#include #include #include #include #include #include "moteur.h" #include "sprites.h" #include "map_test.h" int angle_60; int angle_30; int angle_15; int angle_90; int angle_180; int angle_270; int angle_360; int angle_5; int angle_10; int angle_45; int cos_table[ang_360p]; int sin_table[ang_360p]; int tan_table[ang_360p]; int acos_table[ang_360p]; int asin_table[ang_360p]; int atan_table[ang_360p]; float tab_mur_x[ang_360p]; float tab_mur_y[ang_360p]; int distors_table[ang_360p]; angle_60 = viewport_w; angle_30 = floor(viewport_w * 0.5); angle_15 = floor(viewport_w * 0.25); angle_90 = floor(viewport_w * 1.5); angle_180 = floor(viewport_w * 3); angle_270 = floor(viewport_w * 4.5); angle_360 = floor(viewport_w * 6); angle_5 = floor(viewport_w / 12); angle_10 = floor(viewport_w / 6); angle_45 = floor(viewport_w * 0.75); unsigned short table_couleur[235] = { 0x10a2,0x18a3,0x18a3,0x18c3,0x18c3,0x18c3,0x18c3, 0x18e3,0x18e3,0x20e4,0x20e4,0x2104,0x2104,0x2104, 0x2104,0x2124,0x2124,0x2124,0x2925,0x2945,0x2945, 0x2945,0x2945,0x2965,0x2965,0x2965,0x3166,0x3186, 0x3186,0x3186,0x3186,0x31a6,0x31a6,0x31a6,0x39a7, 0x39c7,0x39c7,0x39c7,0x39c7,0x39e7,0x39e7,0x39e7, 0x41e8,0x4208,0x4208,0x4208,0x4208,0x4228,0x4228, 0x4228,0x4a29,0x4a49,0x4a49,0x4a49,0x4a49,0x4a69, 0x4a69,0x4a69,0x4a69,0x528a,0x528a,0x528a,0x528a, 0x52aa,0x52aa,0x52aa,0x52aa,0x5aab,0x5acb,0x5acb, 0x5acb,0x5acb,0x5aeb,0x5aeb,0x5aeb,0x62ec,0x630c, 0x630c,0x630c,0x630c,0x632c,0x632c,0x632c,0x6b2d, 0x6b4d,0x6b4d,0x6b4d,0x6b4d,0x6b6d,0x6b6d,0x6b6d, 0x6b6d,0x738e,0x738e,0x738e,0x738e,0x73ae,0x73ae, 0x73ae,0x73ae,0x7bcf,0x7bcf,0x7bcf,0x7bcf,0x7bef, 0x7bef,0x7bef,0x7bef,0x8410,0x8410,0x8410,0x8410, 0x8430,0x8430,0x8430,0x8430,0x8c51,0x8c51,0x8c51, 0x8c51,0x8c71,0x8c71,0x8c71,0x8c71,0x9492,0x9492, 0x9492,0x9492,0x94b2,0x94b2,0x94b2,0x94b2,0x94d2, 0x9cd3,0x9cd3,0x9cd3,0x9cf3,0x9cf3,0x9cf3,0x9cf3, 0x9d13,0xa514,0xa514,0xa514,0xa534,0xa534,0xa534, 0xa534,0xa554,0xad55,0xad55,0xad55,0xad55,0xad75, 0xad75,0xad75,0xad75,0xb596,0xb596,0xb596,0xb596, 0xb5b6,0xb5b6,0xb5b6,0xb5b6,0xb5d6,0xbdd7,0xbdd7, 0xbdd7,0xbdf7,0xbdf7,0xbdf7,0xbdf7,0xbe17,0xc618, 0xc618,0xc618,0xc638,0xc638,0xc638,0xc638,0xc658, 0xce59,0xce59,0xce59,0xce79,0xce79,0xce79,0xce79, 0xce99,0xd69a,0xd69a,0xd69a,0xd6ba,0xd6ba,0xd6ba, 0xd6ba,0xd6da,0xdedb,0xdedb,0xdedb,0xdefb,0xdefb, 0xdefb,0xdefb,0xdf1b,0xdf1b,0xe71c,0xe71c,0xe73c, 0xe73c,0xe73c,0xe73c,0xe75c,0xe75c,0xef5d,0xef5d, 0xef7d,0xef7d,0xef7d,0xef7d,0xef9d,0xef9d,0xf79e, 0xf79e,0xf7be,0xf7be,0xf7be,0xf7be,0xf7de,0xf7de, 0xffdf,0xffdf,0xffff,0xffff }; float deg_to_rad(float angle_deg) { return((angle_deg * pi) / 180); } void compute_table() { extern int angle_30;//il y en a des inutilisés extern int angle_15; extern int angle_90; extern int angle_180; extern int angle_270; extern int angle_360; extern int angle_5; extern int angle_10; extern int angle_45; extern int cos_table[ang_360p]; extern int sin_table[ang_360p]; extern int tan_table[ang_360p]; extern int acos_table[ang_360p]; extern int asin_table[ang_360p]; extern int atan_table[ang_360p]; extern float tab_mur_x[ang_360p]; extern float tab_mur_y[ang_360p]; extern int distors_table[ang_360p]; int i = 0; float rad_i = 0; while (i != angle_360) { rad_i = deg_to_rad(i / viewport_w); cos_table[i] = floor( 64 * cos(rad_i)); sin_table[i] = floor( 64 * sin(rad_i)); tan_table[i] = floor( 64 * tan(rad_i)); acos_table[i] = floor( 64 * acos(rad_i)); asin_table[i] = floor( 64 * asin(rad_i)); atan_table[i] = floor( 64 * atan(rad_i)); if (i >= 90 && i < angle_270) { tab_mur_x[i] = tile_size / tan(rad_i); if (tab_mur_x[i] > 0) { tab_mur_x[i] = -tab_mur_x[i]; } } else { tab_mur_x[i] = tile_size / tan(rad_i); if (tab_mur_x[i] < 0) { tab_mur_x[i] = -tab_mur_x[i]; } } if (i >= 0 && i < angle_180) { tab_mur_y[i] = tile_size / tan(rad_i); if (tab_mur_y[i] < 0) { tab_mur_y[i] = -tab_mur_y[i]; } } else { tab_mur_y[i] = tile_size / tan(rad_i); if (tab_mur_y[i] > 0) { tab_mur_y[i] = -tab_mur_y[i]; } } i++; } for (i = -30; i <= angle_30;) { distors_table[i + angle_30] = floor(128*(1 / cos(deg_to_rad(i)))); i++; } } void load_map(int){ } void draw_background(int){ } void draw_walls(){ int vertical_grid = 0; int horizontal_grid = 0; int dist_to_n_v_grid = 0; //distance to next vertical grid int dist_to_n_h_grid = 0; int x_intersect = 0; int y_intersect = 0; float dist_to_n_x_intersect = 0; float dist_to_n_y_intersect = 0; int x_raypos = 0; int y_raypos = 0; int dist_to_v_hit = 0; int dist_to_h_hit = 0; int castarc = 0; int castcolumn = 0; int wall_haut = 0; int wall_bas = 0; int half_viewport_h = viewport_h * 0.5; //Va y avoir besoin quand je vais //réduire par deux la résolution horizontale du bouzin int rgh_xdist = 1; int rgh_ydist = 1; int couleur = 0; char wall_type = 1; //type de mur touché par le raycast int wall_dist = 0; int proj_wall_h = 0; double wall_temp = 0; extern int angle_30;//il y en a peut être des inutilisés, a voir extern int angle_15; extern int angle_90; extern int angle_180; extern int angle_270; extern int angle_360; extern int angle_5; extern int angle_10; extern int angle_45; extern int cos_table[ang_360p]; extern int sin_table[ang_360p]; extern int tan_table[ang_360p]; extern int acos_table[ang_360p]; extern int asin_table[ang_360p]; extern int atan_table[ang_360p]; extern float tab_mur_x[ang_360p]; extern float tab_mur_y[ang_360p]; extern int distors_table[ang_360p]; extern int player_x; extern int player_y; extern int player_dir; extern char map_test[map_w][map_h]; //Note : les dupdate() et dprint() en masse sont pour le debug castarc = player_dir - angle_30; if (castarc < 0) { castarc += angle_360; } if (castarc >= angle_360) { castarc -= angle_360; } for ( castcolumn = 0; castcolumn < viewport_w;) { dprint( 1, 1, C_BLACK, "castcolumn : %d", castcolumn); dprint( 1, 10, C_BLACK, "castarc : %d", castarc); if (castarc > 0 && castarc < angle_180) { horizontal_grid = floor(player_y / tile_size) * tile_size + tile_size; dist_to_n_h_grid = tile_size; x_intersect = floor((atan_table[castarc] * (horizontal_grid - player_y)) >> 6) + player_x; dprint( 1, 20, C_BLACK, "x_intersect : %d", x_intersect); } else { horizontal_grid = floor(player_y / tile_size) * tile_size; dist_to_n_h_grid = -tile_size; x_intersect = floor((atan_table[castarc] * (horizontal_grid - player_y)) >> 6) + player_x; horizontal_grid--; dprint( 1, 20, C_BLACK, "x_intersect : %d", x_intersect); } if (castarc == 0 || castarc == angle_180) { dist_to_h_hit = max_dist; dprint( 1, 100, C_BLACK, "x_0/180"); } else { dist_to_n_x_intersect = tab_mur_x[castarc]; while (true) { x_raypos = floor(x_intersect / tile_size); y_raypos = floor(horizontal_grid / tile_size); //rgh_xdist = abs(x_raypos - (tile_size * player_x)); //rgh_ydist = abs(y_raypos- (tile_size * player_y)); //Gros truc bien long pour vérifier que le rayon est pas trop loin //Note : Si je remplace le <= par < avec les raypos, ça plante :/ if (x_raypos >= map_w || y_raypos >= map_h || x_raypos <= 0 || y_raypos <= 0 || rgh_xdist > max_dist || rgh_ydist > max_dist) { dist_to_h_hit = max_dist; dprint( 200, 1, C_BLACK, "H : Max_dist"); break; } else if (map_test[x_raypos][y_raypos] == 0) { x_intersect += dist_to_n_x_intersect; horizontal_grid += dist_to_n_h_grid; } else { dist_to_h_hit = floor(((x_intersect - player_x) * acos_table[castarc]) >> 6); wall_type = map_test[x_raypos][y_raypos]; dprint( 200, 10, C_BLACK, "H : Hit"); dprint( 200, 20, C_BLACK, "x_intersect : %d", x_intersect); dprint( 200, 30, C_BLACK, "horizontal_grid : %d", horizontal_grid); dprint( 200, 40, C_BLACK, "wall_type : %d", wall_type); break; } } dprint( 1, 30, C_BLACK, "dist_to_h_hit : %d", dist_to_h_hit); } if (castarc < angle_90 || castarc > angle_270) { vertical_grid = tile_size + floor(player_x / tile_size) * tile_size; dist_to_n_v_grid = tile_size; y_intersect = floor((tan_table[castarc] * (vertical_grid - player_x)) >> 6 ) + player_y; dprint( 1, 40, C_BLACK, "y_intersect : %d", y_intersect); } else { vertical_grid = floor(player_x / tile_size * tile_size); dist_to_n_v_grid = -tile_size; y_intersect = floor((tan_table[castarc] * (vertical_grid - player_x)) >> 6 ) + player_y; vertical_grid--; dprint( 1, 40, C_BLACK, "y_intersect : %d", y_intersect); } if (castarc == angle_90 || castarc == angle_270) { dist_to_v_hit = max_dist; dprint( 1, 80, C_BLACK, "y_90/270"); } else { dist_to_n_y_intersect = tab_mur_y[castarc]; while (true) { x_raypos = floor(vertical_grid / tile_size); y_raypos = floor(y_intersect / tile_size); //rgh_xdist = abs(x_raypos - (tile_size * player_x)); //rgh_ydist = abs(y_raypos - (tile_size * player_y)); if (x_raypos >= map_w || y_raypos >= map_h || x_raypos <= 0 || y_raypos <= 0 || rgh_xdist > max_dist || rgh_ydist > max_dist) { dist_to_h_hit = max_dist; dprint( 200, 50, C_BLACK, "V : Max_dist"); break; } else if (map_test[x_raypos][y_raypos] == 0) { y_intersect += dist_to_n_y_intersect; horizontal_grid += dist_to_n_h_grid; } else { dist_to_v_hit = floor(((x_intersect - player_x) * acos_table[castarc]) >> 6); wall_type = map_test[x_raypos][y_raypos]; dprint( 200, 60, C_BLACK, "V : Hit"); dprint( 200, 70, C_BLACK, "y_intersect : %d", y_intersect); dprint( 200, 80, C_BLACK, "horizontal_grid : %d", horizontal_grid); dprint( 200, 90, C_BLACK, "wall_type : %d", wall_type); break; } } dprint( 1, 50, C_BLACK, "dist_to_v_hit : %d", dist_to_v_hit); } if (dist_to_h_hit <= dist_to_v_hit) { wall_dist = dist_to_h_hit; } else { wall_dist = dist_to_v_hit; } wall_temp = floor(wall_dist / distors_table[castcolumn]); wall_dist = wall_temp; wall_dist = wall_dist >> 7; dprint( 1, 60, C_BLACK, "wall_dist : %d", wall_dist); if (wall_dist >= max_dist){ wall_dist = max_dist; //devrait pas y en avoir besoin mais bon } if (wall_dist == 0){ wall_dist += 1; } proj_wall_h = floor((tile_size * player_pj_pl_dist / wall_dist)*0.5); if (proj_wall_h >= half_viewport_h){ proj_wall_h = half_viewport_h; } wall_bas = half_viewport_h - proj_wall_h; wall_haut = half_viewport_h + proj_wall_h; if (wall_haut < 0) { wall_haut = 0; } if (wall_bas >= viewport_h) { wall_bas = viewport_h - 1; } wall_bas = (wall_bas - wall_haut) + 1; /* if (floor(wall_dist) < max_dist) { couleur = floor(255 - (wall_dist / max_dist) * 255)-20; if (couleur <= 0) { couleur = 0; } if (couleur > 235) { couleur = 235; } /* switch (wall_type) { case 1: { drect(castcolumn, wall_haut, castcolumn, wall_bas, wall_color); break; } case 2: { drect(castcolumn, wall_haut, castcolumn, wall_bas, 0xFAFA); break; } } */ /* drect( castcolumn, wall_haut, castcolumn, wall_bas, 0xAAAA); //nrmlnt : table_couleur[couleur] } else { drect( castcolumn, wall_haut, castcolumn, wall_bas, 0x5ACB); } */ dupdate(); getkey(); dclear(C_WHITE); castarc++; castcolumn++; if (castarc >= angle_360) { castarc -= angle_360; } } }