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Fix visibility
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parent
8ed09615c7
commit
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15
game.h
15
game.h
@ -353,7 +353,8 @@ struct
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uint8_t soundsPlayedThisFrame; /**< Each bit says whether given sound was
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played this frame, prevents playing too many
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sounds at once. */
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RCL_RayConstraints rayConstraints;
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RCL_RayConstraints rayConstraints; ///< Ray constraints for rendering.
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RCL_RayConstraints visibilityRayConstraints; ///< Constraints for visibility.
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uint8_t keyStates[SFG_KEY_COUNT]; /**< Pressed states of keys, each value
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stores the number of frames for which the
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key has been held. */
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@ -1662,6 +1663,12 @@ void SFG_init()
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SFG_game.rayConstraints.maxHits = SFG_RAYCASTING_MAX_HITS;
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SFG_game.rayConstraints.maxSteps = SFG_RAYCASTING_MAX_STEPS;
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RCL_initRayConstraints(&SFG_game.visibilityRayConstraints);
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SFG_game.visibilityRayConstraints.maxHits =
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SFG_RAYCASTING_VISIBILITY_MAX_HITS;
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SFG_game.visibilityRayConstraints.maxSteps =
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SFG_RAYCASTING_VISIBILITY_MAX_STEPS;
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SFG_game.antiSpam = 0;
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SFG_LOG("computing average texture colors")
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@ -1734,6 +1741,10 @@ void SFG_init()
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SFG_game.save[0] = SFG_NUMBER_OF_LEVELS - 1; // revealed all levels
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}
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#if SFG_ALL_LEVELS
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SFG_game.save[0] = SFG_NUMBER_OF_LEVELS - 1;
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#endif
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SFG_setMusic((SFG_game.settings & 0x02) ?
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SFG_MUSIC_TURN_ON : SFG_MUSIC_TURN_OFF);
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@ -2868,7 +2879,7 @@ static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height,
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height,
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SFG_floorHeightAt,
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SFG_ceilingHeightAt,
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SFG_game.rayConstraints
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SFG_game.visibilityRayConstraints
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) == RCL_UNITS_PER_SQUARE;
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}
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@ -257,12 +257,13 @@
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<ul>
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<li><a href="">GNU/Linux SDL</a></li>
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<li><a href="">GNU/Linux SDL LQ</a></li>
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<li><a href="">GNU/Linux CSFML</a></li>
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<li><a href="">play in browser</a></li>
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<li><a href="">Pokitto</a></li>
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<li><a href="">GB Meta</a></li>
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<li><a href="">M$ Win$hit XP SDL</a></li>
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<li><a href="">source code</a></li>
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<li><a href="https://gitlab.com/drummyfish/anarch/-/archive/master/anarch-master.zip">source code</a></li>
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</ul>
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<h2>Explore</h2>
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@ -26,11 +26,13 @@
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// #define SFG_START_LEVEL 1
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#define SFG_IMMORTAL 1
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#define SFG_UNLOCK_DOOR 1
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#define SFG_ALL_LEVELS 1
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// #define SFG_UNLOCK_DOOR 1
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// #define SFG_REVEAL_MAP 1
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// #define SFG_INFINITE_AMMO 1
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// #define SFG_TIME_MULTIPLIER 512
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// #define SFG_CPU_LOAD(percent) printf("CPU load: %d%\n",percent);
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#define GAME_LQ
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#ifndef __EMSCRIPTEN__
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#ifndef GAME_LQ
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@ -53,6 +55,8 @@
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#define SFG_DIMINISH_SPRITES 0
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#define SFG_DITHERED_SHADOW 0
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#define SFG_BACKGROUND_BLUR 0
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#define SFG_RAYCASTING_MAX_STEPS 20
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#define SFG_RAYCASTING_MAX_HITS 8
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#endif
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#else
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// emscripten
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@ -63,6 +67,8 @@
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#define SFG_RESOLUTION_SCALEDOWN 2
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#define SFG_DITHERED_SHADOW 1
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#define SFG_BACKGROUND_BLUR 0
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#define SFG_RAYCASTING_MAX_STEPS 20
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#define SFG_RAYCASTING_MAX_HITS 8
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#include <emscripten.h>
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#endif
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34
settings.h
34
settings.h
@ -164,6 +164,30 @@
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#define SFG_RAYCASTING_MAX_HITS 10
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#endif
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/**
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Same as SFG_RAYCASTING_MAX_STEPS but for visibility rays that are used to
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check whether sprites are visible etc.
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*/
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#ifndef SFG_RAYCASTING_VISIBILITY_MAX_STEPS
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#if SFG_RAYCASTING_MAX_STEPS < 15
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#define SFG_RAYCASTING_VISIBILITY_MAX_STEPS 15
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#else
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#define SFG_RAYCASTING_VISIBILITY_MAX_STEPS SFG_RAYCASTING_MAX_STEPS
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#endif
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#endif
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/**
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Same as SFG_RAYCASTING_MAX_HITS but for visibility rays that are used to check
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whether sprites are visible etc.
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*/
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#ifndef SFG_RAYCASTING_VISIBILITY_MAX_HITS
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#if SFG_RAYCASTING_MAX_HITS < 6
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#define SFG_RAYCASTING_VISIBILITY_MAX_HITS 6
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#else
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#define SFG_RAYCASTING_VISIBILITY_MAX_HITS SFG_RAYCASTING_MAX_HITS
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#endif
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#endif
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/**
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How many times rendering should be subsampled horizontally. Bigger number
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can significantly improve performance (by casting fewer rays), but can look
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@ -396,7 +420,8 @@
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look weirdly scaled, so this option can be used to fix that.
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*/
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#ifndef SFG_SPRITE_MAX_SIZE
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#define SFG_SPRITE_MAX_SIZE SFG_SCREEN_RESOLUTION_Y
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#define SFG_SPRITE_MAX_SIZE \
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(SFG_SCREEN_RESOLUTION_Y / SFG_RESOLUTION_SCALEDOWN)
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#endif
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/**
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@ -422,6 +447,13 @@
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#define SFG_IMMORTAL 0
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#endif
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/**
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Reveals all levels to be played.
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*/
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#ifndef SFG_ALL_LEVELS
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#define SFG_ALL_LEVELS 0
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#endif
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/**
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Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
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*/
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