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/*
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OneLoneCoder.com - Command Line First Person Shooter (FPS) Engine
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"Why were games not done like this is 1990?" - @Javidx9
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License
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~~~~~~~
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Copyright (C) 2018 Javidx9
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This program comes with ABSOLUTELY NO WARRANTY.
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This is free software, and you are welcome to redistribute it
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under certain conditions; See license for details.
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Original works located at:
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https://www.github.com/onelonecoder
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https://www.onelonecoder.com
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https://www.youtube.com/javidx9
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GNU GPLv3
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https://github.com/OneLoneCoder/videos/blob/master/LICENSE
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From Javidx9 :)
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~~~~~~~~~~~~~~~
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Hello! Ultimately I don't care what you use this for. It's intended to be
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educational, and perhaps to the oddly minded - a little bit of fun.
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Please hack this, change it and use it in any way you see fit. You acknowledge
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that I am not responsible for anything bad that happens as a result of
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your actions. However this code is protected by GNU GPLv3, see the license in the
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github repo. This means you must attribute me if you use it. You can view this
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license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE
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Cheers!
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Background
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~~~~~~~~~~
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Whilst waiting for TheMexicanRunner to start the finale of his NesMania project,
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his Twitch stream had a counter counting down for a couple of hours until it started.
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With some time on my hands, I thought it might be fun to see what the graphical
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capabilities of the console are. Turns out, not very much, but hey, it's nice to think
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Wolfenstein could have existed a few years earlier, and in just ~200 lines of code.
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IMPORTANT!!!!
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~~~~~~~~~~~~~
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READ ME BEFORE RUNNING!!! This program expects the console dimensions to be set to
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120 Columns by 40 Rows. I recommend a small font "Consolas" at size 16. You can do this
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by running the program, and right clicking on the console title bar, and specifying
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the properties. You can also choose to default to them in the future.
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Future Modifications
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~~~~~~~~~~~~~~~~~~~~
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1) Shade block segments based on angle from player, i.e. less light reflected off
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walls at side of player. Walls straight on are brightest.
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2) Find an interesting and optimised ray-tracing method. I'm sure one must exist
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to more optimally search the map space
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3) Add bullets!
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4) Add bad guys!
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Author
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~~~~~~
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Twitter: @javidx9
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Blog: www.onelonecoder.com
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Video:
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~~~~~~
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xxxxxxx
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Last Updated: 27/02/2017
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*/
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#include <iostream>
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#include <vector>
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#include <utility>
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#include <algorithm>
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#include <chrono>
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using namespace std;
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#include <stdio.h>
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#include <Windows.h>
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int nScreenWidth = 120; // Console Screen Size X (columns)
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int nScreenHeight = 40; // Console Screen Size Y (rows)
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int nMapWidth = 16; // World Dimensions
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int nMapHeight = 16;
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float fPlayerX = 14.7f; // Player Start Position
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float fPlayerY = 5.09f;
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float fPlayerA = 0.0f; // Player Start Rotation
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float fFOV = 3.14159f / 4.0f; // Field of View
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float fDepth = 16.0f; // Maximum rendering distance
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float fSpeed = 5.0f; // Walking Speed
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int main()
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{
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// Create Screen Buffer
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wchar_t *screen = new wchar_t[nScreenWidth*nScreenHeight];
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HANDLE hConsole = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL);
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SetConsoleActiveScreenBuffer(hConsole);
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DWORD dwBytesWritten = 0;
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// Create Map of world space # = wall block, . = space
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wstring map;
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map += L"#########.......";
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map += L"#...............";
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map += L"#.......########";
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map += L"#..............#";
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map += L"#......##......#";
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map += L"#......##......#";
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map += L"#..............#";
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map += L"###............#";
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map += L"##.............#";
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map += L"#......####..###";
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map += L"#......#.......#";
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map += L"#......#.......#";
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map += L"#..............#";
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map += L"#......#########";
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map += L"#..............#";
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map += L"################";
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auto tp1 = chrono::system_clock::now();
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auto tp2 = chrono::system_clock::now();
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while (1)
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{
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// We'll need time differential per frame to calculate modification
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// to movement speeds, to ensure consistant movement, as ray-tracing
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// is non-deterministic
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tp2 = chrono::system_clock::now();
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chrono::duration<float> elapsedTime = tp2 - tp1;
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tp1 = tp2;
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float fElapsedTime = elapsedTime.count();
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// Handle CCW Rotation
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if (GetAsyncKeyState((unsigned short)'A') & 0x8000)
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fPlayerA -= (fSpeed * 0.75f) * fElapsedTime;
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// Handle CW Rotation
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if (GetAsyncKeyState((unsigned short)'D') & 0x8000)
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fPlayerA += (fSpeed * 0.75f) * fElapsedTime;
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// Handle Forwards movement & collision
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if (GetAsyncKeyState((unsigned short)'W') & 0x8000)
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{
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fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;;
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fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;;
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if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#')
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{
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fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;;
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fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;;
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}
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}
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// Handle backwards movement & collision
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if (GetAsyncKeyState((unsigned short)'S') & 0x8000)
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{
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fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;;
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fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;;
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if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#')
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{
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fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;;
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fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;;
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}
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}
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for (int x = 0; x < nScreenWidth; x++)
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{
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// For each column, calculate the projected ray angle into world space
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float fRayAngle = (fPlayerA - fFOV/2.0f) + ((float)x / (float)nScreenWidth) * fFOV;
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// Find distance to wall
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float fStepSize = 0.1f; // Increment size for ray casting, decrease to increase
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float fDistanceToWall = 0.0f; // resolution
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bool bHitWall = false; // Set when ray hits wall block
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bool bBoundary = false; // Set when ray hits boundary between two wall blocks
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float fEyeX = sinf(fRayAngle); // Unit vector for ray in player space
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float fEyeY = cosf(fRayAngle);
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// Incrementally cast ray from player, along ray angle, testing for
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// intersection with a block
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while (!bHitWall && fDistanceToWall < fDepth)
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{
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fDistanceToWall += fStepSize;
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int nTestX = (int)(fPlayerX + fEyeX * fDistanceToWall);
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int nTestY = (int)(fPlayerY + fEyeY * fDistanceToWall);
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// Test if ray is out of bounds
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if (nTestX < 0 || nTestX >= nMapWidth || nTestY < 0 || nTestY >= nMapHeight)
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{
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bHitWall = true; // Just set distance to maximum depth
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fDistanceToWall = fDepth;
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}
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else
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{
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// Ray is inbounds so test to see if the ray cell is a wall block
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if (map.c_str()[nTestX * nMapWidth + nTestY] == '#')
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{
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// Ray has hit wall
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bHitWall = true;
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// To highlight tile boundaries, cast a ray from each corner
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// of the tile, to the player. The more coincident this ray
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// is to the rendering ray, the closer we are to a tile
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// boundary, which we'll shade to add detail to the walls
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vector<pair<float, float>> p;
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// Test each corner of hit tile, storing the distance from
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// the player, and the calculated dot product of the two rays
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for (int tx = 0; tx < 2; tx++)
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for (int ty = 0; ty < 2; ty++)
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{
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// Angle of corner to eye
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float vy = (float)nTestY + ty - fPlayerY;
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float vx = (float)nTestX + tx - fPlayerX;
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float d = sqrt(vx*vx + vy*vy);
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float dot = (fEyeX * vx / d) + (fEyeY * vy / d);
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p.push_back(make_pair(d, dot));
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}
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// Sort Pairs from closest to farthest
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sort(p.begin(), p.end(), [](const pair<float, float> &left, const pair<float, float> &right) {return left.first < right.first; });
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// First two/three are closest (we will never see all four)
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float fBound = 0.01;
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if (acos(p.at(0).second) < fBound) bBoundary = true;
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if (acos(p.at(1).second) < fBound) bBoundary = true;
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if (acos(p.at(2).second) < fBound) bBoundary = true;
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}
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}
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}
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// Calculate distance to ceiling and floor
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int nCeiling = (float)(nScreenHeight/2.0) - nScreenHeight / ((float)fDistanceToWall);
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int nFloor = nScreenHeight - nCeiling;
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// Shader walls based on distance
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short nShade = ' ';
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if (fDistanceToWall <= fDepth / 4.0f) nShade = 0x2588; // Very close
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else if (fDistanceToWall < fDepth / 3.0f) nShade = 0x2593;
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else if (fDistanceToWall < fDepth / 2.0f) nShade = 0x2592;
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else if (fDistanceToWall < fDepth) nShade = 0x2591;
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else nShade = ' '; // Too far away
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if (bBoundary) nShade = ' '; // Black it out
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for (int y = 0; y < nScreenHeight; y++)
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{
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// Each Row
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if(y <= nCeiling)
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screen[y*nScreenWidth + x] = ' ';
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else if(y > nCeiling && y <= nFloor)
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screen[y*nScreenWidth + x] = nShade;
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else // Floor
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{
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// Shade floor based on distance
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float b = 1.0f - (((float)y -nScreenHeight/2.0f) / ((float)nScreenHeight / 2.0f));
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if (b < 0.25) nShade = '#';
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else if (b < 0.5) nShade = 'x';
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else if (b < 0.75) nShade = '.';
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else if (b < 0.9) nShade = '-';
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else nShade = ' ';
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screen[y*nScreenWidth + x] = nShade;
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}
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}
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}
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// Display Stats
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swprintf_s(screen, 40, L"X=%3.2f, Y=%3.2f, A=%3.2f FPS=%3.2f ", fPlayerX, fPlayerY, fPlayerA, 1.0f/fElapsedTime);
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// Display Map
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for (int nx = 0; nx < nMapWidth; nx++)
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for (int ny = 0; ny < nMapWidth; ny++)
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{
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screen[(ny+1)*nScreenWidth + nx] = map[ny * nMapWidth + nx];
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}
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screen[((int)fPlayerX+1) * nScreenWidth + (int)fPlayerY] = 'P';
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// Display Frame
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screen[nScreenWidth * nScreenHeight - 1] = '\0';
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WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
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}
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return 0;
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}
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