Implement basic shading and colors.
CameraRay struct now stores information about tile intersection.
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67c41106ff
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@ -2,7 +2,6 @@
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#include <stdio.h>
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#include "maths.h"
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#include "level.h"
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#define ROTATION_SPEED PI
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#define TRANSLATIONAL_SPEED 1.f
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@ -59,7 +58,7 @@ static void castRays(Camera* camera)
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float rayDirection = camera->direction - camera->fov/2.f + rayDirectionStep/2.f;
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for (unsigned int i = 0; i < camera->resolution; i++) {
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camera->rays[i].direction = rayDirection;
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camera->rays[i].distance = level_rayCastDistance(camera->pos, rayDirection);
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camera->rays[i].distance = level_rayCast(camera->pos, rayDirection, &camera->rays[i].tileData);
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rayDirection += rayDirectionStep;
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}
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2
camera.h
2
camera.h
@ -2,11 +2,13 @@
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#define CAMERA_H
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#include <SFML/Graphics.hpp>
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#include "level.h"
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typedef struct
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{
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float direction;
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float distance;
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TileData tileData;
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} CameraRay;
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typedef struct
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@ -39,9 +39,34 @@ void firstperson_update(sf::RenderTarget* renderTarget, Camera* camera)
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distanceScale = (distanceScale > 1.f)? 1.f : distanceScale;
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float brightness = 255.f*(1.f-distanceScale);
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switch (camera->rays[i].tileData.side) {
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case NORTH:
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break;
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case EAST:
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case WEST:
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brightness *= 0.9;
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break;
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case SOUTH:
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brightness *= 0.8;
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break;
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}
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sf::Color color(brightness, brightness, brightness);
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switch (camera->rays[i].tileData.value) {
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case 2:
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color *= sf::Color::Red;
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break;
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case 3:
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color *= sf::Color::Green;
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break;
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case 4:
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color *= sf::Color::Blue;
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break;
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};
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sf::RectangleShape rectangle(sf::Vector2f(columnWidth, columnHeight));
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rectangle.setPosition(sf::Vector2f(i*columnWidth, centeredHeight));
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rectangle.setFillColor(sf::Color(brightness, brightness, brightness));
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rectangle.setFillColor(color);
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renderTexture.draw(rectangle);
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}
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29
level.cpp
29
level.cpp
@ -5,17 +5,17 @@
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#define WIDTH 10
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#define HEIGHT 10
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static float castRay(sf::Vector2f point, float direction);
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static float castRay(sf::Vector2f point, float direction, TileData* tileData);
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static void getGridIndex(sf::Vector2f point, int* x, int* y);
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static unsigned int level[WIDTH * HEIGHT] = {
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 0, 0, 0, 0, 0, 1, 1,
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1, 1, 1, 0, 0, 0, 0, 1, 0, 1,
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1, 1, 1, 0, 0, 0, 0, 2, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 1, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 3, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 1, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 4, 0, 1,
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1, 0, 0, 0, 0, 0, 0, 0, 0, 1,
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1, 0, 0, 1, 0, 0, 0, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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@ -36,9 +36,10 @@ void level_end()
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return;
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}
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float level_rayCastDistance(sf::Vector2f point, float direction)
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float level_rayCast(sf::Vector2f point, float direction, TileData* tileData)
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{
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return castRay(point, direction);
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if (!tileData) return -1.f;
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return castRay(point, direction, tileData);
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}
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void level_getDimensions(unsigned int* width, unsigned int* height)
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@ -55,7 +56,7 @@ unsigned int level_getGridValue(unsigned int x, unsigned int y)
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return level[y * HEIGHT + x];
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}
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static float castRay(sf::Vector2f point, float direction)
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static float castRay(sf::Vector2f point, float direction, TileData* tileData)
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{
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int indexX, indexY;
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getGridIndex(point, &indexX, &indexY);
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@ -125,7 +126,12 @@ static float castRay(sf::Vector2f point, float direction)
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if (!(inLevel0 || inLevel1)) break;
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if (horizontalRayDist < verticalRayDist) {
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if (level[indexY0 * WIDTH + indexX0]) return horizontalRayDist;
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unsigned int gridValue = level[indexY0 * WIDTH + indexX0];
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if (gridValue) {
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tileData->value = gridValue;
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tileData->side = goingDown? NORTH : SOUTH;
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return horizontalRayDist;
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}
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horizontalProjectedX += horizontalStepX;
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horizontalProjectedY += horizontalStepY;
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@ -133,7 +139,12 @@ static float castRay(sf::Vector2f point, float direction)
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horizontalRayDist += std::abs(horizontalStepY/horizontalDistCoeff);
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}
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else {
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if (level[indexY1 * WIDTH + indexX1]) return verticalRayDist;
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unsigned int gridValue = level[indexY1 * WIDTH + indexX1];
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if (gridValue) {
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tileData->value = gridValue;
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tileData->side = goingRight? WEST : EAST;
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return verticalRayDist;
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}
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verticalProjectedX += verticalStepX;
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verticalProjectedY += verticalStepY;
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16
level.h
16
level.h
@ -3,9 +3,23 @@
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#include <SFML/Graphics.hpp>
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enum level_tileSide
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{
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NORTH,
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EAST,
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SOUTH,
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WEST
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};
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typedef struct
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{
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unsigned int value;
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level_tileSide side;
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} TileData;
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int level_init();
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void level_end();
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float level_rayCastDistance(sf::Vector2f point, float direction);
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float level_rayCast(sf::Vector2f point, float direction, TileData* tileData);
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void level_getDimensions(unsigned int* width, unsigned int* height);
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unsigned int level_getGridValue(unsigned int x, unsigned int y);
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17
minimap.cpp
17
minimap.cpp
@ -97,10 +97,25 @@ static void drawGrid(sf::RenderTarget* renderTarget, unsigned int tileSize)
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{
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for (unsigned int x = 0; x < gridWidth; x++) {
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for (unsigned int y = 0; y < gridHeight; y++) {
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if (!level_getGridValue(x, y)) continue;
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unsigned int value = level_getGridValue(x, y);
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if (!value) continue;
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sf::Color color(255, 255, 255);
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switch (value) {
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case 2:
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color = sf::Color::Red;
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break;
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case 3:
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color = sf::Color::Green;
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break;
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case 4:
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color = sf::Color::Blue;
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break;
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};
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sf::RectangleShape rectangle(sf::Vector2f(tileSize, tileSize));
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rectangle.setPosition((float)x * tileSize, (float)y * tileSize);
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rectangle.setFillColor(color);
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renderTarget->draw(rectangle);
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}
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}
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4
view.cpp
4
view.cpp
@ -7,7 +7,7 @@
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#include "minimap.h"
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#include "firstperson.h"
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#define MINIMAP_SIZE 720
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#define MINIMAP_SIZE 480
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#define VIEW_SIZE MINIMAP_SIZE*2
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static int handleKeyCode(sf::Keyboard::Key key);
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@ -21,7 +21,7 @@ static sf::Clock timer;
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int view_init()
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{
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printf("view_init()\n");
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if (!camera_init(&camera, sf::Vector2f(10.f/2.f, 10.f/2.f), 0.f, 128, 0.5f*PI)) return 0;
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if (!camera_init(&camera, sf::Vector2f(10.f/2.f, 10.f/2.f), 0.f, 2<<7, 0.5f*PI)) return 0;
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if (!minimap_init(MINIMAP_SIZE)) return 0;
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if (!firstperson_init(VIEW_SIZE, MINIMAP_SIZE)) return 0;
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