469 lines
16 KiB
C++
469 lines
16 KiB
C++
#include <SDL3/SDL.h>
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#include <vector>
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#include <stdlib.h>
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#include "jdebug.h"
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#include "util.h"
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#include "draw.h"
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#include "wad.h"
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#define FOV 277
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struct wall {
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Uint16 v1, v2;
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vec2 normal;
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float u1, u2;
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int portal;
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};
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struct sector {
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float floor_height;
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float ceiling_height;
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std::vector<wall> walls;
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std::vector<vec2> verts;
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};
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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 = 48.0f;
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float real_height = 48.0f;
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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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Uint32 *palette;
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draw::surface_t *gif;
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draw::surface_t *spr;
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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.floor_height = 32.0f;
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s.ceiling_height = 96.0f;
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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.floor_height = 0.0f;
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s.ceiling_height = 128.0f;
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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.verts.push_back({128.0f,-128.0f});
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s.verts.push_back({192.0f,-128.0f});
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s.verts.push_back({192.0f,-192.0f});
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s.verts.push_back({128.0f,-192.0f});
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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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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({7,4,{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]) / 8.0f;
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//w.v2 = distance(s.verts[w.v1], s.verts[w.v2]) / 32.0f;
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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 stright_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<stright_dist) {
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stright_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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//const int tex_height = gif->h; //64;
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const float sector_height = s.ceiling_height - s.floor_height;
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draw::map::putp(result.x, result.y, 6);
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float dist = stright_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*gif->w; //(v-int(v))*gif->w;
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float wall_height = (sector_height*FOV)/dist; // [64=altura sector]
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float wall_cut = 0.0f;
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float dpix = sector_height/wall_height; // [64=crec que altura sector]
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float cpix = 0;
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float wall_start = 120-(wall_height/sector_height)*(sector_height-(height-s.floor_height)); // [64=els dos crec que altura sector]
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if (wall_start<start) {
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wall_cut = start-wall_start;
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cpix = wall_cut*dpix;
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wall_height -= wall_cut;
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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 = (FOV * (sector_height-(height-s.floor_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 = SDL_abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) - position.x)) % gif->w;
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int ty = SDL_abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) - position.y)) % gif->h;
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draw::putpd(screen_column, y, gif->pixels[tx+ty*gif->w], -straight_dist);
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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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draw::putpd(screen_column, wall_start+i, gif->pixels[(int(v)%gif->w)+(int(cpix)%gif->h)*gif->w], stright_dist);
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cpix += dpix;
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}
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} else {
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if (sectors[w->portal].ceiling_height < s.ceiling_height)
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{
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float upper_height = s.ceiling_height - sectors[w->portal].ceiling_height;
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float upper_wall_height = (upper_height*FOV)/dist;
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upper_wall_height -= wall_cut;
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if (upper_wall_height>0.0f)
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{
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// Pinta la pared
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for (int i=0; i<upper_wall_height; ++i) {
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if (wall_start+i>=end) break;
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draw::putpd(screen_column, wall_start+i, gif->pixels[(int(v)%gif->w)+(int(cpix)%gif->h)*gif->w], stright_dist);
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cpix += dpix;
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}
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wall_start += upper_wall_height;
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wall_height -= upper_wall_height;
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}
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}
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float lower_height = sectors[w->portal].floor_height - s.floor_height;
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float lower_wall_height = (lower_height*FOV)/dist;
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int wall_end = wall_start+wall_height+1;
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if (lower_wall_height>0.0f) wall_end -= lower_wall_height;
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wall_end = SDL_min(wall_end, end);
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drawColumn(sectors[w->portal], screen_column, wall_start, wall_end, a_inc, infi);
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if (lower_wall_height>0.0f)
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{
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cpix += (wall_height-lower_wall_height)*dpix;
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// Pinta la pared
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for (int i=0; i<lower_wall_height; ++i) {
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if (wall_end+i>=end) break;
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draw::putpd(screen_column, wall_end+i, gif->pixels[(int(v)%gif->w)+(int(cpix)%gif->h)*gif->w], stright_dist);
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cpix += dpix;
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}
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//wall_start += upper_wall_height;
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//wall_height -= upper_wall_height;
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}
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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 = (FOV * (height-s.floor_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 = SDL_abs(int(actual_dist * SDL_cosf(angle*DEG_TO_RAD) + position.x)) % gif->w;
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int ty = SDL_abs(int(actual_dist * SDL_sinf(angle*DEG_TO_RAD) + position.y)) % gif->h;
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draw::putpd(screen_column, y, gif->pixels[tx+ty*gif->w], straight_dist);
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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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float sign = speed > 0 ? 1.0f : -1.0f;
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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*sign, 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)
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{ 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*sign };
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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)
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{ 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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wad::init("doom1.wad");
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draw::init();
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//gif = draw::loadgif("walls.gif");
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//gif = wad::loadFlat("FLOOR4_8");
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//gif = wad::loadTexture("COMPSPAN");
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gif = wad::loadPatch("TTALL1_2");
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//palette = draw::loadpal("walls.gif");
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palette = wad::loadPalette(0);
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draw::setpal(palette);
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spr = draw::loadgif("player1.gif");
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// [DEBUG] Paleta per al depth buffer
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//for(int i=0;i<256;++i) palette[i] = (255-i) | ((255-i)<<8) | ((255-i)<<16);
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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 = real_height + 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])
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{
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real_height += dt*100.0f;
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}
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if (keys[SDL_SCANCODE_A])
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{
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real_height -= dt*100.0f;
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}
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if (keys[SDL_SCANCODE_W])
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{
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//real_height += dt*100.0f;
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sectors[0].ceiling_height -= dt*100.0f;
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sectors[1].ceiling_height -= dt*100.0f;
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sectors[0].floor_height -= dt*100.0f;
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sectors[1].floor_height -= dt*100.0f;
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}
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if (keys[SDL_SCANCODE_S])
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{
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//real_height -= dt*100.0f;
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sectors[0].ceiling_height += dt*100.0f;
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sectors[1].ceiling_height += dt*100.0f;
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sectors[0].floor_height += dt*100.0f;
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sectors[1].floor_height += dt*100.0f;
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}
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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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screen_column++;
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}
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debug::print("angle:");debug::print(orientation);debug::newline();
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vec2 enemy = {256.0f, 256.0f};
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draw::map::putp(enemy.x, enemy.y, 9);
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float angle_to_enemy = is_enemy_in_fov(position.x, position.y, orientation, enemy.x, enemy.y);
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if (SDL_fabsf(angle_to_enemy) <= 64.0f)
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{
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const float d = distance(position, enemy);// * SDL_cosf(a_inc*DEG_TO_RAD);
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float dist = d * SDL_cosf(angle_to_enemy*DEG_TO_RAD);
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float wall_height = (32.0f*FOV)/dist;
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float wall_start = 120-(wall_height/32.0f)*(32.0f-(height-sectors[0].floor_height));
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debug::println("enemy height: ", wall_height);
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debug::println("enemy start: ", wall_start);
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int column = int((angle_to_enemy+32.0f)/0.2f);
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for (int i=0; i<wall_height;++i)
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{
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int tx = i * 32 / wall_height;
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const int c = column - (wall_height/2)+i;
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if (c>=0 && c<320) {
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for (int j=0;j<wall_height;++j)
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{
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int ty = j * 32 / wall_height;
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draw::putps(c, wall_start+j, getp(spr,tx,ty), d); //120-(wall_height/2)
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}
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}
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}
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//line(column, 0, column, 239, 0);
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}
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/*
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float angle = SDL_atan2f(enemy.y-position.y, enemy.x-position.x)*RAD_TO_DEG;
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if (SDL_abs(angle) <= 32.0f)
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{
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const float d = distance(position, enemy);// * SDL_cosf(a_inc*DEG_TO_RAD);
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debug::print("enemy angle:");debug::print(angle);debug::newline();
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debug::print("enemy dist:");debug::print(d);debug::newline();
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}
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*/
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// Draw map walls
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int sec = 0;
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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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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);
|
|
}
|
|
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);
|
|
|
|
for (int i=0;i<256;++i) {
|
|
draw::putp((i&0xf)*2, (i>>4)*2, i);
|
|
draw::putp((i&0xf)*2+1, (i>>4)*2, i);
|
|
draw::putp((i&0xf)*2+1, (i>>4)*2+1, i);
|
|
draw::putp((i&0xf)*2, (i>>4)*2+1, i);
|
|
}
|
|
draw::render();
|
|
|
|
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::println("height:", real_height);
|
|
debug::println("ceil_height:", sectors[0].ceiling_height);
|
|
debug::println("floor_height:", sectors[0].floor_height);
|
|
debug::render();
|
|
|
|
draw::flip();
|
|
}
|
|
|
|
return 0;
|
|
} |