2 normal; float u1, u2; int portal; };
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struct sector {
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std::vector<wall> walls;
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std::vector<vec2> verts;
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};
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SDL_Window *sdl_window;
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SDL_Renderer *sdl_renderer;
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SDL_Texture *sdl_texture;
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Uint32 *palette;
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Uint8 *gif;
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Uint8 screen[320*240];
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std::vector<sector> sectors;
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int current_sector;
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vec2 position = { 128.0f, 192.0f };
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float height = 32.0f;
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float orientation = 90.0f;
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float accel = 500.0f;
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float speed = 0.0f;
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float max_speed = 200.0f;
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float rspeed = 200.0f;
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float bobbing = 0.0f;
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float dt;
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// Returns 1 if the lines intersect, otherwise 0. In addition, if the lines
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// intersect the intersection point may be stored in the floats i_x and i_y.
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const bool get_line_intersection(vec2 p0, vec2 p1, vec2 p2, vec2 p3, vec2 *i)
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{
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vec2 s1, s2;
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s1.x = p1.x - p0.x; s1.y = p1.y - p0.y;
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s2.x = p3.x - p2.x; s2.y = p3.y - p2.y;
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float s, t;
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s = (-s1.y * (p0.x - p2.x) + s1.x * (p0.y - p2.y)) / (-s2.x * s1.y + s1.x * s2.y);
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t = ( s2.x * (p0.y - p2.y) - s2.y * (p0.x - p2.x)) / (-s2.x * s1.y + s1.x * s2.y);
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if (s >= 0 && s <= 1 && t >= 0 && t <= 1)
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{
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// Collision detected
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if (i != NULL)
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{
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i->x = p0.x + (t * s1.x);
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i->y = p0.y + (t * s1.y);
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}
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return true;
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}
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return false; // No collision
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}
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inline const float distance(vec2 p1, vec2 p2)
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{
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const float xx = p2.x-p1.x;
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const float yy = p2.y-p1.y;
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return SDL_sqrtf(xx*xx+yy*yy);
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}
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inline const void normalize(vec2 *v)
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{
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const float length = SDL_sqrtf(v->x*v->x + v->y*v->y);
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if (length > 0.0f) {
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v->x /= length;
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v->y /= length;
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}
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}
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inline const float dot(vec2 v1, vec2 v2)
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{
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return v1.x*v2.x + v1.y*v2.y;
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}
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void putp(int x, int y, Uint8 color)
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{
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if (x<0 || y<0 || x>=320 || y>=240) return;
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screen[x+y*320]=color;
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}
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void line(int x1, int y1, int x2, int y2, Uint8 color)
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{
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float dx = float(x2-x1);
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float dy = float(y2-y1);
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float steps = SDL_max(SDL_fabsf(dx), SDL_fabsf(dy));
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if (steps==0) { putp(x1,y1,color); return; }
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float incx = dx / steps;
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float incy = dy / steps;
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float x = (float)x1;
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float y = (float)y1;
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for (int i=0; i<=int(steps); ++i)
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{
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putp(int(x+0.5f),int(y+0.5f),color);
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x += incx;
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y += incy;
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}
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}
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namespace map
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{
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void putp(int x, int y, Uint8 color)
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{
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::putp(160+(x/8), 120+(y/8), color);
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}
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void line(int x1, int y1, int x2, int y2, Uint8 color)
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{
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::line(160+(x1/8), 120+(y1/8), 160+(x2/8), 120+(y2/8), color);
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}
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}
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void createMap()
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{
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current_sector = 0;
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{
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sector s;
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s.verts.push_back({ 64.0f, 0.0f});
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s.verts.push_back({256.0f, 0.0f});
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s.verts.push_back({256.0f, 64.0f});
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s.verts.push_back({320.0f, 64.0f});
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s.verts.push_back({320.0f, 320.0f});
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s.verts.push_back({ 0.0f, 320.0f});
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s.verts.push_back({ 0.0f, 64.0f});
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s.verts.push_back({ 64.0f, 64.0f});
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s.walls.push_back({0,1,{0,0},0.0f,0.0f,1});
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s.walls.push_back({1,2,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({2,3,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({3,4,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({4,5,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({5,6,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({6,7,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({7,0,{0,0},0.0f,0.0f,-1});
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sectors.push_back(s);
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}
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{
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sector s;
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s.verts.push_back({256.0f, 0.0f});
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s.verts.push_back({ 64.0f, 0.0f});
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s.verts.push_back({ 64.0f,-256.0f});
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s.verts.push_back({256.0f,-256.0f});
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s.walls.push_back({0,1,{0,0},0.0f,0.0f,0});
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s.walls.push_back({1,2,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({2,3,{0,0},0.0f,0.0f,-1});
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s.walls.push_back({3,0,{0,0},0.0f,0.0f,-1});
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sectors.push_back(s);
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}
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for (auto &s : sectors )
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{
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for (auto &w : s.walls )
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{
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w.u2 = distance(s.verts[w.v1], s.verts[w.v2]) / 64.0f;
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vec2 norm = { s.verts[w.v2].x - s.verts[w.v1].x, s.verts[w.v2].y - s.verts[w.v1].y};
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normalize(&norm);
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const float tmp = norm.x; norm.x = -norm.y; norm.y = tmp;
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w.normal = norm;
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}
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}
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}
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void drawColumn(sector &s, int screen_column, int start, int end, float a_inc, vec2 infi)
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{
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const float angle = orientation + a_inc;
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vec2 normal = { SDL_cosf(angle*DEG_TO_RAD), SDL_sinf(angle*DEG_TO_RAD) };
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vec2 result, tmp_result;
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wall *w = nullptr;
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float dist=100000.0f;
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for (auto &wall : s.walls)
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{
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if (dot(normal, wall.normal) >= 0) continue;
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if (get_line_intersection(position, infi, s.verts[wall.v1], s.verts[wall.v2], &tmp_result))
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{
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const float d = distance(position, tmp_result);// * SDL_cosf(a_inc*DEG_TO_RAD);
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if (d<dist) {
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dist = d;
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result = tmp_result;
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w = &wall;
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}
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}
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}
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if (w)
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{
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map::putp(result.x, result.y, 6);
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dist *= SDL_cosf(a_inc*DEG_TO_RAD);
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const vec2 AB = {s.verts[w->v2].x-s.verts[w->v1].x, s.verts[w->v2].y-s.verts[w->v1].y};
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const vec2 AP = {result.x-s.verts[w->v1].x, result.y-s.verts[w->v1].y};
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float v = dot(AP,AB) / dot(AB,AB); v *= w->u2; v = (v-int(v))*64.0f;
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//const float v = distance(s.verts[w.v1], result);
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float wall_height = (64*277)/dist;
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float dpix = 64/wall_height;
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float cpix = 0;
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float wall_start = 120-(wall_height/64)*(64-height);
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if (wall_start<start) {
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cpix = (start-wall_start)*dpix;
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wall_height -= (start-wall_start);
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wall_start=start;
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}
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// Pinta el sostre
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for (int y=start; y<wall_start-1; y++) {
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float straight_dist = (277 * (64-height)) / (y - (240 >> 1));
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float actual_dist = straight_dist / SDL_cosf(a_inc*DEG_TO_RAD);
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int tx = abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) - position.x)) % 64;
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int ty = abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) - position.y)) % 64;
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putp(screen_column, y, gif[tx+ty*64]);
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}
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if (w->portal == -1)
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{
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// Pinta la pared
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for (int i=0; i<wall_height; ++i) {
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if (wall_start+i>=end) break;
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putp(screen_column, wall_start+i, gif[(int(v)%64)+int(cpix)*64]);
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cpix += dpix;
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}
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} else {
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const int wall_end = SDL_min(wall_start+wall_height+1, 240);
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drawColumn(sectors[w->portal], screen_column, wall_start, wall_end, a_inc, infi);
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}
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// Pinta el piso
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int paint_end = wall_start+wall_height-1;
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for (int y=paint_end+1; y<end-1; y++) {
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float straight_dist = (277 * height) / (y - (240 >> 1));
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float actual_dist = straight_dist / SDL_cosf(a_inc*DEG_TO_RAD);
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int tx = abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) + position.x)) % 64;
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int ty = abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) + position.y)) % 64;
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putp(screen_column, y, gif[tx+ty*64]);
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}
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//line(screen_column, 120-(wall_height), screen_column, 120+(wall_height), 5);
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}
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}
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bool tryMove(float angle, float speed)
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{
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bool moved = false;
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sector &s = sectors[current_sector];
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vec2 newpos = { position.x + SDL_cosf(angle*DEG_TO_RAD)*5, position.y };
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bool collision=false;
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for (auto w : s.walls) {
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if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL))
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{
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if (w.portal != -1) {
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newpos.x = position.x + SDL_cosf(angle*DEG_TO_RAD)*dt*speed;
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if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL) )
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current_sector = w.portal;
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} else {
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collision=true;
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}
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break;
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}
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}
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if (!collision) { moved = true; position.x += SDL_cosf(angle*DEG_TO_RAD)*dt*speed; }
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newpos = { position.x, position.y + SDL_sinf(angle*DEG_TO_RAD)*5 };
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collision=false;
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for (auto w : s.walls) {
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if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL))
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{
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if (w.portal != -1) {
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newpos.y = position.y + SDL_sinf(angle*DEG_TO_RAD)*dt*speed;
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if (get_line_intersection(position, newpos, s.verts[w.v1], s.verts[w.v2], NULL) )
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current_sector = w.portal;
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} else {
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collision=true;
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}
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break;
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}
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}
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if (!collision) { moved = true; position.y += SDL_sinf(angle*DEG_TO_RAD)*dt*speed; }
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return moved;
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}
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int main(int argc, char *argv[])
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{
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SDL_Init(SDL_INIT_VIDEO);
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sdl_window = SDL_CreateWindow("WOLF", 640, 480, 0);
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SDL_SetWindowPosition(sdl_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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sdl_renderer = SDL_CreateRenderer(sdl_window, NULL);
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sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 320, 240);
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debug::init(sdl_renderer);
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FILE *f = fopen("walls.gif", "rb");
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fseek(f, 0, SEEK_END);
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int filesize = ftell(f);
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fseek(f, 0, SEEK_SET);
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Uint8 *buffer = (Uint8*)malloc(filesize);
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fread(buffer, filesize, 1, f);
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fclose(f);
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Uint16 w, h;
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gif = LoadGif(buffer, &w, &h);
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palette = LoadPalette(buffer);
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free(buffer);
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createMap();
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SDL_Event e;
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bool should_exit = false;
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Uint32 millis = SDL_GetTicks();
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int fps = 0;
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int fps_count = 0;
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int fps_time = SDL_GetTicks();
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while (!should_exit)
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{
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dt = float(SDL_GetTicks() - millis)/1000.0f;
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millis = SDL_GetTicks();
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bobbing += dt*1000.0f;
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height = 32 + SDL_sinf(bobbing*DEG_TO_RAD)*(speed/100.0f);
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while (SDL_PollEvent(&e))
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{
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if (e.type==SDL_EVENT_QUIT) { should_exit=true; break; }
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if (e.type==SDL_EVENT_KEY_DOWN && e.key.scancode==SDL_SCANCODE_ESCAPE) { should_exit=true; break; }
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}
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const bool *keys = SDL_GetKeyboardState(NULL);
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if (keys[SDL_SCANCODE_Q]) height += dt*speed;
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if (keys[SDL_SCANCODE_A]) height -= dt*speed;
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if (keys[SDL_SCANCODE_RIGHT])
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{
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orientation += dt*rspeed;
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}
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else if (keys[SDL_SCANCODE_LEFT])
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{
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orientation -= dt*rspeed;
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}
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if (keys[SDL_SCANCODE_UP])
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{
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if (speed < max_speed) speed += dt*accel;
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}
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else if (keys[SDL_SCANCODE_DOWN])
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{
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if (speed > -max_speed) speed -= dt*accel;
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}
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else
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{
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if (speed > 0.0f) { speed -= dt*accel; if (speed < 0.0f) speed = 0.0f; }
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if (speed < 0.0f) { speed += dt*accel; if (speed > 0.0f) speed = 0.0f; }
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}
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if (speed != 0.0f) if (!tryMove(orientation, speed)) speed = 0.0f;
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sector &s = sectors[current_sector];
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// Clear screen
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SDL_memset4(screen, 0x00000000, (320*240)>>2);
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int screen_column = 0;
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for (float a_inc=-32.0f; a_inc<=32.0f; a_inc+=0.2f)
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{
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const float angle = orientation + a_inc;
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vec2 infi;
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infi.x = position.x + SDL_cosf(angle*DEG_TO_RAD)*40000;
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infi.y = position.y + SDL_sinf(angle*DEG_TO_RAD)*40000;
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drawColumn(s, screen_column, 0, 240, a_inc, infi);
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/*
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vec2 result, tmp_result;
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wall *w = nullptr;
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float dist=100000.0f;
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for (auto &wall : s.walls)
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{
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if (get_line_intersection(position, infi, s.verts[wall.v1], s.verts[wall.v2], &tmp_result))
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{
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const float d = distance(position, tmp_result);// * SDL_cosf(a_inc*DEG_TO_RAD);
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if (d<dist) {
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dist = d;
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result = tmp_result;
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w = &wall;
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}
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}
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}
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if (w) {
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putp(int(result.x/8),int(result.y/8),6);
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dist *= SDL_cosf(a_inc*DEG_TO_RAD);
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const vec2 AB = {s.verts[w->v2].x-s.verts[w->v1].x, s.verts[w->v2].y-s.verts[w->v1].y};
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const vec2 AP = {result.x-s.verts[w->v1].x, result.y-s.verts[w->v1].y};
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float v = dot(AP,AB) / dot(AB,AB); v *= w->u2; v = (v-int(v))*64.0f;
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//const float v = distance(s.verts[w.v1], result);
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float wall_height = (64*277)/dist;
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float dpix = 64/wall_height;
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float cpix = 0;
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float wall_start = 120-(wall_height/64)*(64-height);
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if (wall_start<0) {
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cpix = -wall_start*dpix;
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wall_height += wall_start;
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wall_start=0;
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}
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// Pinta el sostre
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for (int y=0; y<wall_start-1; y++) {
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float straight_dist = (277 * (64-height)) / (y - (240 >> 1));
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float actual_dist = straight_dist / SDL_cosf(a_inc*DEG_TO_RAD);
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int tx = abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) - position.x)) % 64;
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int ty = abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) - position.y)) % 64;
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putp(screen_column, y, gif[tx+ty*64]);
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}
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// Pinta la pared
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for (int i=0; i<wall_height; ++i) {
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if (i>=240) break;
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putp(screen_column, wall_start+i, gif[(int(v)%64)+int(cpix)*64]);
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cpix += dpix;
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}
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// Pinta el piso
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int paint_end = wall_start+wall_height-1;
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for (int y=paint_end+1; y<240-1; y++) {
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float straight_dist = (277 * height) / (y - (240 >> 1));
|
|
float actual_dist = straight_dist / SDL_cosf(a_inc*DEG_TO_RAD);
|
|
int tx = abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) + position.x)) % 64;
|
|
int ty = abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) + position.y)) % 64;
|
|
putp(screen_column, y, gif[tx+ty*64]);
|
|
}
|
|
//line(screen_column, 120-(wall_height), screen_column, 120+(wall_height), 5);
|
|
}
|
|
*/
|
|
screen_column++;
|
|
}
|
|
|
|
// Draw map walls
|
|
int sec = 0;
|
|
for (auto &s : sectors)
|
|
{
|
|
for (auto &w : s.walls) {
|
|
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);
|
|
}
|
|
sec++;
|
|
}
|
|
|
|
// Draw map hero
|
|
vec2 lookat;
|
|
lookat.x = position.x + SDL_cosf(orientation*DEG_TO_RAD)*4;
|
|
lookat.y = position.y + SDL_sinf(orientation*DEG_TO_RAD)*4;
|
|
map::line(position.x, position.y, lookat.x, lookat.y, 1);
|
|
map::putp(position.x, position.y, 7);
|
|
|
|
// Send to texture and render
|
|
Uint32 *pixels;
|
|
int pitch;
|
|
SDL_LockTexture(sdl_texture, NULL, (void**)&pixels, &pitch);
|
|
for (int i=0; i<(320*240); ++i)
|
|
{
|
|
pixels[i] = 0xFF000000 | palette[screen[i]];
|
|
}
|
|
SDL_UnlockTexture(sdl_texture);
|
|
SDL_RenderTexture(sdl_renderer, sdl_texture, NULL, NULL);
|
|
|
|
fps_count++;
|
|
if (SDL_GetTicks()-fps_time>=1000)
|
|
{
|
|
fps = fps_count;
|
|
fps_count = 0;
|
|
fps_time = SDL_GetTicks();
|
|
}
|
|
debug::println("fps:", fps);
|
|
debug::println("sector:", current_sector);
|
|
debug::render(sdl_renderer);
|
|
|
|
SDL_RenderPresent(sdl_renderer);
|
|
}
|
|
|
|
return 0;
|
|
} |