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#pragma once
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#include <fmt/core.h>
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics/Image.hpp>
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#include <numbers>
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#include <algorithm>
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#include <cmath>
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#include "matrix.hpp"
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#include <cstdlib>
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#include <array>
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#include "dbc.hpp"
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#include "pixel.hpp"
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#include <memory>
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using Matrix = amt::Matrix<int>;
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struct Sprite {
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double x;
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double y;
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int texture;
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// ZED: this should be a separate transform parameter
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double elevation=0;
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int uDiv=1;
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int vDiv=1;
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};
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using RGBA = uint32_t;
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struct TexturePack {
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int NUM_SPRITES=1;
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int NUM_TEXTURES=11;
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int TEXTURE_WIDTH=256; // must be power of two
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int TEXTURE_HEIGHT=256; // must be power of two
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std::vector<amt::PixelBuf> images;
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std::vector<Sprite> SPRITE{{4.0, 3.55, 8}};
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const int floor = 3;
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const int ceiling = 6;
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void load_textures();
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amt::PixelBuf load_image(const char *filename);
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Sprite &get_sprite(size_t sprite_num);
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amt::PixelBuf& get(size_t num);
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};
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struct Raycaster {
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int PITCH=0;
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TexturePack textures;
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double posX = 0;
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double posY = 0;
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// initial direction vector
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double dirX = -1;
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double dirY = 0;
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// the 2d raycaster version of camera plane
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double planeX = 0;
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double planeY = 0.66;
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sf::Texture view_texture;
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sf::Sprite view_sprite;
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//ZED: USE smart pointer for this
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int $width;
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int $height;
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amt::PixelBuf pixels;
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sf::RenderWindow& $window;
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Matrix& $map;
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std::vector<int> spriteOrder;
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std::vector<double> spriteDistance;
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std::vector<double> ZBuffer; // width
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Raycaster(sf::RenderWindow& window, Matrix &map, int width, int height);
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void draw_pixel_buffer();
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void clear();
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void cast_rays();
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void draw_ceiling_floor();
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void sprite_casting();
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void sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount);
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void render();
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bool empty_space(int new_x, int new_y);
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void run(double speed, int dir);
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void rotate(double speed, int dir);
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void position_camera(float player_x, float player_y);
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void set_position(int x, int y);
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inline size_t pixcoord(int x, int y) {
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return ((y) * $width) + (x);
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}
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};
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