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#include <iostream>
#include <vector>
#include <utility>
#include <algorithm>
#include <chrono>
using namespace std;

#include <stdio.h>
#include <Windows.h>

int nScreenWidth = 120;			// Console Screen Size X (columns)
int nScreenHeight = 40;			// Console Screen Size Y (rows)
int nMapWidth = 16;				// World Dimensions
int nMapHeight = 16;

float fPlayerX = 14.7f;			// Player Start Position
float fPlayerY = 5.09f;
float fPlayerA = 0.0f;			// Player Start Rotation
float fFOV = 3.14159f / 4.0f;	// Field of View
float fDepth = 16.0f;			// Maximum rendering distance
float fSpeed = 5.0f;			// Walking Speed

int main()
{
	// Create Screen Buffer
	wchar_t *screen = new wchar_t[nScreenWidth*nScreenHeight];
	HANDLE hConsole = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL);
	SetConsoleActiveScreenBuffer(hConsole);
	DWORD dwBytesWritten = 0;

	// Create Map of world space # = wall block, . = space
	wstring map;
	map += L"#########.......";
	map += L"#...............";
	map += L"#.......########";
	map += L"#..............#";
	map += L"#......##......#";
	map += L"#......##......#";
	map += L"#..............#";
	map += L"###............#";
	map += L"##.............#";
	map += L"#......####..###";
	map += L"#......#.......#";
	map += L"#......#.......#";
	map += L"#..............#";
	map += L"#......#########";
	map += L"#..............#";
	map += L"################";

	auto tp1 = chrono::system_clock::now();
	auto tp2 = chrono::system_clock::now();
	
	while (1)
	{
		// We'll need time differential per frame to calculate modification
		// to movement speeds, to ensure consistant movement, as ray-tracing
		// is non-deterministic
		tp2 = chrono::system_clock::now();
		chrono::duration<float> elapsedTime = tp2 - tp1;
		tp1 = tp2;
		float fElapsedTime = elapsedTime.count();


		// Handle CCW Rotation
		if (GetAsyncKeyState((unsigned short)'A') & 0x8000)
			fPlayerA -= (fSpeed * 0.75f) * fElapsedTime;

		// Handle CW Rotation
		if (GetAsyncKeyState((unsigned short)'D') & 0x8000)
			fPlayerA += (fSpeed * 0.75f) * fElapsedTime;
		
		// Handle Forwards movement & collision
		if (GetAsyncKeyState((unsigned short)'W') & 0x8000)
		{
			fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;;
			fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;;
			if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#')
			{
				fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;;
				fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;;
			}			
		}

		// Handle backwards movement & collision
		if (GetAsyncKeyState((unsigned short)'S') & 0x8000)
		{
			fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;;
			fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;;
			if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#')
			{
				fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;;
				fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;;
			}
		}

		for (int x = 0; x < nScreenWidth; x++)
		{
			// For each column, calculate the projected ray angle into world space
			float fRayAngle = (fPlayerA - fFOV/2.0f) + ((float)x / (float)nScreenWidth) * fFOV;

			// Find distance to wall
			float fStepSize = 0.1f;		  // Increment size for ray casting, decrease to increase										
			float fDistanceToWall = 0.0f; //                                      resolution

			bool bHitWall = false;		// Set when ray hits wall block
			bool bBoundary = false;		// Set when ray hits boundary between two wall blocks

			float fEyeX = sinf(fRayAngle); // Unit vector for ray in player space
			float fEyeY = cosf(fRayAngle);

			// Incrementally cast ray from player, along ray angle, testing for 
			// intersection with a block
			while (!bHitWall && fDistanceToWall < fDepth)
			{
				fDistanceToWall += fStepSize;
				int nTestX = (int)(fPlayerX + fEyeX * fDistanceToWall);
				int nTestY = (int)(fPlayerY + fEyeY * fDistanceToWall);
				
				// Test if ray is out of bounds
				if (nTestX < 0 || nTestX >= nMapWidth || nTestY < 0 || nTestY >= nMapHeight)
				{
					bHitWall = true;			// Just set distance to maximum depth
					fDistanceToWall = fDepth;
				}
				else
				{
					// Ray is inbounds so test to see if the ray cell is a wall block
					if (map.c_str()[nTestX * nMapWidth + nTestY] == '#')
					{
						// Ray has hit wall
						bHitWall = true;

						// To highlight tile boundaries, cast a ray from each corner
						// of the tile, to the player. The more coincident this ray
						// is to the rendering ray, the closer we are to a tile 
						// boundary, which we'll shade to add detail to the walls
						vector<pair<float, float>> p;

						// Test each corner of hit tile, storing the distance from
						// the player, and the calculated dot product of the two rays
						for (int tx = 0; tx < 2; tx++)
							for (int ty = 0; ty < 2; ty++)
							{
								// Angle of corner to eye
								float vy = (float)nTestY + ty - fPlayerY;
								float vx = (float)nTestX + tx - fPlayerX;
								float d = sqrt(vx*vx + vy*vy); 
								float dot = (fEyeX * vx / d) + (fEyeY * vy / d);
								p.push_back(make_pair(d, dot));
							}

						// Sort Pairs from closest to farthest
						sort(p.begin(), p.end(), [](const pair<float, float> &left, const pair<float, float> &right) {return left.first < right.first; });
						
						// First two/three are closest (we will never see all four)
						float fBound = 0.01;
						if (acos(p.at(0).second) < fBound) bBoundary = true;
						if (acos(p.at(1).second) < fBound) bBoundary = true;
						if (acos(p.at(2).second) < fBound) bBoundary = true;
					}
				}
			}
		
			// Calculate distance to ceiling and floor
			int nCeiling = (float)(nScreenHeight/2.0) - nScreenHeight / ((float)fDistanceToWall);
			int nFloor = nScreenHeight - nCeiling;

			// Shader walls based on distance
			short nShade = ' ';
			if (fDistanceToWall <= fDepth / 4.0f)			nShade = 0x2588;	// Very close	
			else if (fDistanceToWall < fDepth / 3.0f)		nShade = 0x2593;
			else if (fDistanceToWall < fDepth / 2.0f)		nShade = 0x2592;
			else if (fDistanceToWall < fDepth)				nShade = 0x2591;
			else											nShade = ' ';		// Too far away

			if (bBoundary)		nShade = ' '; // Black it out
			
			for (int y = 0; y < nScreenHeight; y++)
			{
				// Each Row
				if(y <= nCeiling)
					screen[y*nScreenWidth + x] = ' ';
				else if(y > nCeiling && y <= nFloor)
					screen[y*nScreenWidth + x] = nShade;
				else // Floor
				{				
					// Shade floor based on distance
					float b = 1.0f - (((float)y -nScreenHeight/2.0f) / ((float)nScreenHeight / 2.0f));
					if (b < 0.25)		nShade = '#';
					else if (b < 0.5)	nShade = 'x';
					else if (b < 0.75)	nShade = '.';
					else if (b < 0.9)	nShade = '-';
					else				nShade = ' ';
					screen[y*nScreenWidth + x] = nShade;
				}
			}
		}

		// Display Stats
		swprintf_s(screen, 40, L"X=%3.2f, Y=%3.2f, A=%3.2f FPS=%3.2f ", fPlayerX, fPlayerY, fPlayerA, 1.0f/fElapsedTime);

		// Display Map
		for (int nx = 0; nx < nMapWidth; nx++)
			for (int ny = 0; ny < nMapWidth; ny++)
			{
				screen[(ny+1)*nScreenWidth + nx] = map[ny * nMapWidth + nx];
			}
		screen[((int)fPlayerX+1) * nScreenWidth + (int)fPlayerY] = 'P';

		// Display Frame
		screen[nScreenWidth * nScreenHeight - 1] = '\0';
		WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
	}

	return 0;
}
//Get data file at https://codecatch.net/post.php?postID=91e87d73
//Iteration 1 of Wing Project. Solution breaks down around n=35

#include <iostream>
#include <fstream>
#include <string>
#include <vector>
#include <map>
using namespace std;

int getSum(map<int, int> list);
void readData(map<int, float>* data);
void lowestPrice();
void findSums(int n, vector<map<int, int>>* sumsList, map<int, float>* data);
//void findSum(map<int, int> currList, int x, int n, vector<map<int, int>>* sumsList);
void findSum(map<int, int> currList, int x, int n, vector<map<int, int>>* sumsList, map<int, float>* data);
float getPrice(map<int, int> set, map<int, float>* data);

template <typename S>
ostream& operator<<(ostream& os, const vector<S>& vector)
{
	// Printing all the elements using <<
	for (auto element : vector) {
	os << element << " ";
	}
	return os;
}

bool operator==(map<int, int> m1, map<int, int> m2)
{
	if(m1.size() != m2.size())
	return false;

	bool ret = true;

	for(auto it = m1.begin(); it !=m1.end() && ret; it++)
	{
	if(ret && m1.count(it->first) != m2.count(it->first))
	ret = false;

	if(ret && m1.count(it->first) == 1)
	{
	if(m1.at(it->first) != m2.at(it->first))
	ret = false;
	}
	}

	return ret;
}


int main()
{
	map<int, float> data;
	readData(&data);

	vector<map<int, int>> *sumsList;
	sumsList = new vector<map<int, int>>;
	findSums(40, sumsList, &data);

	for(auto el : *sumsList)
	{
	for(auto it = el.begin(); it != el.end(); it++)
	{
	cout << it->first << "->" << it->second << " ";
	}
	cout << getPrice(el, &data) << endl;
	}

	return 0;
}

/* Returns the price of wings given a set of numbers of wings to buy.
	* Returns -1 if the set contains a number that is not possible to buy.
	*/
float getPrice(map<int, int> set, map<int, float>* data)
{
	float price = 0;
	for(auto it = set.begin(); it != set.end(); it++)
	{
	//If data doesn't contain an element of set, return -1
	if(data->count(it->first) == 0)
	return -1;
	
	price += data->at(it->first) * it->second; //pricePerPacket * qtyOfPackets
	}

	return price;
}

/* Adds the elements of list.
	* Suppose mapping is <num, qty>.
	* Returns sum(num*qty)
	*/
int getSum(map<int, int> list)
{
	int sum = 0;
	for(auto it = list.begin(); it != list.end(); it++)
	sum += it->first * it->second;
	return sum;
}

void findSums(int n, vector<map<int, int>>* sumsList, map<int, float>* data)
{
	map<int, int> currList;

	//Recur when currSum < n
	auto it = data->begin();
	while(it->first <= n && it != data->end())
	{
	findSum(currList, it->first, n, sumsList, data);
	it++;
	}
}

void findSum(map<int, int> currList, int x, int n, vector<map<int, int>>* sumsList, map<int, float>* data)
{
	//Append x to currList
	if(currList.count(x) == 0)
	currList.emplace(x, 1);
	else
	{
	int val = 1+ currList.at(x);
	currList.erase(x);
	currList.emplace(x, val);
	}

	//Determine current sum, check for return cases
	int currSum = getSum(currList);

	if(currSum > n)
	return;
	else if(currSum == n)
	{

	//Check to make sure no duplicates
	for(auto list : *sumsList)
	{
	if(list == currList)
	return;
	}

	sumsList->push_back(currList);
	return;
	}

	//Recur when currSum < n
	auto it = data->begin();
	while(it->first <= n-x && it != data->end())
	{
	findSum(currList, it->first, n, sumsList, data);
	it++;
	}
}

void readData(map<int, float>* data)
{
	ifstream file ("./data", ifstream::in);

	if(file.is_open())
	{
	int i = 0;
	while(!file.eof())
	{
	float wings, price;
	string skipnl;
	file >> wings;
	file >> price;

	data->emplace(wings, price);

	getline(file, skipnl);
	i++;
	}
	}
}
//Leif Messinger
//Compile with C++ 20
#include <iostream>
#include <ranges>
#include <vector>
#include <functional>
#include <cctype> //toupper
#include <cxxabi.h>

template <typename T>
void printType(){
    std::cout << abi::__cxa_demangle(typeid(T).name(), NULL, NULL, NULL) << std::endl;
}

template <typename T>
class Slicer{
    public:
        T begin_;
        T end_;
        T trueEnd;
        Slicer(T begin, T end): begin_(begin), end_(begin), trueEnd(end){}
        template<typename U>
        Slicer(U&& vec) : begin_(vec.begin()), end_(vec.begin()), trueEnd(vec.end()){}
        Slicer& finish(){
            begin_ = end_;
            end_ = trueEnd;
            return (*this);
        }
        Slicer& to(long int index){
            begin_ = end_;
            if(index > 0){
                end_ = (begin_ + index);
            }else{
                index *= -1;
                end_ = (trueEnd - index);
            }
            return (*this);
        }
        Slicer& operator[](long int index){
            return to(index);
        }
        T begin(){
            return this->begin_;
        }
        T end(){
            return this->end_;
        }
        Slicer& operator()(std::function<void(decltype(*begin_))> func) {
            for(decltype(*begin_) thing : (*this)){
                func(thing);
            }
            return (*this);
        }
};
static_assert(std::ranges::range< Slicer<std::vector<int>::const_iterator> >);

int main(){
    std::string vec = "abcdefghijklmnopqrstuvwxyz";
    Slicer<std::string::const_iterator> bruh(vec);
    
    //printType<decltype(bruh)>();

    bruh.to(3)([](char yeet){
        std::cout << yeet;
    })
    .to(-1)([](char yeet){
        std::cout << char(std::toupper(yeet));
    }).finish()([](char yeet){
        std::cout << yeet << yeet << yeet << yeet << yeet;
    });
    
    std::cout << std::endl << std::endl;
    
    int arr[] = {1, 2, 3, 4, 5, 6, 7, 8};
    Slicer<int*> arrSlicer(arr, arr + (sizeof(arr)/sizeof(int)));
    
    std::cout << "[";
    arrSlicer.to(-1)([](int yeet){
        std::cout << yeet << ", ";
    }).finish()([](int yeet){
        std::cout << yeet << "]" << std::endl;
    });

    return 0;
}