Fixed some casting weirdness
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parent
8574f9d0f0
commit
20e8375f18
29
src/main.c
29
src/main.c
@ -28,7 +28,7 @@ void castRay(s16 angle){
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fix16 dy = sinFix16(ind);
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fix16 dx = cosFix16(ind);
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fix16 tan = FIX16(1);
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fix16 tan = FIX16(0);
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if(dx != 0) tan = fix16Div(dy, dx);
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fix16 aTan = FIX16(0);
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if(tan != 0) aTan = fix16Div(FIX16(-1), tan);
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@ -37,7 +37,7 @@ void castRay(s16 angle){
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fix16 distH = FIX16(500);
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fix16 hx = FIX16(l.pt1.x);
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fix16 hy = FIX16(l.pt1.y);
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if(angle == 0 || angle == 180){
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if(dy == 0){
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rx = FIX16(l.pt1.x);
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ry = FIX16(l.pt1.y);
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dof = 8;
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@ -58,7 +58,11 @@ void castRay(s16 angle){
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while(dof<8){
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mx = fix16ToInt(rx) / 10;
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my = fix16ToInt(ry) / 10;
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if(mx >=0 && my >= 0 && mx < 10 && my < 10 && map[my][mx] == 1){
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if(rx < 0 || ry < 0){
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dof = 8;
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continue;
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}
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if(mx < 10 && my < 10 && map[my][mx] == 1){
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dof = 8;
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hx = rx;
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hy = ry;
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@ -87,9 +91,11 @@ void castRay(s16 angle){
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xo = FIX16(10);
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yo = fix16Mul(0-xo,nTan);
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}
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if(angle == 90 || angle == 270){
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if(dx == 0){
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rx = FIX16(l.pt1.x);
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ry = FIX16(l.pt1.y);
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xo = FIX16(0);
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yo = FIX16(0);
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dof = 8;
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}
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while(dof<8){
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@ -113,12 +119,6 @@ void castRay(s16 angle){
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l.pt2.x = fix16ToInt(hx);
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l.pt2.y = fix16ToInt(hy);
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}
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char* str[5];
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sprintf(str, "%d", distV);
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BMP_drawText(str, 20, 0);
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char* str2[5];
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sprintf(str2, "%d", distH);
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BMP_drawText(str2, 20, 1);
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}
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void mapscan(){
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@ -147,10 +147,11 @@ void render(){
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//Draw the line defined above (in the background, hidden)
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mapscan();
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if(angle > 360) angle = 0;
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if(angle < 0) angle = 359;
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if(angle >= 360) angle = angle - 360;
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if(angle < 0) angle = 360 + angle;
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castRay(angle);
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BMP_drawLine(&l);
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BMP_showFPS(0);
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//Flip the data to the screen - i.e. actually draw the complete image on screen
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BMP_flip(1);
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@ -172,11 +173,11 @@ void update(){
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u16 joy = JOY_readJoypad(JOY_1);
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if(joy & BUTTON_LEFT) {
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//l.pt1.x -= SPEED;
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angle--;
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angle -= 1;
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}
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if(joy & BUTTON_RIGHT) {
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//l.pt1.x += SPEED;
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angle++;
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angle += 1;
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}
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if(joy & BUTTON_UP) {
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l.pt1.y -= SPEED;
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