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Update RCL
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@ -188,7 +188,7 @@
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#define SFG_MS_PER_FRAME (1000 / SFG_FPS) // ms per frame with target FPS
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#define SFG_BASE_SPRITE_SIZE \
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((SFG_GAME_RESOLUTION_Y * 2) / 3)
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(SFG_GAME_RESOLUTION_Y)
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#if SFG_MS_PER_FRAME == 0
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#define SFG_MS_PER_FRAME 1
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9
main.c
9
main.c
@ -151,8 +151,9 @@ typedef struct
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#define SFG_SPRITE_SIZE(size0to3) \
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(((size0to3 + 3) * SFG_BASE_SPRITE_SIZE) / 4)
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#define SFG_SPRITE_SIZE_TO_HEIGH_ABOVE_GROUND(size0to3) \
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((((size0to3) + 3) * (RCL_UNITS_PER_SQUARE / 2)) / 4)
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#define SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(size0to3) \
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((SFG_SPRITE_SIZE(size0to3) * 2) / 3)
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// ^TODO: why 3/4 and not 1/2?
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/**
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Holds information about one instance of a level item (a type of level element,
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@ -3621,7 +3622,7 @@ void SFG_draw()
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SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]),
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SFG_MONSTER_COORD_TO_SQUARES(m.coords[1]))
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+
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SFG_SPRITE_SIZE_TO_HEIGH_ABOVE_GROUND(spriteSize),
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SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize),
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SFG_player.camera);
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if (p.depth > 0)
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@ -3669,7 +3670,7 @@ void SFG_draw()
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RCL_mapToScreen(
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worldPosition,
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SFG_floorHeightAt(e.coords[0],e.coords[1])
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+ SFG_SPRITE_SIZE_TO_HEIGH_ABOVE_GROUND(spriteSize),
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+ SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize),
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SFG_player.camera);
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if (p.depth > 0)
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49
raycastlib.h
49
raycastlib.h
@ -26,7 +26,7 @@
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author: Miloslav "drummyfish" Ciz
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license: CC0 1.0
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version: 0.902
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version: 0.903
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*/
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#include <stdint.h>
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@ -107,9 +107,11 @@
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#endif
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#ifndef RCL_VERTICAL_FOV
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#define RCL_VERTICAL_FOV (RCL_UNITS_PER_SQUARE / 2)
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#define RCL_VERTICAL_FOV (RCL_UNITS_PER_SQUARE / 5)
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#endif
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#define RCL_VERTICAL_FOV_TAN (RCL_VERTICAL_FOV * 4) ///< tan approximation
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#ifndef RCL_HORIZONTAL_FOV
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#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 4)
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#endif
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@ -890,8 +892,18 @@ void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc,
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#if !RCL_RECTILINEAR
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h.distance = RCL_dist(h.position,ray.start);
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#endif
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#else
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h.distance = (h.distance * 23) / 32;
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/* ^ UGLY HACK
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For some reason the computed distance with rectilinear is larger, the
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correct distance is about 0.711 (~= 23/32) of the computed distance, so
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we correct it here in this ugly way.
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TODO: investigate why, fix nicely
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*/
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#endif
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if (typeFunc != 0)
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h.type = typeFunc(currentSquare.x,currentSquare.y);
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@ -1202,20 +1214,6 @@ static inline int16_t _RCL_drawWall(
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RCL_Unit textureCoordScaled = pixelInfo->texCoords.y;
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#if RCL_RECTILINEAR
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RCL_Unit tmp = pixelInfo->depth;
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pixelInfo->depth = (pixelInfo->depth * 23) / 32;
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/* ^ UGLY HACK
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For some reason the computed distance with rectilinear is larger, the
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correct distance is about 0.711 (~= 23/32) of the computed distance, so
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we correct it here in this ugly way.
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TODO: investigate why, fix nicely
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*/
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#endif
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for (RCL_Unit i = yCurrent + increment;
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increment == -1 ? i >= limit : i <= limit; // TODO: is efficient?
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i += increment)
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@ -1232,10 +1230,6 @@ static inline int16_t _RCL_drawWall(
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RCL_PIXEL_FUNCTION(pixelInfo);
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}
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#if RCL_RECTILINEAR
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pixelInfo->depth = tmp;
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#endif
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return limit;
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}
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@ -1697,10 +1691,11 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
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result.position.x =
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middleColumn + (-1 * toPoint.y * middleColumn) / RCL_nonZero(result.depth);
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result.position.y = camera.resolution.y / 2 -
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(((3 * camera.resolution.y) / 4 ) *
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RCL_perspectiveScale(height - camera.height,result.depth))
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/ RCL_UNITS_PER_SQUARE + camera.shear;
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result.position.y =
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camera.resolution.y / 2 -
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(RCL_perspectiveScale(height - camera.height,result.depth)
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* camera.resolution.y) / RCL_UNITS_PER_SQUARE
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+ camera.shear;
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return result;
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}
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@ -1716,7 +1711,7 @@ RCL_Unit RCL_perspectiveScale(RCL_Unit originalSize, RCL_Unit distance)
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return distance != 0 ?
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(originalSize * RCL_UNITS_PER_SQUARE) /
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((RCL_VERTICAL_FOV * 2 * distance) / RCL_UNITS_PER_SQUARE)
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((RCL_VERTICAL_FOV_TAN * 2 * distance) / RCL_UNITS_PER_SQUARE)
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: 0;
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}
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@ -1726,7 +1721,7 @@ RCL_Unit RCL_perspectiveScaleInverse(RCL_Unit originalSize,
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return scaledSize != 0 ?
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(originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) /
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// ^ take the middle
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((RCL_VERTICAL_FOV * 2 * scaledSize) / RCL_UNITS_PER_SQUARE)
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((RCL_VERTICAL_FOV_TAN * 2 * scaledSize) / RCL_UNITS_PER_SQUARE)
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: RCL_INFINITY;
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}
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