Fixed up the map generator so that it's placing entities in non-overlapping tiles and adapting the style for the size. It can also deal with maps that have no rooms better and places the stairs better.
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11 changed files with 55 additions and 45 deletions
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@ -15,9 +15,9 @@ Point CameraLOL::plan_move(int dir, bool strafe) {
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return {size_t(target_x), size_t(target_y)};
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}
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void CameraLOL::plan_rotate(int dir) {
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void CameraLOL::plan_rotate(int dir, float amount) {
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t = 0.0;
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double angle_dir = std::numbers::pi * 0.25 * dir;
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double angle_dir = std::numbers::pi * amount * float(dir);
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target_dir_x = rayview.$dir_x * cos(angle_dir) - rayview.$dir_y * sin(angle_dir);
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target_dir_y = rayview.$dir_x * sin(angle_dir) + rayview.$dir_y * cos(angle_dir);
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