#include <asm-generic/errno.h>
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#include <cmath>
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#include <string>
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#include <vector>
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#include <iostream>
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#include "quickcg.h"
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using namespace QuickCG
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#define mapWidth 32
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#define mapHeight 32
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#define screenWidth 320
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#define screenHeight 200
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int worldMap[mapWidth][mapHeight]=
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{
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,3,0,0,3,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,0,3,0,0,3,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,0,3,0,0,3,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,2,0,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
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};
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int main(int /*argc*/, char */*argv*/[])
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{
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double posX = 22, posY = 12; //x and y start position
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double dirX = -1, dirY = 0; //initial direction
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double planeX = 0, planeY = 0.66; //2d raycaster camera plane
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double time = 0; //current frame
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double oldTime = 0; //previous frame
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screen(screenWidth, screenHeight, 0, "Raycaster");
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while(!done())
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{
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for(int x = 0; x < w; x++)
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{
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double cameraX = 2 * x / (double)w - 1;
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double rayDirX = dirX + planeX * cameraX;
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double rayDirY = dirY + planeY * cameraX;
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int mapX = int(posX);
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int mapY = int(posY);
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double sideDistX;
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double sideDistY;
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double deltaDistX = (rayDirX == 0) ? 1e30 : std::abs(1 / rayDirX);
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double deltaDistY = (rayDirY == 0) ? 1e30 : std::abs(1 / rayDirY);
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double perpWallDist;
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int stepX;
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int stepY;
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int hit = 0;
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int side;
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if(rayDirX < 0) {
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stepX = -1;
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sideDistX = (posX -mapX) * deltaDistX;
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} else {
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stepX = 1;
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sideDistX = (mapX + 1.0 - posX) * deltaDistX;
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}
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if(rayDirY < 0) {
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stepY = -1;
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sideDistY = (posY - mapY) * deltaDistY;
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} else {
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stepY = 1;
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sideDistY = (mapY +1.0 - posY) * deltaDistY;
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}
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while(hit == 0)
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{
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if(sideDistX < sideDistY) {
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sideDistX += deltaDistX;
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mapX += stepX;
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side = 0;
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} else {
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sideDistY += deltaDistY;
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mapY += stepY;
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side = 1;
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}
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if(worldMap[mapX][mapY] > 0) hit = 1;
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if(side == 0) perpWallDist = (sideDistX - deltaDistX);
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else perpWallDist = (sideDistY - deltaDistY);
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int lineHeight = (int)(h /perpWallDist);
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}
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}
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}
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}
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