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#include <fmt/core.h> |
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#include <numbers> |
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#include <cmath> |
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#include "matrix.hpp" |
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#include <cstdlib> |
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#include "fenster/fenster.h" |
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#include "fenster/fenster.h" |
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#include "miniaudio.h" |
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#include "dbc.hpp" |
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#define W 480*2 |
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using matrix::Matrix; |
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#define H 480 |
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using namespace fmt; |
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static int run() { |
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Matrix MAP{ |
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Fenster f(W, H, "hello c++"); |
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{1,1,1,1,1,1,1,1,1}, |
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int t = 0; |
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{1,0,1,0,0,0,0,0,1}, |
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while (f.loop(60)) { |
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{1,0,1,0,0,1,1,0,1}, |
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for (int i = 0; i < W; i++) { |
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{1,0,0,0,0,0,0,0,1}, |
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for (int j = 0; j < H; j++) { |
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{1,1,0,0,0,0,0,0,1}, |
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f.px(i, j) = i ^ j ^ t; |
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{1,0,0,1,1,1,0,0,1}, |
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{1,0,0,0,1,0,0,0,1}, |
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{1,0,0,0,0,0,1,1,1}, |
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{1,1,1,1,1,1,1,1,1} |
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}; |
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const int SCREEN_HEIGHT=480; |
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const int THREED_VIEW_WIDTH=480; |
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const int THREED_VIEW_HEIGHT=480; |
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const int SCREEN_WIDTH=SCREEN_HEIGHT * 2; |
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const int MAP_SIZE=matrix::width(MAP); |
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const int TILE_SIZE=(SCREEN_WIDTH/2) / MAP_SIZE; |
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const float FOV = std::numbers::pi / 3.0; |
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const float HALF_FOV = FOV / 2; |
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const int CASTED_RAYS=120; |
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const float STEP_ANGLE = FOV / CASTED_RAYS; |
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const int MAX_DEPTH = MAP_SIZE * TILE_SIZE; |
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const float SCALE = (SCREEN_WIDTH / 2) / CASTED_RAYS; |
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float player_x = SCREEN_WIDTH / 4; |
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float player_y = SCREEN_WIDTH / 4; |
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float player_angle = std::numbers::pi; |
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#define rgba_color(r,g,b,a) (b<<(0*8))|(g<<(1*8))|(r<<(2*8))|(a<<(3*8)) |
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#define gray_color(c) rgba_color(c, c, c, 255) |
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void draw_rect(Fenster &window, Point pos, Point size, uint32_t color) { |
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size_t x_start = size_t(pos.x); |
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size_t y_start = size_t(pos.y); |
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size_t width = size_t(size.x); |
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size_t height = size_t(size.y); |
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dbc::check(x_start <= size_t(window.f.width), format("pos.x {} is greater than width {}", x_start, window.f.width)); |
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dbc::check(y_start <= size_t(window.f.height), format("pos.y {} is greater than height {}", y_start, window.f.height)); |
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dbc::check(x_start + width <= size_t(window.f.width), format("size width {} is greater than width {}", x_start + width, window.f.width)); |
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dbc::check(y_start + height <= size_t(window.f.height), format("size height {} is greater than height {}", y_start + height, window.f.height)); |
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for(size_t y = y_start; y < y_start + height; y++) { |
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for(size_t x = x_start; x < x_start + width; x++) { |
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window.px(x, y) = color; |
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} |
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} |
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} |
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void draw_map_rect(Fenster &window, int x, int y, uint8_t color) { |
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draw_rect(window, |
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{size_t(x * TILE_SIZE), size_t(y * TILE_SIZE)}, |
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{size_t(TILE_SIZE-1), size_t(TILE_SIZE-1)}, |
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gray_color(color)); |
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} |
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void draw_map(Fenster &window, Matrix &map) { |
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uint8_t light_grey = 191; |
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uint8_t dark_grey = 65; |
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for(size_t y = 0; y < matrix::height(map); y++) { |
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for(size_t x = 0; x < matrix::width(map); x++) { |
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draw_map_rect(window, x, y, map[y][x] == 1 ? light_grey : dark_grey); |
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} |
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} |
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} |
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void draw_line(Fenster &window, Point start, Point end) { |
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} |
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void clear(Fenster &window) { |
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for(int y = 0; y < window.f.height; y++) { |
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for(int x = 0; x < window.f.width; x++) { |
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window.px(x, y) = 0; |
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} |
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} |
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} |
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void draw_map_rays(Fenster &window, int col, int row, Point target) { |
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draw_map_rect(window, col, row, 100); |
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draw_line(window, {size_t(player_x), size_t(player_y)}, target); |
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} |
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void draw_3d_view(Fenster &window, int depth, float start_angle, int ray) { |
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uint8_t color = 255 / (1 + depth * depth * 0.0001); |
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float fixed_depth = depth * std::cos(player_angle - start_angle); |
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float wall_height = 21000 / fixed_depth; |
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if(wall_height > SCREEN_HEIGHT){ |
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wall_height = SCREEN_HEIGHT; |
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} |
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draw_rect(window, |
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{size_t(SCREEN_HEIGHT + ray * SCALE), |
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size_t((SCREEN_HEIGHT / 2) - wall_height / 2)}, |
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{size_t(SCALE), size_t(wall_height)}, |
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gray_color(color)); |
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} |
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void ray_casting(Fenster &window, Matrix& map) { |
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float start_angle = player_angle - HALF_FOV; |
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for(int ray = 0; ray < CASTED_RAYS; ray++, start_angle += STEP_ANGLE) |
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{ |
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for(int depth = 1; depth < MAX_DEPTH; depth++) { |
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float target_x = player_x - std::sin(start_angle) * depth; |
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float target_y = player_y + std::cos(start_angle) * depth; |
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int col = int(target_x / TILE_SIZE); |
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int row = int(target_y / TILE_SIZE); |
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if(map[row][col] == 1) { |
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draw_map_rays(window, col, row, {size_t(target_x), size_t(target_y)}); |
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draw_3d_view(window, depth, start_angle, ray); |
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break; |
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} |
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} |
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} |
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} |
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if (f.key(0x1b)) { |
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} |
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break; |
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} |
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void draw_ceiling_floor(Fenster &window) { |
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draw_rect(window, |
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{size_t(SCREEN_HEIGHT), 0}, |
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{size_t(SCREEN_HEIGHT), size_t(SCREEN_HEIGHT / 2)}, |
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gray_color(100)); |
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draw_rect(window, |
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{size_t(SCREEN_HEIGHT), size_t(SCREEN_HEIGHT / 2)}, |
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{size_t(SCREEN_HEIGHT), size_t(SCREEN_HEIGHT / 2)}, |
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gray_color(200)); |
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} |
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void draw_everything(Fenster &window) { |
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clear(window); |
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draw_map(window, MAP); |
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draw_ceiling_floor(window); |
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ray_casting(window, MAP); |
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} |
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bool collision(float x, float y) { |
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int col = int(x / TILE_SIZE); |
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int row = int(y / TILE_SIZE); |
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return MAP[row][col] == 1; |
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} |
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int main() { |
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Fenster window(SCREEN_WIDTH, SCREEN_HEIGHT, "Fenscaster"); |
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while(window.loop(60)) { |
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draw_everything(window); |
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float x = player_x; |
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float y = player_y; |
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player_angle -= 0.01; |
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if(!collision(x, y)) { |
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player_x = x; |
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player_y = y; |
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} |
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} |
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t++; |
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} |
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} |
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return 0; |
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return 0; |
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} |
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} |
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@ -25,8 +183,6 @@ static int run() { |
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, |
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, |
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int nCmdShow) { |
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int nCmdShow) { |
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(void)hInstance, (void)hPrevInstance, (void)pCmdLine, (void)nCmdShow; |
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(void)hInstance, (void)hPrevInstance, (void)pCmdLine, (void)nCmdShow; |
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return run(); |
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return main(); |
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} |
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} |
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#else |
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int main() { return run(); } |
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#endif |
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#endif |
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