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Author SHA1 Message Date
attilavs2 5f20fa36ab README.md : corrections 2024-02-21 22:15:01 +01:00
attilavs2 db502029da moteur.c : tentative 3 dstripe + build.sh : ajout "clean" + editeur : avancées + README.md : update
(Oui j'aurais du commit avant)
2024-02-21 22:07:05 +01:00
attilavs2 cc2551e035 Avancées sur l'éditeur 2024-02-19 22:57:09 +01:00
attilavs2 b868a5e08a Start of editor, basic CLI for now 2024-02-18 21:51:06 +01:00
attilavs2 a97080f8e1 convert.py : Me souviens plus ce que j'ai fait
(il était tard)
2024-02-18 10:11:57 +01:00
attilavs2 95e72743a6 convert.py : utilisation de split() pour extention 2024-02-17 17:20:49 +01:00
attilavs2 b53e656975 moteur.c : refactorisation pour map de taille variable 2024-02-17 12:38:04 +01:00
attilavs2 4150a163d4 convert.py : fini, refactoring à faire pour maps de taille arbitraire 2024-02-17 11:44:02 +01:00
attilavs2 9b3dd33916 Progrès sur le système de convertion, réparation de pb du type ShooterMap + doc 2024-02-17 11:04:02 +01:00
attilavs2 474e132732 Début convertisseur + ajout timestamps 2024-02-14 18:17:04 +01:00
attilavs2 534ffbe6f2 Ajout d'une boucle de logique 2024-02-14 16:10:50 +01:00
attilavs2 e93cec3894 fixed : suppression des fonctions ASM (aucune amélioration de perf) 2024-02-11 19:16:27 +01:00
attilavs2 cd30c37210 fixed : Traduction en ASM des dernières fonctions "simples" 2024-02-11 11:05:54 +01:00
attilavs2 c217e69ce8 fixes i don't remember + fixed_t functions to ASM for practice 2024-02-10 23:08:41 +01:00
attilavs2 1d53ceebb3 Suppression icones inutiles 2024-01-29 10:10:58 +01:00
attilavs2 6b41b80147 debug murs + build file 2024-01-29 10:09:50 +01:00
attilavs2 6881fedbe8 3lvl texturé 2024-01-25 10:30:03 +01:00
attilavs2 9ad4a74181 Occlusion rapide qui marche, textures toujours cassées 2024-01-11 11:53:14 +01:00
attilavs2 d69a379121 Rafraichissement raycast(), commentaires et ffloor en macro 2024-01-06 18:54:57 +01:00
attilavs2 8b825add63 dstripe + debug ymin/ymax + mouvement vertical + retour fxconv 2024-01-04 15:18:54 +01:00
attilavs2 0e8b7b9ab9 Occlusion dbuffer qui marche 2023-12-30 01:24:16 +01:00
attilavs2 132b8a8250 Tentatives d'occlusion et corrections 2023-12-29 19:28:51 +01:00
attilavs2 92a846aefd commit rapide 2023-12-14 19:51:35 +01:00
attilavs2 7e5683f2e7 Culling en WIP 2023-12-13 18:28:09 +01:00
attilavs2 8829c3cc1a Debug du rendu à pas d'heure(sur version fx-cg50 pour le moment) 2023-12-10 23:34:47 +01:00
attilavs2 c2f448ad0a Avancées de la semaine 2023-12-10 14:30:38 +01:00
attilavs2 964a922b9f Premier build SDL "fonctionel" - sans entrée ni textures
Les textures ne sont pas un pb de SDL
2023-12-02 21:51:21 +01:00
attilavs2 89f2b615e5 Complétion de dprint(), tests et ajout de build.sh 2023-12-02 11:16:50 +01:00
attilavs2 4dcfed7b79 Succès de build contre SDL2_ttf - il fallait le flag -lSDL2_ttf 2023-12-01 18:28:41 +01:00
attilavs2 d0d996c5bf Round 2 d'essayer de lier contre SDL_TTF 2023-12-01 08:54:02 +01:00
attilavs2 8f3fc85cf5 Avancées sdl_image et inclusion de SDL2TTF pour dprint() 2023-11-27 10:49:47 +01:00
attilavs2 36176c1b42 Avancées de la semaine, premier build SDL, vérification fonctions 2023-11-24 11:14:45 +01:00
attilavs2 4f62619310 Vérification fonctions sdl_image 2023-11-21 13:49:22 +01:00
attilavs2 c1c0c0c871 Un tout petit commit de rien du tout 2023-11-18 22:02:31 +01:00
attilavs2 482986507b Script inclusion SDL_image et tentative debug libm 2023-11-15 18:26:05 +01:00
attilavs2 a53463805c Avancées fonctions et tentative importation SDL_image 2023-11-14 23:55:11 +01:00
attilavs2 bb1d879fd9 Implémentation rapide de image_alloc(), image_free() et ajout chargement 2023-11-14 13:51:44 +01:00
attilavs2 f56d9d533b suppression de shaders.c/.h inutiles 2023-11-12 21:23:05 +01:00
attilavs2 1f923b737d Rédaction TODO sdl, avancées sdl et debug général 2023-11-12 21:18:54 +01:00
attilavs2 610b816919 Supression de *.kate-swp, et de *.tmp/*.swp dans .gitignore 2023-11-12 13:30:41 +01:00
attilavs2 f187af3de1 Avancées du jour inputs et SDL 2023-11-12 13:17:28 +01:00
Fcalva d12ec46e78 Correction readme 2023-11-11 11:24:17 +01:00
Fcalva 68e2b40ae0 Corrections readme 2023-11-11 10:54:46 +01:00
attilavs2 06cc5d9993 MaJ Readme, debug et ajout "libprof" SDL 2023-11-11 10:50:42 +01:00
attilavs2 1e644e026a Progrès build SDL et debug entrées 2023-11-10 16:00:25 +01:00
attilavs2 59670adf77 Rollback et reprise de refact Game et debug 2023-11-10 08:55:50 +01:00
attilavs2 0a88a5cbc4 Avancées build PC-SDL 2023-11-02 12:05:20 +01:00
attilavs2 ee0d2ab025 Ajout doc + debug + modularisation 2023-10-31 15:53:00 +01:00
attilavs2 45014c5ef0 Le 3lvl marche, mouvement cassé :/ 2023-10-28 13:09:22 +02:00
attilavs2 d18cbe8c66 Correction mouvement + debug 2023-10-27 17:10:16 +02:00
attilavs2 839f21d06a Début port et debug 2023-10-26 12:48:47 +02:00
attilavs2 87ab12ba7c fin. retour gint/image et debug 2023-10-25 00:16:41 +02:00
attilavs2 fc23e51660 Remise de converters.py 2023-10-24 16:20:01 +02:00
attilavs2 8d4895b343 Maj 2023-10-24 15:56:20 +02:00
attilavs2 6953b94a96 Merge branch 'azrp_render' 2023-10-22 19:01:11 +02:00
attilavs2 26f66c9c3c Début 3 niveaux, gravité 2023-10-22 18:50:49 +02:00
attilavs2 f08a86c694 . 2023-10-22 12:29:36 +02:00
attilavs2 305725f9bb Corrections et ?: 2023-10-17 13:55:14 +02:00
attilavs2 4ff3a851e2 Ajout icônes + corrections tabs et recompilation 2023-10-13 13:48:57 +02:00
attilavs2 09d00cf1e2 Avancées sprites + bugfix, ne marche pas 2023-10-08 11:52:21 +02:00
attilavs2 95954fdc55 Reconstruction des sprites, pas fini ni testé 2023-10-07 22:35:45 +02:00
attilavs2 66ce861e8a Productivité (correction de tabs) 2023-10-07 18:59:23 +02:00
attilavs2 a6c9c69cf4 Refact. des headers, et sprites 2023-10-06 19:25:16 +02:00
attilavs2 1dacef3601 Recompilation + Rép. timers 2023-10-05 21:44:52 +02:00
attilavs2 de4890c42f Revamb sprites en cours (PAS FINI) 2023-10-04 18:41:48 +02:00
attilavs2 558c5c01d2 Allocation fixe des bandes, ça marche !
Mais il y a un pb d'Azur
2023-10-03 22:15:25 +02:00
attilavs2 717b641896 Marche mais problème de mémoire 2023-10-03 13:43:28 +02:00
attilavs2 5af28f22b8 Résolution du pb de syntaxe nrmlment, mais pas le temps de tester 2023-10-03 11:45:33 +02:00
attilavs2 a4e6357956 Ajout de la license de Lodev 2023-10-03 11:28:33 +02:00
Fcalva 12b0a19240 Update README.md 2023-10-03 11:25:16 +02:00
Fcalva 3dad442e4f Update README.md 2023-10-03 11:24:35 +02:00
Fcalva c38166453f Update README.md
Signed-off-by: Fcalva <fcalva@noreply.gitea.planet-casio.com>
2023-10-03 11:22:10 +02:00
Fcalva d4d498e42f Update README.md 2023-10-03 11:21:36 +02:00
attilavs2 a9c03eafb6 Nettoyage des constantes et syntaxe 2023-09-30 14:53:12 +02:00
attilavs2 cb7773c206 Correction syntaxe textures 2023-09-28 13:49:52 +02:00
attilavs2 765ec170ca "avancées" 2023-09-24 21:26:22 +02:00
attilavs2 4afe7b2782 Avancées Azur + Refact. joueur 2023-09-12 11:01:37 +02:00
attilavs2 c4d9ad18f0 Avancées Azur + début refactorisation 2023-09-05 22:50:18 +02:00
attilavs2 449cd62693 Ça marche ? - Les textures ne sont pas correctes 2023-09-04 14:53:10 +02:00
attilavs2 b7e646fbd6 Tentative naïve de textures + troubleshooting de ça 2023-08-31 22:29:12 +02:00
attilavs2 1438a5e605 Suppr. de truc inutiles 2023-08-26 20:45:12 +02:00
attilavs2 6d01d5c693 Ajout capture USB 2023-08-26 20:42:57 +02:00
attilavs2 ad2ca6fecc Suppression de build-cg (Oups) 2023-08-25 12:17:22 +02:00
attilavs2 b5f0631c62 Patchs pour que ça marche 2023-08-25 12:15:18 +02:00
attilavs2 37d6a32a7b Ré-implémentation dans la bonne branche 2023-08-25 12:06:41 +02:00
attilavs2 7c240fd35c
Added a bsearch() function + corrected a few things
Fixed sprites.c line 80 bsearch and line 81 pointer calculations
2023-08-16 17:43:34 +02:00
attilavs2 cf0479dc24
MaJ rapide 2023-08-16 14:38:29 +02:00
attilavs2 208e1323f1
Correction du sampling + avancées 2023-08-15 14:16:15 +02:00
attilavs2 334216b03b
Map Tiled qui marche !
! Attention la map est a exporter de façon manuelle !
2023-08-15 11:06:24 +02:00
attilavs2 58550804a2
Add files via upload 2023-08-13 10:04:02 +02:00
attilavs2 2f1700342b
Add files via upload 2023-08-08 14:19:29 +02:00
attilavs2 becba32621
Avancées sprites + map
Toujours pas testé, ne devrait pas marcher mais mieux.
2023-08-06 17:45:04 +02:00
attilavs2 3dd26c39d3
Update README.md 2023-08-05 11:49:31 +02:00
attilavs2 14ac3dccee
Début Tiled + Sprites qui devraient marcher
Pour les sprites, je dis bien "devraient" et "marcher" pas plus
2023-08-05 11:32:57 +02:00
attilavs2 b46f068e6e
Delete textures.h 2023-07-16 22:54:07 +02:00
attilavs2 234a513b89
Delete textures.c 2023-07-16 22:53:56 +02:00
attilavs2 3bbfc8c19d
Update README.md 2023-07-16 22:17:42 +02:00
attilavs2 96ef642683
Update README.md 2023-07-16 22:17:31 +02:00
attilavs2 ea156788a3
Textures + WIP sol, skybox 2023-07-16 22:15:51 +02:00
attilavs2 a06993fe04
Avancées sur les textures. Ne marche pas. 2023-07-13 16:55:50 +02:00
attilavs2 187193f54e
Avancées sur les textures.
C'est chiant il faudrait que je fasse la linear map moi même
2023-07-13 15:16:26 +02:00
attilavs2 4296a7e85a
Ajout d'une fonction raycast + mod_index 2023-07-10 16:39:45 +02:00
attilavs2 6fc62cce50
Delete assets-fx directory 2023-07-10 02:36:34 +02:00
attilavs2 10b73acc54
Clarification + timers touches 2023-07-10 02:35:05 +02:00
attilavs2 88e310e554
Update README.md 2023-07-10 00:37:06 +02:00
attilavs2 cbc7a06145
Update README.md 2023-07-10 00:11:29 +02:00
attilavs2 c486cfa7dd
Captures USB + Movement delta time + Chang. Couleurs
Beaucoup de trucs. 
Aussi il y a les infos de debug facilement activables/désactivables, le compteur de temps d'image désactivable.
2023-07-10 00:09:39 +02:00
attilavs2 84619f23fb
gint_dvline() opt + début de sprites 2023-07-09 22:52:52 +02:00
attilavs2 1a3ab5b363
V 0.2
Point fixe + corrections
2023-07-08 11:45:04 +02:00
attilavs2 751db9347b
Delete assets_og directory 2023-07-08 00:32:52 +02:00
attilavs2 30e87cebab
Add files via upload 2023-07-08 00:32:33 +02:00
attilavs2 4c954ee532
Add files via upload 2023-07-08 00:00:47 +02:00
attilavs2 518e03c9b6
Update README.md 2023-07-07 17:01:49 +02:00
attilavs2 47e95c041e
Add files via upload 2023-07-07 16:54:28 +02:00
attilavs2 5f9066d3ec
Add files via upload 2023-07-07 16:52:50 +02:00
68 changed files with 4082 additions and 963 deletions

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# Build folders
/build
/build-fx
/build-cg
/build-cg-push
#build files
*/converted.c
#builds
#fx-cg
*.g3a
#Linux
*.amd64
#Windows
*.exe
# Python bytecode
__pycache__/
# Common IDE files
*.kate-swp
*.sublime-project
*.sublime-workspace
.vscode

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#Fcalva 14/02/2024
# Configure with [fxsdk build-fx] or [fxsdk build-cg], which provide the
# toolchain file and module path of the fxSDK
cmake_minimum_required(VERSION 3.15)
project(Raycaster)
project(RaycasterGame LANGUAGES C ASM)
#FX-CG50 build
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
include(GenerateG1A)
include(GenerateG3A)
include(Fxconv)
find_package(Gint 2.9 REQUIRED)
find_package(LibProf 2.1 REQUIRED)
include(GenerateG3A)
find_package(Gint 2.10 REQUIRED)
find_package(LibProf 2.4 REQUIRED)
else() #SDL2 build
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
find_package(SDL2 REQUIRED CONFIG REQUIRED COMPONENTS SDL2)
find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main)
find_package(SDL2_image REQUIRED)
find_package(SDL2TTF REQUIRED)
endif()
set(SOURCES
src/main.c
src/moteur.c
src/player.c
src/sprites.c
src/map_test.c
# ...
src/map.c
src/utils.c
src/inputs.c
src/ui.c
src/sdl_image.c
maps/convert/converted.c
)
# Shared assets, fx-9860G-only assets and fx-CG-50-only assets
set(ASSETS
# ...
)
set(ASSETS_fx
#assets-fx/example.png
# ...
)
set(ASSETS_cg
#assets-cg/example.png
# ...
#assets-cg/map/0.json
assets-cg/textures/briques0.png
assets-cg/textures/buisson1.png
assets-cg/textures/herbe0.png
assets-cg/sprites/zombard1.png
#assets-cg/skybox0.png
)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} WITH_METADATA)
add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os)
target_link_libraries(myaddin Gint::Gint )
target_link_libraries(myaddin LibProf::LibProf)
set(CFLAGS -Wall -Wextra -Ofast -pipe -flto)
add_executable(RaycasterGame ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
target_link_libraries(RaycasterGame LibProf::LibProf)
else()
set(CFLAGS -Wall -Wextra -Og -g -pipe)
add_executable(RaycasterGame ${SOURCES})
target_link_libraries(RaycasterGame ${SDL2_LIBRARIES} ${SDL2_IMAGE_LIBRARIES} ${SDL2TTF_INCLUDE_DIRS} -lm -lSDL2_ttf)
target_compile_definitions(RaycasterGame PRIVATE SDL2)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)
generate_g1a(TARGET myaddin OUTPUT "Raycaster.g1a"
NAME "MyAddin" ICON assets-fx/icon.png)
elseif("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
generate_g3a(TARGET myaddin OUTPUT "Raycaster.g3a"
NAME "Raycaster" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
endif()
target_compile_options(RaycasterGame PRIVATE ${CFLAGS})
target_link_options(RaycasterGame PRIVATE -Wl,--print-memory-usage)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
generate_g3a(TARGET RaycasterGame OUTPUT "RaycasterGame.g3a"
NAME "RcGame" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
endif()

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Contribution : Pour le moment, il n'y a pas grand chose a modifier (bien que beaucoup a ajouter), et je ne vois pas trop qui contribuerait
, mais on sait jamais.
Je prends tout ce qui est bugfix ect... et amélioration au code sans changer trop d'autres choses. Pour tout ce qui est gameplay, ça
Je prends tout ce qui est bugfix ect... et amélioration au code sans changer trop d'autres choses. Pour tout ce qui est gameplay, ça
dépend vraiment, même si je veux garder la main dessus, si il y a des bonnes choses (subjectivement ici) je vais probablement prendre.

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# Raycaster_prealpha
Raycaster écrit en C pour G90+E/FX-CG50
Pour le moment il n'y a rien d'autre que le rendu, mais c'est mieux que le rien du tout d'un mois
Touches : F6 pour quitter (bien loin des autres mais facile a appuyer)
Dans le futur proche le dpad pour se déplacer
Tout le code bien écrit vient de https://lodev.org/cgtutor/raycasting.html , grand merci
Archive :
# Raycaster_G90
Raycaster texturé écrit en C pour G90+E/FX-CG50 avec gint et PC (Linux) avec SDL2
Touches :
- PC :
- Echap pour quitter
- Zqsd pour se déplacer
- F pour intéragir
- G90+E/FC-CGxx :
- F6 pour quitter
- Dpad pour se déplacer
- Shift pour intéragir
## Build
- Dépendances :
- Pour Linux (Port non finalisé) :
- les lib `sdl2`, `sdl2-image` et `sdl2-tty` de dev
- `cmake`
- `build-essential` sur dérivés de Debian,
- `base-devel` sur Arch et dérivés
- Pour G90+E/FX-CGxx :
- Le [fxsdk](https://gitea.planet-casio.com/Lephenixnoir/fxsdk)
- [Gint](https://gitea.planet-casio.com/Lephenixnoir/gint)
- [libprof](https://gitea.planet-casio.com/Lephenixnoir/libprof)
- `python3` pour convertir les maps
- `libncursesdev` si vous voulez utiliser l'éditeur
Tout mon code est en C; le C++ indiqué vient des bibliothèques je crois
Utilise Gint + fxsdk pour G90+E/FX-CG50
- Instructions pour G90+E/FC-CGxx :
- Clonez ce repo une fois dans le dossier de votre choix avec
`git clone https://gitea.planet-casio.com/Fcalva/Raycaster_G90`
- Entrez dans le dossier avec
`cd Raycaster_G90`
- Et finalement utilisez le script pour build :
`sh build.sh cg`
Et vous devrez avoir un .g3a tout frais dans le dossier.
- Instructions pour Linux :
Le build n'est pas encore officielement supporté et n'est pas complété. Voyez ces instructions comme pour le futur ou pour les devs voulant aider.
04/06 :
J'arrrête de mettre a jour "build-cg" vu que ça divise par 3 le temps de mise a jour
et ça n'a pas d'utilité
- Installez les dépendances
Ce qui pour Debian, Ubuntu et dérivés ressemblerait à
`sudo apt install git libsdl2-dev libsdl2-image-dev libsdl-ttf2.0-dev build-essential cmake`
et pour Arch et dérivés (Pour SDL_image et SDL_TTF, allez voir dans leurs pages respectives)
`sudo pacman -S git sdl2 cmake base-devel`
- Clonez le repo dans le dossier de votre choix avec
`git clone https://gitea.planet-casio.com/Fcalva/Raycaster_G90`
- Allez dans le dossier
`cd Raycaster_G90`
- Et finalement, utilisez le script pour build
`sh build.sh linux`
08/06 :
J'ai finalement supprimé /build-cg ce quoi effectivement représentait le C++. C'était également la majorité du code présent en fait :'(
## Licenses
Tout le code original est sous license GPLv3, la base de move(), de draw_walls() et de raycast() provient directement de Lode Vandevenne et sont sous leur propre license.
Celle des assets (le contenu de /assets-cg) est a préciser donc n'en réutilisez pas.
Toute la base du raycaster vient de https://lodev.org/cgtutor/raycasting.html , grand merci

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*.png:
zombard1.png:
type: bopti-image
name_regex: (.*)\.png img_\1
name: zombard
skybox0.png:
type: bopti-image
name: skybox_quarter

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{ "compressionlevel":-1,
"height":128,
"infinite":false,
"layers":[
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2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
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2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
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2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
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</data>
</layer>
<objectgroup id="6" name="Sprites">
<object id="1" template="Prop.tx" x="779.758" y="1021.94"/>
</objectgroup>
</map>

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<?xml version="1.0" encoding="UTF-8"?>
<template>
<tileset firstgid="1" source="ShooterGameSprites.tsx"/>
<object name="0" type="Prop" gid="2" width="52" height="81">
<properties>
<property name="N" type="int" value="0"/>
</properties>
</object>
</template>

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@ -0,0 +1,12 @@
{
"automappingRulesFile": "",
"commands": [
],
"compatibilityVersion": 1100,
"extensionsPath": "extensions",
"folders": [
"."
],
"propertyTypes": [
]
}

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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.10.1" name="Sprites" tilewidth="52" tileheight="81" tilecount="1" columns="0">
<grid orientation="orthogonal" width="1" height="1"/>
<tile id="1">
<image width="52" height="81" source="../sprites/zombard1.png"/>
</tile>
</tileset>

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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.10.2" name="ShooterGame Tileset0" tilewidth="64" tileheight="64" tilecount="2" columns="0">
<grid orientation="orthogonal" width="1" height="1"/>
<tile id="1">
<image width="64" height="64" source="../textures/buisson1.png"/>
</tile>
<tile id="2">
<image width="64" height="64" source="../textures/briques0.png"/>
</tile>
</tileset>

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from random import randint
import fxconv
import json
import pathlib
import csv
def convert(input, output, params, target):
if params["custom-type"] == "map":
convert_map(input, output, params, target)
return 0
else:
return 1
def fix(x):
return int(x*2**16)
def pix2pos(x):
return fix(x/64)
def convert_map(input, output, params, target):
print("Converting map", params["name"])
data = json.load(open(input, "r"))
#Extract from the json the width, height
#w, h = data["width"], data["height"]
structMap = fxconv.Structure()
#structMap += fxconv.u32(w)
#structMap += fxconv.u32(h)
structMap += fxconv.u32(fix(4)) #startpos_x - a implémenter dans Tiled
structMap += fxconv.u32(fix(4)) #startpos_y
structMap += fxconv.u32(fix(4)) #startdir_x
structMap += fxconv.u32(fix(0)) #startdir_y
structMap += fxconv.u32(fix(0)) #startplane_x
structMap += fxconv.u32(fix(0.66)) #startplane_y
data_f = data["layers"][0]["data"] #Floor data
data_w = data["layers"][1]["data"] #Wall data layer 0
data_w += data["layers"][2]["data"] #Wall data 1
data_w += data["layers"][3]["data"] #Wall data 2
data_s = data["layers"][4]["objects"] #sprite data
for i in range(1, 128**2):
structMap += fxconv.u8(data_f[i])
for i in range(0, 128**2*3):
#Opt for empty spaces/outdoors, if the whole vert. stack == 0 it will be skipped
if i<128*128 and data_w[i+128*128]==0 and data_w[i+128*128*2]==0 :
structMap += fxconv.u8(255)
else :
structMap += fxconv.u8(data_w[i])
i = 0
#for i in data_s and i < 256:
# stemp = fxconv.Structure()
# #stemp += fxconv.u32(pix2pos(data_s[i]["x"])) #l'adressage est mauvais
# #stemp += fxconv.u32(pix2pos(data_s[i]["y"]))
# stemp += fxconv.u32(fix(10))
# stemp += fxconv.u32(fix(10))
# stemp += fxconv.u8(0) #temp
# structMap += stemp
#generate !
fxconv.elf(structMap, output, "_" + params["name"], **target)

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*.json:
custom-type: map
name_regex: (.*)\.json ShooterLevel\1

BIN
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zombard1.png:
type: bopti-image
name: zombard

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briques0.png:
type: bopti-image
name: briques0
buisson1.png:
type: bopti-image
name: buisson0
herbe0.png:
type: bopti-image
name: herbe0

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@ -1,3 +0,0 @@
example.png:
type: bopti-image
name: img_example

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@ -1,3 +0,0 @@
[ZoneTransfer]
ZoneId=3
HostUrl=about:internet

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@ -1,25 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" width="32" height="32" viewBox="0 0 32 32" xml:space="preserve">
<desc>Created with Fabric.js 5.3.0</desc>
<defs>
</defs>
<g transform="matrix(1 0 0 1 0.2388059701 31.7877280265)" id="lBPRYResHxSWLszILmGzw" >
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M 0 0" stroke-linecap="round" />
</g>
<g transform="matrix(1 0 0 1 16 22.447761194)" id="o68Ar0UU8aJS3nk5Vh46e" >
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M -13.69154 6.84577 L -6.31509 7.90713 L 0.6898900000000001 8.22554 L 2.74736 8.0385 L 10.6136 7.323390000000001 L 13.69154 -4.88225 L 11.99336 -8.22553 L 8.17246 -6.7926899999999995 L 2.1757799999999996 3.02489 L 3.9270199999999997 5.6252200000000006" stroke-linecap="round" />
</g>
<g transform="matrix(1 0 0 1 18.3880597015 29.4527363184)" id="MkWTQm1eTmO2VH7wgugnG" >
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M 1.53897 -1.3267 L -1.53897 1.3267" stroke-linecap="round" />
</g>
<g transform="matrix(1 0 0 1 12.6567164179 22.0497512438)" id="iXgW3dYDO7G_bJFtnaVx6" >
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M -10.02985 6.97844 L -8.119399999999999 1.61857 L -4.616909999999999 -2.3084599999999997 L 1.1144300000000014 -6.0497499999999995 L 3.6923700000000013 -5.06799 L 1.1144300000000014 -1.5655000000000001 L 7.270320000000002 -6.97844 L 10.029860000000001 -6.0497499999999995 L 9.49918 -3.4759499999999997" stroke-linecap="round" />
</g>
<g transform="matrix(1 0 0 1 8.4378109453 24.5174129353)" id="kxNyqEdL38Ql9g9P9TR6o" >
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M 5.59867 -4.40464 L -0.55722 -2.0696499999999998 L -5.59868 4.40465" stroke-linecap="round" />
</g>
<g transform="matrix(1 0 0 1 12.6301824212 27.4361525705)" id="a0QIINvBlIMukBYwwoF9W" >
<path style="stroke: rgb(0,0,0); stroke-width: 1; stroke-dasharray: none; stroke-linecap: butt; stroke-dashoffset: 0; stroke-linejoin: miter; stroke-miterlimit: 4; fill: rgb(255,255,255); fill-opacity: 0; fill-rule: nonzero; opacity: 1;" vector-effect="non-scaling-stroke" transform=" translate(0, 0)" d="M 5.49254 -2.54726 L 0.3980100000000002 -2.0165800000000003 L -5.49254 2.54727" stroke-linecap="round" />
</g>
</svg>

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27
build.sh Normal file
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#Fcalva 21/02/2024
#Script to do the build for you.
#Is now meant to be used since it runs the converter script
rm "./maps/convert/converted.c"
python3 "./maps/convert/convert.py" script
if test $1 = "linux"; then
mkdir "./build-linux"
cd "./build-linux"
cmake ..
make
mv "./RaycasterGame" "../RaycasterGame.amd64";
elif test $1 = "cg"; then
fxsdk build-cg;
elif test $1 = "win"; then
#todo
echo "not done yet !";
elif test $1 = "ems"; then
mkdir "./build-ems"
cd "./build-ems"
cmake ..
emmake make
emcc -O0 RaycasterGame.o -o RaycasterGame.js;
elif test $1 = "clean"; then
rm -rf "./build-cg" "./build-linux" "./build-ems"
rm "./maps/convert/converted.c"
fi

163
cmake/FindSDL2TTF.cmake Normal file
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# Locate SDL2 library
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
SET(SDL2TTF_SEARCH_PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
FIND_PATH(SDL2TTF_INCLUDE_DIR SDL_ttf.h
HINTS
$ENV{SDL2TTFDIR}
PATH_SUFFIXES include/SDL2 include
PATHS ${SDL2TTF_SEARCH_PATHS}
)
FIND_LIBRARY(SDL2TTF_LIBRARY_TEMP
NAMES SDL2_ttf
HINTS
$ENV{SDL2TTFDIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2TTF_SEARCH_PATHS}
)
IF(NOT SDL2TTF_BUILDING_LIBRARY)
IF(NOT ${SDL2TTF_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2TTFmain. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2TTFmain for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2TTFMAIN_LIBRARY
NAMES SDL2_ttf
HINTS
$ENV{SDL2TTFDIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2TTF_SEARCH_PATHS}
)
ENDIF(NOT ${SDL2TTF_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2TTF_BUILDING_LIBRARY)
# SDL2TTF may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2TTFmain -lSDL2TTF -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
IF(SDL2TTF_LIBRARY_TEMP)
# For SDL2TTFmain
IF(NOT SDL2TTF_BUILDING_LIBRARY)
IF(SDL2TTFMAIN_LIBRARY)
SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTFMAIN_LIBRARY} ${SDL2TTF_LIBRARY_TEMP})
ENDIF(SDL2TTFMAIN_LIBRARY)
ENDIF(NOT SDL2TTF_BUILDING_LIBRARY)
# For OS X, SDL2TTF uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTF_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2TTF_LIBRARY_TEMP ${SDL2TTF_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2TTF_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2TTF_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2TTF_LIBRARY ${SDL2TTF_LIBRARY_TEMP} CACHE STRING "Where the SDL2TTF Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2TTF_LIBRARY_TEMP "${SDL2TTF_LIBRARY_TEMP}" CACHE INTERNAL "")
ENDIF(SDL2TTF_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2TTF REQUIRED_VARS SDL2TTF_LIBRARY SDL2TTF_INCLUDE_DIR)

100
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# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
# file Copyright.txt or https://cmake.org/licensing for details.
#.rst:
# FindSDL2_image
# -------------
#
# Locate SDL2_image library
#
# This module defines:
#
# ::
#
# SDL2_IMAGE_LIBRARIES, the name of the library to link against
# SDL2_IMAGE_INCLUDE_DIRS, where to find the headers
# SDL2_IMAGE_FOUND, if false, do not try to link against
# SDL2_IMAGE_VERSION_STRING - human-readable string containing the
# version of SDL2_image
#
#
#
# For backward compatibility the following variables are also set:
#
# ::
#
# SDL2IMAGE_LIBRARY (same value as SDL2_IMAGE_LIBRARIES)
# SDL2IMAGE_INCLUDE_DIR (same value as SDL2_IMAGE_INCLUDE_DIRS)
# SDL2IMAGE_FOUND (same value as SDL2_IMAGE_FOUND)
#
#
#
# $SDLDIR is an environment variable that would correspond to the
# ./configure --prefix=$SDLDIR used in building SDL.
#
# Created by Eric Wing. This was influenced by the FindSDL.cmake
# module, but with modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
if(NOT SDL2_IMAGE_INCLUDE_DIR AND SDL2IMAGE_INCLUDE_DIR)
set(SDL2_IMAGE_INCLUDE_DIR ${SDL2IMAGE_INCLUDE_DIR} CACHE PATH "directory cache entry initialized from old variable name")
endif()
find_path(SDL2_IMAGE_INCLUDE_DIR SDL_image.h
HINTS
ENV SDL2IMAGEDIR
ENV SDL2DIR
${SDL2_DIR}
PATH_SUFFIXES SDL2
# path suffixes to search inside ENV{SDL2DIR}
include/SDL2 include
)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(VC_LIB_PATH_SUFFIX lib/x64)
else()
set(VC_LIB_PATH_SUFFIX lib/x86)
endif()
if(NOT SDL2_IMAGE_LIBRARY AND SDL2IMAGE_LIBRARY)
set(SDL2_IMAGE_LIBRARY ${SDL2IMAGE_LIBRARY} CACHE FILEPATH "file cache entry initialized from old variable name")
endif()
find_library(SDL2_IMAGE_LIBRARY
NAMES SDL2_image
HINTS
ENV SDL2IMAGEDIR
ENV SDL2DIR
${SDL2_DIR}
PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
)
if(SDL2_IMAGE_INCLUDE_DIR AND EXISTS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h")
file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL2_IMAGE_MAJOR_VERSION[ \t]+[0-9]+$")
file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL2_IMAGE_MINOR_VERSION[ \t]+[0-9]+$")
file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL2_IMAGE_PATCHLEVEL[ \t]+[0-9]+$")
string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_MAJOR "${SDL2_IMAGE_VERSION_MAJOR_LINE}")
string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_MINOR "${SDL2_IMAGE_VERSION_MINOR_LINE}")
string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_PATCH "${SDL2_IMAGE_VERSION_PATCH_LINE}")
set(SDL2_IMAGE_VERSION_STRING ${SDL2_IMAGE_VERSION_MAJOR}.${SDL2_IMAGE_VERSION_MINOR}.${SDL2_IMAGE_VERSION_PATCH})
unset(SDL2_IMAGE_VERSION_MAJOR_LINE)
unset(SDL2_IMAGE_VERSION_MINOR_LINE)
unset(SDL2_IMAGE_VERSION_PATCH_LINE)
unset(SDL2_IMAGE_VERSION_MAJOR)
unset(SDL2_IMAGE_VERSION_MINOR)
unset(SDL2_IMAGE_VERSION_PATCH)
endif()
set(SDL2_IMAGE_LIBRARIES ${SDL2_IMAGE_LIBRARY})
set(SDL2_IMAGE_INCLUDE_DIRS ${SDL2_IMAGE_INCLUDE_DIR})
include(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_image
REQUIRED_VARS SDL2_IMAGE_LIBRARIES SDL2_IMAGE_INCLUDE_DIRS
VERSION_VAR SDL2_IMAGE_VERSION_STRING)
# for backward compatibility
set(SDL2IMAGE_LIBRARY ${SDL2_IMAGE_LIBRARIES})
set(SDL2IMAGE_INCLUDE_DIR ${SDL2_IMAGE_INCLUDE_DIRS})
set(SDL2IMAGE_FOUND ${SDL2_IMAGE_FOUND})
mark_as_advanced(SDL2_IMAGE_LIBRARY SDL2_IMAGE_INCLUDE_DIR)

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# sdl2_ttf cmake project-config input for CMakeLists.txt script
include(FeatureSummary)
set_package_properties(SDL2_ttf PROPERTIES
URL "https://www.libsdl.org/projects/SDL_ttf/"
DESCRIPTION "Support for TrueType (.ttf) font files with Simple Directmedia Layer"
)
set(SDL2_ttf_FOUND ON)
set(SDL2TTF_VENDORED @SDL2TTF_VENDORED@)
set(SDL2TTF_HARFBUZZ @SDL2TTF_HARFBUZZ@)
set(SDL2TTF_FREETYPE @SDL2TTF_FREETYPE@)
set(SDL2TTF_SDL2_REQUIRED_VERSION @SDL_REQUIRED_VERSION@)
include(CMakeFindDependencyMacro)
if (EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2_ttf-shared-targets.cmake")
include("${CMAKE_CURRENT_LIST_DIR}/SDL2_ttf-shared-targets.cmake")
endif()
if (EXISTS "${CMAKE_CURRENT_LIST_DIR}/SDL2_ttf-static-targets.cmake")
if(SDL2TTF_VENDORED)
include(CheckLanguage)
check_language(CXX)
if(NOT CMAKE_CXX_COMPILER AND NOT _sdl2ttf_nowarning)
message(WARNING "CXX language not enabled. Linking to SDL2_ttf::SDL2_ttf-static might fail.")
endif()
endif()
include("${CMAKE_CURRENT_LIST_DIR}/SDL2_ttf-static-targets.cmake")
endif()
if(NOT SDL2TTF_VENDORED)
set(_sdl_cmake_module_path "${CMAKE_MODULE_PATH}")
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}")
if(TARGET SDL2_ttf::SDL2_ttf-static)
if(SDL2TTF_FREETYPE)
find_dependency(Freetype)
endif()
if(SDL2TTF_HARFBUZZ)
list(APPEND harfbuzz_ROOT "${CMAKE_CURRENT_LIST_DIR}")
find_dependency(harfbuzz)
endif()
endif()
set(CMAKE_MODULE_PATH "${_sdl_cmake_module_path}")
unset(_sdl_cmake_module_path)
endif()

5
docs/map_format.txt Normal file
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The map format is defined as follows :
- The name of the map is it's file name, suffixed with ".rcmap"
- It is a .json file with the elements as in types.h, the sprites being converted to an array, and the values already
in 16:16 fixed point
- The data is disposed in a one dimensional array with, in order : lines (width), times columns (height), times depth

12
docs/tiles.txt Normal file
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"Floor" tiles :
0 : Default tex. if the sky is disabled, sky if it is active
1 : Grass
"Wall" tiles :
0 : Air
1 : Buisson - Bush
2 : Briques - Bricks
3 : -
4 : XOR blanc - white XOR
255 : Opti spécial pour quand z[0;2] == 0
Special opt. for when z[0;2] == 0

1
editor/map.rcmap Normal file
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{"w": 16, "h": 16, "d": 2, "startpos_x": 196608, "startpos_y": 196608, "startpos_z": 0, "startdir_x": 0, "startdir_y": 65536, "startplane_x": 43253, "startplane_y": 0, "floor": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], "wall": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], "sprite_count": 0, "sprites": []}

167
editor/raycastedit.py Normal file
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import os
import sys
import json
import time
import curses
def fix(x):
return int(x*65536)
class WindowDat:
s = 0
def __init__(self):
self.s = curses.initscr()
curses.noecho()
curses.cbreak()
self.s.keypad(True)
#little trick that allows us to not worry about closing
def __del__(self):
curses.nocbreak()
self.s.keypad(False)
curses.echo()
curses.endwin()
class RaycastMap:
w = 0
h = 0
d = 0
#provide usable start values to avoid headscratching
startpos_x = 196608
startpos_y = 196608
startpos_z = 0
startdir_x = 0
startdir_y = 65536
startplane_x = 43253
startplane_y = 0
floor = []
wall = []
sprite_count = 0
sprites = []
def toscreen(self, layer):
#if layer < -1 or layer > self.d :
# return ""
#if layer == -1:
# for i in range(0, self.w*self.h):
# string += str(self.floor[i])
#else:
for i in range(layer*self.w*self.h, (layer+1)*self.w*self.h):
string += str(self.wall[i])
return string
def parseout(self):
out = json.JSONEncoder().encode({\
"w":self.w,\
"h":self.h,\
"d":self.d,\
"startpos_x":self.startpos_x,\
"startpos_y":self.startpos_y,\
"startpos_z":self.startpos_z,\
"startdir_x":self.startdir_x,\
"startdir_y":self.startdir_y,\
"startplane_x":self.startplane_x,\
"startplane_y":self.startplane_y,\
"floor":self.floor,\
"wall":self.wall,\
"sprite_count":self.sprite_count,\
"sprites":self.sprites\
})
return out
def __init__(self, w, h, d):
self.w = w
self.h = h
self.d = d
for i in range(0, w*h):
self.floor.append(0)
for i in range(0, w*h*d):
self.wall.append(0)
def helppage():
print("usage : python3 raycastedit.py [options] [file]")
print("If [file] exists and is in .rcmap format, il will be edited")
print("Otherwise, the editor will attempt to create [file]")
print("Options :")
print("-h : display this page")
print("-n W H D : Create a new empty map in [file], if it doesn't exist")
print(" already, of width W, height H and depth D")
def seehelppls():
print('See usage with "--help or "-h"')
if len(sys.argv) < 2:
print("No file provided !")
seehelppls()
os._exit(1)
def parsin(string):
data = json.load(string)
nmap = RaycastMap(0, 0, 0)
nmap.w = data["w"]
nmap.h = data["h"]
nmap.d = data["d"]
nmap.startpos_x = data["startpos_x"]
nmap.startpos_y = data["startpos_y"]
nmap.startpos_z = data["startpos_z"]
nmap.startdir_x = data["startdir_x"]
nmap.startdir_y = data["startdir_y"]
nmap.startplane_x = data["startplane_x"]
nmap.startplane_y = data["startplane_y"]
return nmap
def parsefile(filename):
nmap = parsin(open(filename, "r"))
return nmap
def gen_ne(filename, w, h, d):
try:
nfile = open(filename, mode="x+t", buffering=1, encoding="utf-8", newline="\n")
except:
print("Error creating file !")
return 1
nmap = RaycastMap(w, h ,d)
nfile.write(nmap.parseout())
nfile.write("\n")
if len(sys.argv) > 2:
for i in range(1, len(sys.argv)-1):
option_set = -1
if sys.argv[i] == "-h":
helppage()
os._exit(0)
if sys.argv[i] == "-n":
i+=3
try:
filename = sys.argv[-1]
w = int(sys.argv[i-2])
h = int(sys.argv[i-1])
d = int(sys.argv[i])
except:
print("Invalid use of option -n !")
seehelppls()
os._exit(1)
gen_ne(filename, w, h, d)
os._exit(0)
if option_set == -1:
print('Invalid option "'+sys.argv[i]+'" !')
seehelppls()
os._exit(1)
openmap = parsefile(sys.argv[-1])
def main():
scr = WindowDat()
while True:
scr.s.clear()
scr.s.addstr(0, 0, openmap.toscreen(0))
scr.s.refresh()
time.sleep(0.01666)
main()

106
maps/convert/convert.py Normal file
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#Fcalva 17/02/2023
import os
import os.path
import sys
import json
def conv_log(msg):
print("convert.py : "+msg)
conv_log("Converting maps to C object...")
try:
if sys.argv[1] == "script":
converted_path = "./maps/convert/converted.c"
maps_path = "./maps/"
except:
converted_path = "./converted.c"
maps_path = "../"
try:
convert = open(converted_path, mode="x+t", buffering=1, encoding="utf-8", newline="\n")
convert.write('#include "../../src/fixed.h"\n')
convert.write('#include "../../src/types.h"\n')
except:
conv_log("converted.c wasn't deleted !")
folder = os.listdir(path=maps_path)
for i in range(0, len(folder)):
extention = folder[i].split(".")
extention = extention[-1]
if extention == "rcmap":
continue
else:
folder.pop(i)
for map in folder:
conv_log("Coverting map "+map)
data = json.load(open(maps_path+map, "r"))
mapname = map.split(".")[0]
w = data["w"]
h = data["h"]
d = data["d"]
scount = data["sprite_count"]
convert.write("uint8_t "+mapname+"_floor[]={")
for i in range(0, w*h-1):
convert.write(str(data["floor"][i])+",")
convert.write(str(data["floor"][w*h-1]))
convert.write("};\n")
convert.write("uint8_t "+mapname+"_wall[]={")
for i in range(0, w*h*d-1):
c = data["wall"][i]
if i < w*h:
for j in range(0, d):
if data["wall"][i+w*h*j] != 0:
c=data["wall"][i]
break
c=255
convert.write(str(c)+",")
convert.write(str(data["wall"][w*h*d-1]))
convert.write("};\n")
convert.write("Sprite "+mapname+"_sprites[]={")
for i in range(0, scount-1):
sprite = data["sprites"][i]
convert.write("{")
convert.write(str(sprite[0])+",")
convert.write(str(sprite[1])+",")
convert.write(str(sprite[2])+",")
convert.write(str(sprite[3]))
convert.write("},")
try:
sprite = data["sprites"][scount-1]
convert.write("{")
convert.write(str(sprite[0])+",")
convert.write(str(sprite[1])+",")
convert.write(str(sprite[2])+",")
convert.write(str(sprite[3]))
convert.write("}};\n")
except:
convert.write("};\n")
convert.write("ShooterMap "+mapname+"={")
convert.write(str(w)+",")
convert.write(str(h)+",")
convert.write(str(d)+",")
convert.write(str(data["startpos_x"])+",")
convert.write(str(data["startpos_y"])+",")
convert.write(str(data["startpos_z"])+",")
convert.write(str(data["startdir_x"])+",")
convert.write(str(data["startdir_y"])+",")
convert.write(str(data["startplane_x"])+",")
convert.write(str(data["startplane_y"])+",")
convert.write("&"+mapname+"_floor,")
convert.write("&"+mapname+"_wall,")
convert.write(str(scount)+",")
convert.write("&"+mapname+"_sprites")
convert.write("};\n")

141
maps/map0.rcmap Normal file
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{ "w":32,
"h":32,
"d": 3,
"startpos_x":196608,
"startpos_y":196608,
"startpos_z":0,
"startdir_x":0,
"startdir_y":65536,
"startplane_x":43253,
"startplane_y":0,
"floor":[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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"sprites":[]
}

View file

@ -1,394 +0,0 @@
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <gint/display.h>
#include <gint/keyboard.h>
#include "moteur.h"
#include "sprites.h"
#include "map_test.h"
int angle_60;
int angle_30;
int angle_15;
int angle_90;
int angle_180;
int angle_270;
int angle_360;
int angle_5;
int angle_10;
int angle_45;
int cos_table[ang_360p];
int sin_table[ang_360p];
int tan_table[ang_360p];
int acos_table[ang_360p];
int asin_table[ang_360p];
int atan_table[ang_360p];
float tab_mur_x[ang_360p];
float tab_mur_y[ang_360p];
int distors_table[ang_360p];
angle_60 = viewport_w;
angle_30 = floor(viewport_w * 0.5);
angle_15 = floor(viewport_w * 0.25);
angle_90 = floor(viewport_w * 1.5);
angle_180 = floor(viewport_w * 3);
angle_270 = floor(viewport_w * 4.5);
angle_360 = floor(viewport_w * 6);
angle_5 = floor(viewport_w / 12);
angle_10 = floor(viewport_w / 6);
angle_45 = floor(viewport_w * 0.75);
unsigned short table_couleur[235] = {
0x10a2,0x18a3,0x18a3,0x18c3,0x18c3,0x18c3,0x18c3,
0x18e3,0x18e3,0x20e4,0x20e4,0x2104,0x2104,0x2104,
0x2104,0x2124,0x2124,0x2124,0x2925,0x2945,0x2945,
0x2945,0x2945,0x2965,0x2965,0x2965,0x3166,0x3186,
0x3186,0x3186,0x3186,0x31a6,0x31a6,0x31a6,0x39a7,
0x39c7,0x39c7,0x39c7,0x39c7,0x39e7,0x39e7,0x39e7,
0x41e8,0x4208,0x4208,0x4208,0x4208,0x4228,0x4228,
0x4228,0x4a29,0x4a49,0x4a49,0x4a49,0x4a49,0x4a69,
0x4a69,0x4a69,0x4a69,0x528a,0x528a,0x528a,0x528a,
0x52aa,0x52aa,0x52aa,0x52aa,0x5aab,0x5acb,0x5acb,
0x5acb,0x5acb,0x5aeb,0x5aeb,0x5aeb,0x62ec,0x630c,
0x630c,0x630c,0x630c,0x632c,0x632c,0x632c,0x6b2d,
0x6b4d,0x6b4d,0x6b4d,0x6b4d,0x6b6d,0x6b6d,0x6b6d,
0x6b6d,0x738e,0x738e,0x738e,0x738e,0x73ae,0x73ae,
0x73ae,0x73ae,0x7bcf,0x7bcf,0x7bcf,0x7bcf,0x7bef,
0x7bef,0x7bef,0x7bef,0x8410,0x8410,0x8410,0x8410,
0x8430,0x8430,0x8430,0x8430,0x8c51,0x8c51,0x8c51,
0x8c51,0x8c71,0x8c71,0x8c71,0x8c71,0x9492,0x9492,
0x9492,0x9492,0x94b2,0x94b2,0x94b2,0x94b2,0x94d2,
0x9cd3,0x9cd3,0x9cd3,0x9cf3,0x9cf3,0x9cf3,0x9cf3,
0x9d13,0xa514,0xa514,0xa514,0xa534,0xa534,0xa534,
0xa534,0xa554,0xad55,0xad55,0xad55,0xad55,0xad75,
0xad75,0xad75,0xad75,0xb596,0xb596,0xb596,0xb596,
0xb5b6,0xb5b6,0xb5b6,0xb5b6,0xb5d6,0xbdd7,0xbdd7,
0xbdd7,0xbdf7,0xbdf7,0xbdf7,0xbdf7,0xbe17,0xc618,
0xc618,0xc618,0xc638,0xc638,0xc638,0xc638,0xc658,
0xce59,0xce59,0xce59,0xce79,0xce79,0xce79,0xce79,
0xce99,0xd69a,0xd69a,0xd69a,0xd6ba,0xd6ba,0xd6ba,
0xd6ba,0xd6da,0xdedb,0xdedb,0xdedb,0xdefb,0xdefb,
0xdefb,0xdefb,0xdf1b,0xdf1b,0xe71c,0xe71c,0xe73c,
0xe73c,0xe73c,0xe73c,0xe75c,0xe75c,0xef5d,0xef5d,
0xef7d,0xef7d,0xef7d,0xef7d,0xef9d,0xef9d,0xf79e,
0xf79e,0xf7be,0xf7be,0xf7be,0xf7be,0xf7de,0xf7de,
0xffdf,0xffdf,0xffff,0xffff
};
float deg_to_rad(float angle_deg) {
return((angle_deg * pi) / 180);
}
void compute_table() {
extern int angle_30;//il y en a des inutilisés
extern int angle_15;
extern int angle_90;
extern int angle_180;
extern int angle_270;
extern int angle_360;
extern int angle_5;
extern int angle_10;
extern int angle_45;
extern int cos_table[ang_360p];
extern int sin_table[ang_360p];
extern int tan_table[ang_360p];
extern int acos_table[ang_360p];
extern int asin_table[ang_360p];
extern int atan_table[ang_360p];
extern float tab_mur_x[ang_360p];
extern float tab_mur_y[ang_360p];
extern int distors_table[ang_360p];
int i = 0;
float rad_i = 0;
while (i != angle_360) {
rad_i = deg_to_rad(i / viewport_w);
cos_table[i] = floor( 64 * cos(rad_i));
sin_table[i] = floor( 64 * sin(rad_i));
tan_table[i] = floor( 64 * tan(rad_i));
acos_table[i] = floor( 64 * acos(rad_i));
asin_table[i] = floor( 64 * asin(rad_i));
atan_table[i] = floor( 64 * atan(rad_i));
if (i >= 90 && i < angle_270) {
tab_mur_x[i] = tile_size / tan(rad_i);
if (tab_mur_x[i] > 0) {
tab_mur_x[i] = -tab_mur_x[i];
}
}
else {
tab_mur_x[i] = tile_size / tan(rad_i);
if (tab_mur_x[i] < 0) {
tab_mur_x[i] = -tab_mur_x[i];
}
}
if (i >= 0 && i < angle_180) {
tab_mur_y[i] = tile_size / tan(rad_i);
if (tab_mur_y[i] < 0) {
tab_mur_y[i] = -tab_mur_y[i];
}
}
else {
tab_mur_y[i] = tile_size / tan(rad_i);
if (tab_mur_y[i] > 0) {
tab_mur_y[i] = -tab_mur_y[i];
}
}
i++;
}
for (i = -30; i <= angle_30;) {
distors_table[i + angle_30] = floor(128*(1 / cos(deg_to_rad(i))));
i++;
}
}
void load_map(int){
}
void draw_background(int){
}
void draw_walls(){
int vertical_grid = 0;
int horizontal_grid = 0;
int dist_to_n_v_grid = 0; //distance to next vertical grid
int dist_to_n_h_grid = 0;
int x_intersect = 0;
int y_intersect = 0;
float dist_to_n_x_intersect = 0;
float dist_to_n_y_intersect = 0;
int x_raypos = 0;
int y_raypos = 0;
int dist_to_v_hit = 0;
int dist_to_h_hit = 0;
int castarc = 0;
int castcolumn = 0;
int wall_haut = 0;
int wall_bas = 0;
int half_viewport_h = viewport_h * 0.5; //Va y avoir besoin quand je vais
//réduire par deux la résolution horizontale du bouzin
int rgh_xdist = 1;
int rgh_ydist = 1;
int couleur = 0;
char wall_type = 1; //type de mur touché par le raycast
int wall_dist = 0;
int proj_wall_h = 0;
double wall_temp = 0;
extern int angle_30;//il y en a peut être des inutilisés, a voir
extern int angle_15;
extern int angle_90;
extern int angle_180;
extern int angle_270;
extern int angle_360;
extern int angle_5;
extern int angle_10;
extern int angle_45;
extern int cos_table[ang_360p];
extern int sin_table[ang_360p];
extern int tan_table[ang_360p];
extern int acos_table[ang_360p];
extern int asin_table[ang_360p];
extern int atan_table[ang_360p];
extern float tab_mur_x[ang_360p];
extern float tab_mur_y[ang_360p];
extern int distors_table[ang_360p];
extern int player_x;
extern int player_y;
extern int player_dir;
extern char map_test[map_w][map_h];
//Note : les dupdate() et dprint() en masse sont pour le debug
castarc = player_dir - angle_30;
if (castarc < 0) {
castarc += angle_360;
}
if (castarc >= angle_360) {
castarc -= angle_360;
}
for ( castcolumn = 0; castcolumn < viewport_w;) {
dprint( 1, 1, C_BLACK, "castcolumn : %d", castcolumn);
dprint( 1, 10, C_BLACK, "castarc : %d", castarc);
if (castarc > 0 && castarc < angle_180) {
horizontal_grid = floor(player_y / tile_size) * tile_size + tile_size;
dist_to_n_h_grid = tile_size;
x_intersect = floor((atan_table[castarc] * (horizontal_grid - player_y)) >> 6) + player_x;
dprint( 1, 20, C_BLACK, "x_intersect : %d", x_intersect);
}
else {
horizontal_grid = floor(player_y / tile_size) * tile_size;
dist_to_n_h_grid = -tile_size;
x_intersect = floor((atan_table[castarc] * (horizontal_grid - player_y)) >> 6) + player_x;
horizontal_grid--;
dprint( 1, 20, C_BLACK, "x_intersect : %d", x_intersect);
}
if (castarc == 0 || castarc == angle_180) {
dist_to_h_hit = max_dist;
dprint( 1, 100, C_BLACK, "x_0/180");
}
else {
dist_to_n_x_intersect = tab_mur_x[castarc];
while (true) {
x_raypos = floor(x_intersect / tile_size);
y_raypos = floor(horizontal_grid / tile_size);
//rgh_xdist = abs(x_raypos - (tile_size * player_x));
//rgh_ydist = abs(y_raypos- (tile_size * player_y));
//Gros truc bien long pour vérifier que le rayon est pas trop loin
//Note : Si je remplace le <= par < avec les raypos, ça plante :/
if (x_raypos >= map_w || y_raypos >= map_h || x_raypos <= 0 || y_raypos <= 0
|| rgh_xdist > max_dist || rgh_ydist > max_dist) {
dist_to_h_hit = max_dist;
dprint( 200, 1, C_BLACK, "H : Max_dist");
break;
}
else if (map_test[x_raypos][y_raypos] == 0) {
x_intersect += dist_to_n_x_intersect;
horizontal_grid += dist_to_n_h_grid;
}
else {
dist_to_h_hit = floor(((x_intersect - player_x) * acos_table[castarc]) >> 6);
wall_type = map_test[x_raypos][y_raypos];
dprint( 200, 10, C_BLACK, "H : Hit");
dprint( 200, 20, C_BLACK, "x_intersect : %d", x_intersect);
dprint( 200, 30, C_BLACK, "horizontal_grid : %d", horizontal_grid);
dprint( 200, 40, C_BLACK, "wall_type : %d", wall_type);
break;
}
}
dprint( 1, 30, C_BLACK, "dist_to_h_hit : %d", dist_to_h_hit);
}
if (castarc < angle_90 || castarc > angle_270) {
vertical_grid = tile_size + floor(player_x / tile_size) * tile_size;
dist_to_n_v_grid = tile_size;
y_intersect = floor((tan_table[castarc] * (vertical_grid - player_x)) >> 6 ) + player_y;
dprint( 1, 40, C_BLACK, "y_intersect : %d", y_intersect);
}
else {
vertical_grid = floor(player_x / tile_size * tile_size);
dist_to_n_v_grid = -tile_size;
y_intersect = floor((tan_table[castarc] * (vertical_grid - player_x)) >> 6 ) + player_y;
vertical_grid--;
dprint( 1, 40, C_BLACK, "y_intersect : %d", y_intersect);
}
if (castarc == angle_90 || castarc == angle_270) {
dist_to_v_hit = max_dist;
dprint( 1, 80, C_BLACK, "y_90/270");
}
else {
dist_to_n_y_intersect = tab_mur_y[castarc];
while (true) {
x_raypos = floor(vertical_grid / tile_size);
y_raypos = floor(y_intersect / tile_size);
//rgh_xdist = abs(x_raypos - (tile_size * player_x));
//rgh_ydist = abs(y_raypos - (tile_size * player_y));
if (x_raypos >= map_w || y_raypos >= map_h || x_raypos <= 0 || y_raypos <= 0
|| rgh_xdist > max_dist || rgh_ydist > max_dist) {
dist_to_h_hit = max_dist;
dprint( 200, 50, C_BLACK, "V : Max_dist");
break;
}
else if (map_test[x_raypos][y_raypos] == 0) {
y_intersect += dist_to_n_y_intersect;
horizontal_grid += dist_to_n_h_grid;
}
else {
dist_to_v_hit = floor(((x_intersect - player_x) * acos_table[castarc]) >> 6);
wall_type = map_test[x_raypos][y_raypos];
dprint( 200, 60, C_BLACK, "V : Hit");
dprint( 200, 70, C_BLACK, "y_intersect : %d", y_intersect);
dprint( 200, 80, C_BLACK, "horizontal_grid : %d", horizontal_grid);
dprint( 200, 90, C_BLACK, "wall_type : %d", wall_type);
break;
}
}
dprint( 1, 50, C_BLACK, "dist_to_v_hit : %d", dist_to_v_hit);
}
if (dist_to_h_hit <= dist_to_v_hit) {
wall_dist = dist_to_h_hit;
}
else {
wall_dist = dist_to_v_hit;
}
wall_temp = floor(wall_dist / distors_table[castcolumn]);
wall_dist = wall_temp;
wall_dist = wall_dist >> 7;
dprint( 1, 60, C_BLACK, "wall_dist : %d", wall_dist);
if (wall_dist >= max_dist){
wall_dist = max_dist; //devrait pas y en avoir besoin mais bon
}
if (wall_dist == 0){
wall_dist += 1;
}
proj_wall_h = floor((tile_size * player_pj_pl_dist / wall_dist)*0.5);
if (proj_wall_h >= half_viewport_h){
proj_wall_h = half_viewport_h;
}
wall_bas = half_viewport_h - proj_wall_h;
wall_haut = half_viewport_h + proj_wall_h;
if (wall_haut < 0) {
wall_haut = 0;
}
if (wall_bas >= viewport_h) {
wall_bas = viewport_h - 1;
}
wall_bas = (wall_bas - wall_haut) + 1;
/*
if (floor(wall_dist) < max_dist) {
couleur = floor(255 - (wall_dist / max_dist) * 255)-20;
if (couleur <= 0) {
couleur = 0;
}
if (couleur > 235) {
couleur = 235;
}
/*
switch (wall_type) {
case 1: {
drect(castcolumn, wall_haut, castcolumn, wall_bas, wall_color);
break;
}
case 2: {
drect(castcolumn, wall_haut, castcolumn, wall_bas, 0xFAFA);
break;
}
}
*/ /*
drect( castcolumn, wall_haut, castcolumn, wall_bas, 0xAAAA); //nrmlnt : table_couleur[couleur]
}
else {
drect( castcolumn, wall_haut, castcolumn, wall_bas, 0x5ACB);
}
*/
dupdate();
getkey();
dclear(C_WHITE);
castarc++;
castcolumn++;
if (castarc >= angle_360) {
castarc -= angle_360;
}
}
}

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//Fcalva 17/02/2024
#ifndef config__h
#define config__h
#define debug //pour afficher les infos de debug
#ifdef FXCG50
//#define USB //Pour la capture USB
#define C_PINK 0xFAFA
#define C_DGRAY 0x7bcf
#define C_BSKY 0x9dbd
#endif
//A caser autrepart
#define player_height 0x7FFF
#define TPS 20
#define tick_time (int)((1.0/(float)TPS) * 1000.0)
//param. graphiques
//int, qui règle l'upscale de la fenêtre SDL
//int, defining the upscaling of the SDL window
#define upscale 1
#define screen_w 396
#define screen_h 224
#define viewport_w 396
#define viewport_h 224
#define max_dist fix(18) //en tuiles
#define max_sprite_dist fix(20) //en tuiles << 16, 20
#define max_sprite_search 24
#define max_sprite_display 16
//Constantes du moteur, pas touche si vous êtes pas sûrs sûrs
#define fpi 0x3243F //pi en fixed_t
#define G 0x9CCCC //Gravity, m/s/s
#define tindex_size 256
#define tsize 64
#endif

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// ---
// fixed: 16:16 fixed-point arithmetic
// ---
//
// Fcalva : vient de https://gitea.planet-casio.com/Slyvtt/OutRun
// Fcalva 14/02/2024
#pragma once
#include <stdint.h>
typedef int32_t fixed_t;
/* Standard arithmetic. */
#define fix(x) ((int)((x) * 65536))
//GCC complained when in inline functions
#define ffloor(f) ((int)(f) >> 16)
static inline fixed_t fmul(fixed_t left, fixed_t right)
{
/* Generally optimized by the compiler to use dmuls.l and xtrct */
int64_t p = (int64_t)left * (int64_t)right;
return (int32_t)(p >> 16);
}
static inline fixed_t fdec(fixed_t f)
{
return f & 0xffff;
}
static inline int fceil(fixed_t f)
{
return (f + 0xffff) >> 16;
}
static inline int fround(fixed_t f)
{
return (f + 0x8000) >> 16;
}
static inline fixed_t feasein(fixed_t x)
{
return fmul(x, x);
}
static inline fixed_t fease(fixed_t x)
{
if(x <= fix(0.5)) {
return 2 * fmul(x, x);
}
else {
x = fix(1) - x;
return fix(1) - 2 * fmul(x, x);
}
}
static inline fixed_t fdiv(fixed_t left, fixed_t right)
{
/* Pretty slow */
int64_t d = (int64_t)left << 16;
return d / right;
}
static inline fixed_t fixdouble(double constant)
{
return (fixed_t)(constant * 65536);
}
static inline fixed_t fixfloat(float constant)
{
return (fixed_t)(constant * 65536);
}
static inline float f2float(fixed_t f)
{
return (float)f / 65536;
}
static inline double f2double(fixed_t f)
{
return (double)f / 65536;
}
static inline double f2int(fixed_t f)
{
return (int)f / 65536;
}

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//Fcalva 14/02/2024
// Tout les #include extérieurs au projet
#ifndef includes__h
#define includes__h
#include "config.h"
#include "fixed.h"
#include <stdlib.h>
#include <stddef.h>
#include <stdint.h>
#include <string.h>
#include <stdio.h>
#include <math.h>
#include <time.h>
//SDL2 is defined by CMake
#ifdef FXCG50
#ifdef debug
#include <gint/kmalloc.h>
#endif
#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/image.h>
#include <libprof.h>
#endif
#ifdef SDL2
#include <unistd.h>
#include <SDL.h>
#include <SDL_image.h>
//#include <SDL_ttf.h>
#include "/usr/local/include/SDL2/SDL_ttf.h" //Bodge as SDL_ttf isn't recognised on my system
#include "sdl_image.h"
#endif
#ifdef USB
#include <gint/usb.h>
#include <gint/usb-ff-bulk.h>
#endif
#endif //includes__h

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//Fcalva 14/02/2024
#include "includes.h"
#include "inputs.h"
#include "utils.h"
#include "types.h"
#include "moteur.h"
#ifdef FXCG50
//The actual keys behind the RCKEY_ ones
uint8_t keymap[] = {0, KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_ALPHA,
KEY_SHIFT, KEY_F6, KEY_F1, KEY_TAN};
inline void rc_pollevent() {
pollevent();
}
inline uint8_t rc_keydown(enum keys key) {
switch(key){
case -1:{return 1;} //Temp
case 0: {return 0;}
default:{return keydown(keymap[key]);}
}
return 255;
}
//To reimplement
uint8_t rc_getkey(enum keys key) {
dupdate();
return 255;
}
void keys_get(Game *game){
Player *player = game->player;
ShooterMap *shooterLevel = game->shooterLevel;
extern char screenshot;
extern char record;
extern char capture_timer;
extern char frame_time_timer;
extern char disp_frame_time;
extern char exit_game;
pollevent();
uint8_t keydowns = rc_keydown(RCKEY_UP) | rc_keydown(RCKEY_DOWN) << 1 | rc_keydown(RCKEY_LEFT) << 2
| rc_keydown(RCKEY_RIGHT) << 3 | rc_keydown(RCKEY_JUMP) << 4;
move(game, keydowns);
if(rc_keydown(RCKEY_FPS) && frame_time_timer <= 0) {
if(disp_frame_time == 0) {
disp_frame_time = 1;
frame_time_timer = 10;
}
}
frame_time_timer--;
if(rc_keydown(RCKEY_EXIT)) exit_game = 1;
#ifdef debug
if(rc_keydown(RCKEY_DEBUG)) {}//end_screen();
#endif
#ifdef USB
screenshot = 0;
if(rc_keydown(RCKEY_DEBUG) && keydown(RCKEY_ACTION) && capture_timer <= 0) {
if(screenshot == 0) screenshot = 1;
capture_timer = 10;
}
capture_timer--;
#endif
}
#endif
#ifdef SDL2
/*=============================================================================
*================= SDL2 ====================
*=============================================================================
*/
//This SDL2 part is very unfinished
//The actual keys behind the RCKEY_ ones
// W = move fowards
// S = move backwards
// Q = turn left
// D = turn right
// Space = jump
// F = interact
// Esc = exit
// F1 = FPS counter
// G = Debug
uint8_t keymap[] = {0, SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_Q, SDL_SCANCODE_D,
SDL_SCANCODE_SPACE, SDL_SCANCODE_F, SDL_SCANCODE_ESCAPE,
SDL_SCANCODE_F1, SDL_SCANCODE_G};
SDL_Event sdl_event;
void rc_pollevent(){
extern SDL_Event sdl_event;
SDL_PumpEvents();
}
//All the following is to redo
uint8_t rc_keydown(enum keys key){
return 1;
}
uint8_t rc_getkey(enum keys key) {
dupdate();
}
void keys_get(Game *game){
Player *player = game->player;
ShooterMap *shooterLevel = game->shooterLevel;
extern char screenshot;
extern char record;
extern char capture_timer;
extern char frame_time_timer;
extern char disp_frame_time;
extern char exit_game;
uint8_t keydowns = rc_keydown(RCKEY_UP) || rc_keydown(RCKEY_DOWN) << 1 || rc_keydown(RCKEY_LEFT) << 2
|| rc_keydown(RCKEY_RIGHT) << 3 | rc_keydown(RCKEY_JUMP) << 4;
move(game, keydowns);
if(rc_keydown(RCKEY_FPS) && frame_time_timer <= 0) {
if(disp_frame_time == 0) {
disp_frame_time = 1;
frame_time_timer = 10;
}
}
frame_time_timer--;
if(rc_keydown(RCKEY_EXIT)) exit_game = 1;
#ifdef debug
if(rc_keydown(RCKEY_DEBUG)) {}//end_screen();
#endif
#ifdef USB
screenshot = 0;
if(rc_keydown(RCKEY_DEBUG) && keydown(RCKEY_ACTION) && capture_timer <= 0) {
if(screenshot == 0) screenshot = 1;
capture_timer = 10;
}
capture_timer--;
#endif
}
#endif

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//Fcalva 14/02/2024
#include "includes.h"
#include "types.h"
#define rc_key_n 10
enum keys {
RCKEY_ANY = -1,
RCKEY_NONE = 0,
RCKEY_UP = 1,
RCKEY_DOWN = 2,
RCKEY_LEFT = 3,
RCKEY_RIGHT = 4,
RCKEY_JUMP = 5,
RCKEY_ACTION = 6,
RCKEY_EXIT = 7,
RCKEY_FPS = 8,
RCKEY_DEBUG = 9
};
uint8_t rc_keydown(enum keys key);
void rc_pollevent();
void keys_get(Game *game);

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@ -1,109 +1,164 @@
#include <stdlib.h>
#include <math.h>
//Fcalva 14/02/2024
#include <gint/display.h>
#include <gint/keyboard.h>
//#include <libprof.h>
#ifdef FX9860G
#error "Ce code n'est pas pour FX, enlevez ce message a vos riques et périls"
#endif
#include "includes.h"
#include "sprites.h"
#include "map.h"
#include "moteur.h"
#include "map_test.h"
//#include "sprites.h"
#include "player.h"
#include "utils.h"
#include "types.h"
#include "inputs.h"
#include "ui.h"
//====== Raycaster (faut trouver un nom) =====
// Tout le code non-foireux vient de https://lodev.org/cgtutor/raycasting.html
// Grands remerciments !
// Github : https://github.com/attilavs2/Raycaster_prealpha
// Tout le code de cette version est en GPL3
//====== ShooterGeam V 0.6 =====
// Git du moteur : https://gitea.planet-casio.com/Fcalva/Raycaster_G90
//
// Game design : Fcalva (aka. fklv, Fcalva#6860, attilavs2)
// Programmation : Fcalva
// Art : Fcalva
//
//
// Personnes créditées à travers le code
// "Art" : Fcalva
//
// Remerciments à : SlyVTT pour l'aide et ses bouts de code
// Lephenixnoir pour Gint et l'aide
// Pour le moment le nouveau moteur de rendu 3lvl ne marche pas
// TODO :
// - réparer l'affichage
// - sprites
// - gameplay
// - Nouveau mouvement |~| (Cassé mais marchait)
// - 3 Level |~| (Textures sont cassées)
// - Sprites ! |~|
// - SDL (voir sdl_image.h) |~| (entrées a faire)
//
#ifdef FXCG50
extern image_t briques0;
extern image_t buisson0;
#endif
int player_x;
int player_y;
Player player1;
extern char map_test[map_w][map_h];
char exit_game = 0;
char disp_frame_time = 0;
char first_frame = 1;
char frame_time_timer = 1;
char capture_timer = 1;
float posX;
float posY;
float dirX;
float dirY;
float planeX;
float planeY;
float moveSpeed;
float rotSpeed;
float oldDirX;
float oldPlaneX;
int xtemp1;
int xtemp2;
int ytemp1;
int ytemp2;
int frame_time;
int old_frame_time;
int frame_n = 0;
//prof_init();
int frame_time = 0;
int raycast_time = 0;
int draw_time = 0;
int main(){
dclear(C_WHITE);
dtext( 1, 1, C_BLACK, "Chargement...");
dupdate();
posX = startpos_x;
posY = startpos_y; //x and y start position
dirX = start_dirX;
dirY = start_dirY; //initial direction vector
planeX = 0;
planeY = 0.66; //the 2d raycaster version of camera plane
//prof_t frame = prof_make();
//autres trucs de chargement
dclear(C_WHITE);
dtext(100, 100, C_BLACK, "Raycaster Fcalva v 0.1.2");
dtext( 97, 120, C_BLACK, "Edition plus paraplegique");
dtext(105, 150, C_BLACK, "Appuyez sur une touche");
#ifdef SDL2
sdl_image_init();
image_t briques0 = sdl_tex_load("assets-cg/textures/briques0.png");
image_t buisson0 = sdl_tex_load("assets-cg/textures/buisson1.png");
#endif
dclear(C_WHITE);
dprint( 0, 0, C_BLACK, "Chargement...");
dupdate();
dclear(C_WHITE); //getkey();
//trucs de chargement
image_t *vram = image_create_vram();
image_t *sky_tex = image_alloc(64, 64, IMAGE_RGB565);
image_t *D_tex = image_alloc(64, 64, IMAGE_RGB565);
image_fill(D_tex, C_DGRAY);
image_fill(sky_tex, C_BSKY);
extern image_t *tex_index[tindex_size];
tex_index[0] = D_tex;
tex_index[1] = &buisson0;
tex_index[2] = &briques0;
tex_index[3] = sky_tex;
prof_init();
Game game;
Player player;
game.player = &player;
load_map(&game, 0);
player.pos.x = fix(3);
player.pos.y = fix(3);
player.pos.z = fix(0);
player.velocity.x = 0;
player.velocity.y = 0;
player.velocity.z = 0;
player.dir.x = 0xFFFF;
player.dir.y = 0x0;
player.plane.x = 0x0;
player.plane.y = fix(-0.66F);
player.speed_mult = 0xFFFF;
dupdate();
getkey();
while (true) {
/* marche pas, je vais bosser sur des trucs plus importants
prof_leave(frame);
old_frame_time = frame_time;
frame_time = prof_time(frame);
frame_time -= old_frame_time;
prof_enter(frame);
*/
while (exit_game == 0) {
prof_t frame = prof_make();
prof_enter(frame);
dclear(C_BLACK);
dclear(C_WHITE);
draw_background(1);
//draw_sprites(&zombard, &ShooterLevel0, &player1);
draw_walls();
move();
draw_walls(&game, vram);
pollevent();
if (keydown(KEY_F6)) {
prof_quit();
return 1;
}
/*
dprint( 1, 1, C_BLACK, "frame : %d", frame_n); frame_n++;
dprint( 1, 10, C_BLACK, "posX : %d", floor(posX));
dprint( 1, 20, C_BLACK, "posY : %d", floor(posY));
dprint( 1, 30, C_BLACK, "dirX : %d", floor(dirX));
dprint( 1, 40, C_BLACK, "dirY : %d", floor(dirY));
*/
//dprint( 1, 50, C_BLACK, "frame time : %d", frame_time);
//if(first_frame == 1) main_menu();
dupdate();
}
}
keys_get(&game);
do_logic(&game);
if (disp_frame_time == 1) dprint( 1, 1, C_BLACK, "Fps : %d", (int)(1.0/((float)frame_time/1000.0)));
#ifdef debug
dprint( 1, 10,C_BLACK, "Raycast time : %d ms", raycast_time);
dprint( 1, 20,C_BLACK, "Draw time : %d ms", draw_time);
dprint( 1, 30, C_BLACK, "planeX : %d", player.plane.x);
dprint( 1, 40, C_BLACK, "planeY : %d", player.plane.y);
dprint( 1, 50, C_BLACK, "dirX : %d", player.dir.x);
dprint( 1, 60, C_BLACK, "dirY : %d", player.dir.y);
dprint( 1, 70, C_BLACK, "posX : %d", player.pos.x);
dprint( 1, 80, C_BLACK, "posY : %d", player.pos.y);
dprint( 1, 90, C_BLACK, "posZ : %d", player.pos.z);
#ifdef FXCG50
dprint( 1, 130, C_BLACK, "RAM usage : %d",
kmalloc_get_gint_stats(kmalloc_get_arena("_uram"))->used_memory);
#endif
#endif
dupdate();
// exit_game = 0;
prof_leave(frame);
frame_time = (int)prof_time(frame)/1000;
}
prof_quit();
#ifdef USB
usb_close();
#endif
image_free(vram);
image_free(&briques0);
image_free(&buisson0);
image_free(sky_tex);
image_free(D_tex);
#ifdef SDL2
sdl_image_quit();
#endif
return 1;
}

18
src/map.c Normal file
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@ -0,0 +1,18 @@
//Fcalva 17/02/2024
#include "includes.h"
#include "types.h"
void load_map(Game *game, int map_id){
extern ShooterMap map0;
dprint( 1, 1, C_BLACK, "Chargement...");
dupdate();
switch(map_id){
case 0:{game->shooterLevel = &map0; break;}
default:{game->shooterLevel = &map0; break;}
}
}

12
src/map.h Normal file
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@ -0,0 +1,12 @@
//Fcalva 14/02/2024
#include "includes.h"
#include "types.h"
#ifndef map__h
#define map__h
void load_map(Game *game, int map_id);
#endif /* map__h */

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@ -1,29 +0,0 @@
#include "map_test.h"
#include "moteur.h"
char map_test[map_w][map_h] = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,2,2,2,2,2,0,0,0,0,3,0,3,0,3,0,0,0,1},
{1,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,2,0,0,0,2,0,0,0,0,3,0,0,0,3,0,0,0,1},
{1,0,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,2,2,0,2,2,0,0,0,0,3,0,3,0,3,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,4,0,4,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,4,0,0,0,0,5,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,4,0,4,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,4,0,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};

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@ -1,11 +0,0 @@
#ifndef map_test_M
#define map_test_M
#define map_w 24
#define map_h 24
#define startpos_x 22 //exprimé en cases
#define startpos_y 12
#define start_dirX -1
#define start_dirY 0
#endif /* map_test.h */

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@ -1,301 +1,453 @@
#include <math.h>
#include <stdlib.h>
#include <string.h>
//Fcalva 21/02/2024
#include <gint/display.h>
#include <gint/keyboard.h>
#include "includes.h"
#include "moteur.h"
#include "sprites.h"
#include "map_test.h"
#include "utils.h"
#include "types.h"
#include "inputs.h"
// Concernant le code provenant de https://lodev.org/cgtutor/raycasting.html, c'est a dire move(), draw_walls()
/*
Copyright (c) 2004-2021, Lode Vandevenne
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// moteur.c :
// ici se trouvent tout ce qui concerne les graphismes, mouvement et collisions
// ici se trouvent tout ce qui concerne les graphismes, logique, mouvement et collisions
//
//
void move(){
float moveSpeed = 0.5; //the constant value is in squares/second
float rotSpeed = 0.33; //the constant value is in radians/second
float aprox_s_rotspeed = 0.0087;
float maprox_s_rotspeed = -0.0087;
extern float planeX;
extern float planeY;
extern float dirX;
extern float dirY;
extern float posX;
extern float posY;
image_t *tex_index[tindex_size];
float oldDirX;
float oldPlaneX;
float xtemp1;
float ytemp1;
float xtemp2;
float ytemp2;
pollevent();
if (keydown(KEY_UP)) {
xtemp1 = floor(posX + dirX * moveSpeed);
ytemp1 = floor(posY);
xtemp2 = floor(posX);
ytemp2 = floor(posY + dirY * moveSpeed);
/*if(map_test[xtemp1][ytemp1] == 0)*/ posX += dirX * moveSpeed;
/*if(map_test[xtemp2][ytemp2] == 0)*/ posY += dirY * moveSpeed;
int8_t on_ground(ShooterMap *shooterLevel, Vector3d pos) {
int map_w = shooterLevel->w;
int map_h = shooterLevel->h;
int dfact = map_w*map_h;
// If pos is int and tile under is either solid or z is 0
if(fix(ffloor(pos.z)) == pos.z){
if(pos.z < fix(1)) return 1;
if(has_collision(
shooterLevel->wall[ffloor(pos.z - 0x0001)*dfact+ffloor(pos.x)*map_w+ffloor(pos.y)]
) > 0){
return 1;
}
}
//move backwards if no wall behind you
if (keydown(KEY_DOWN)) {
xtemp1 = floor(posX - dirX * moveSpeed);
ytemp1 = floor(posY);
xtemp2 = floor(posX);
ytemp2 = floor(posY - dirY * moveSpeed);
/*if(map_test[xtemp1][ytemp1] == 0)*/ posX -= dirX * moveSpeed;
/*if(map_test[xtemp2][ytemp2] == 0)*/ posY -= dirY * moveSpeed;
return 0;
}
int8_t bumps_head(ShooterMap *shooterLevel, Vector3d pos) {
int map_w = shooterLevel->w;
int map_h = shooterLevel->h;
int map_d = shooterLevel->d;
int dfact = map_w*map_h;
pos.z += player_height;
if(pos.z >= fix(map_d)) return 1;
if(has_collision(
shooterLevel->wall[ffloor(pos.z + 0x0001)*dfact+ffloor(pos.x)*map_w+ffloor(pos.y)]
) > 0){
return 1;
}
//rotate to the rightdouble sin_rotspeed;
if (keydown(KEY_RIGHT)) {
return 0;
}
void move(Game *game, uint32_t keys) {
Player *player = game->player;
ShooterMap *shooterLevel = game->shooterLevel;
int map_w = shooterLevel->w;
int map_h = shooterLevel->h;
int dfact = map_w*map_h;
extern int frame_time;
fixed_t sFrameTime = fix(frame_time)/1000; //Frame time in seconds
fixed_t moveSpeed = fmul(sFrameTime, 20*player->speed_mult); //frame_time * fix(carrés/seconde là carrés/seconde = 5
fixed_t rotSpeed = sFrameTime*2; //frame_time * fix(radians/seconde là radians/seconde = 2
fixed_t c_rotSpeed = fix(cos(f2float(rotSpeed)));
fixed_t s_rotSpeed = fix(sin(f2float(rotSpeed)));
fixed_t oldDirX;
fixed_t oldPlaneX;
Vector3d fpos;
Vector3d temp;
uint8_t jumped;
if(keys & 0b1) {
player->velocity.x = fmul(player->dir.x, moveSpeed);
player->velocity.y = fmul(player->dir.y, moveSpeed);
}
if(keys & 0b1<<1) {
player->velocity.x = -fmul(player->dir.x, moveSpeed);
player->velocity.y = -fmul(player->dir.y, moveSpeed);
}
/*if(keydown(KEY_F2)){
if(player->pos.z - fmul(moveSpeed, 0x3FFF) > 0){
player->pos.z -= fmul(moveSpeed, 0x3FFF);
}
}
if(keydown(KEY_F3)){
if(player->pos.z + player_height + fmul(moveSpeed, 0x3FFF) < fix(3)){
player->pos.z += fmul(moveSpeed, 0x3FFF);
}
}*/
//rotate to the right
if(keys & 0b1<<3) {
//both camera direction and camera plane must be rotated
oldDirX = dirX;
dirX = dirX * 1.0 - dirY * maprox_s_rotspeed; //cos(-rotSpeed) ~= 1
dirY = oldDirX * maprox_s_rotspeed + dirY * 1.0; //sin(-rotspeed) ~= -0.0022
oldPlaneX = planeX;
planeX = planeX * 1.0 - planeY * maprox_s_rotspeed;
planeY = oldPlaneX * maprox_s_rotspeed + planeY * 1.0;
oldDirX = player->dir.x;
player->dir.x = (fmul(player->dir.x, c_rotSpeed)+1) - (fmul(player->dir.y, -s_rotSpeed)+1);
player->dir.y = (fmul(oldDirX, -s_rotSpeed)+1) + (fmul(player->dir.y, c_rotSpeed)+1);
oldPlaneX = player->plane.x;
player->plane.x = (fmul(player->plane.x, c_rotSpeed)+1) - (fmul(player->plane.y, -s_rotSpeed)+1);
player->plane.y = (fmul(oldPlaneX, -s_rotSpeed)+1) + (fmul(player->plane.y, c_rotSpeed)+1);
}
//rotate to the left
if (keydown(KEY_LEFT)) {
if(keys & 0b1<<2) {
//both camera direction and camera plane must be rotated
oldDirX = dirX;
dirX = dirX * 1.0 - dirY * aprox_s_rotspeed; //cos(rotSpeed) ~= 1
dirY = oldDirX * aprox_s_rotspeed + dirY * 1.0; //sin(rotSpeed) ~= 0.0022
oldPlaneX = planeX;
planeX = planeX * 1.0 - planeY * aprox_s_rotspeed;
planeY = oldPlaneX * aprox_s_rotspeed + planeY * 1.0;
oldDirX = player->dir.x;
player->dir.x = (fmul(player->dir.x, c_rotSpeed)-1) - (fmul(player->dir.y, s_rotSpeed)-1);
player->dir.y = (fmul(oldDirX, s_rotSpeed)+1) + (fmul(player->dir.y, c_rotSpeed)+1);
oldPlaneX = player->plane.x;
player->plane.x = (fmul(player->plane.x, c_rotSpeed)-1) - (fmul(player->plane.y, s_rotSpeed) - 1);
player->plane.y = (fmul(oldPlaneX, s_rotSpeed)+1) + (fmul(player->plane.y, c_rotSpeed) + 1);
}
//Jump
if(keys & 0b1<<4) {
if(on_ground(shooterLevel, player->pos) > 0){
player->velocity.z = moveSpeed;
jumped = 1;
dprint(1,150,C_BLACK,"jumped");
}
dprint(1,140,C_BLACK,"tried to jump");
}
temp.x = ffloor(player->pos.x + fmul(player->velocity.x, sFrameTime));
temp.y = ffloor(player->pos.y + fmul(player->velocity.y, sFrameTime));
temp.z = ffloor(player->pos.z + fmul(player->velocity.z, sFrameTime));
fpos.x = ffloor(player->pos.x);
fpos.y = ffloor(player->pos.y);
fpos.z = ffloor(player->pos.z);
player->velocity.x -= fmul(player->velocity.x, fmul(0x5000, fsq(player->velocity.x)));
player->velocity.y -= fmul(player->velocity.y, fmul(0x5000, fsq(player->velocity.x)));
if(!has_collision(shooterLevel->wall[fpos.z*dfact+temp.x*map_w+fpos.y])) player->pos.x = player->pos.x + fmul(player->velocity.x, sFrameTime);
else player->velocity.x = 0;
if(!has_collision(shooterLevel->wall[fpos.z*dfact+fpos.x*map_w+temp.y])) player->pos.y = player->pos.y + fmul(player->velocity.y, sFrameTime);
else player->velocity.y = 0;
/*if((on_solid_ground(shooterLevel, (Vector3d){player->pos.x, player->pos.y, temp.z}) > 0
|| bumps_head(shooterLevel, (Vector3d){player->pos.x, player->pos.y, temp.z}) < 1)&&
jumped < 1) {
player->velocity.z = 0;
}
else player->velocity.z -= 2*fmul(G, sFrameTime);*/ //Gravité
if (player->dir.x > 0xFFFF) player->dir.x = 0xFFFF;
if (player->dir.y > 0xFFFF) player->dir.y = 0xFFFF;
if (player->dir.x < -0xFFFF) player->dir.x = -0xFFFF;
if (player->dir.y < -0xFFFF) player->dir.y = -0xFFFF;
}
/*
void draw_background(int back_id){ //a refaire
}*/
fixed_t ticks_todo;
void do_logic(Game *game){
extern int frame_time;
extern fixed_t ticks_todo;
ticks_todo += fix(frame_time);
fixed_t old = ticks_todo;
int ticks_now = ffloor(ticks_todo/tick_time);
ticks_todo = old % tick_time;
for(int t_done = 0; t_done < ticks_todo; t_done++){
logic(game);
}
}
void load_map(int map_id){
void logic(Game *game){
}
void draw_background(int background_id){
switch (background_id){
default: {
break;
}
case 0: {
break;
}
case 1: {
drect( 0, 0, viewport_w, floor(viewport_h*0.5), 0x6d39); //~ Bleu ciel
break;
}
case 2: {
drect( 0, 0, viewport_w, floor(viewport_h*0.5), 0xc1c7); //Rouge "enfer"
break;
}
/*
void draw_f(image_t *vram){ //a refaire
}*/
//#ifdef SDL2
void dstripe(image_t *stripe, image_t *vram, int x, int linePos, int lineHeight, int ymin, int ymax){
int i;
fixed_t cpixel;
int cy;
int texSampleY = 0;
int texSample = tsize;
struct image_linear_map tmap;
image_t stripe1;
fixed_t texScale = fix(lineHeight) / tsize; //taille proportionelle de la ligne a la tex
if(linePos < ymin || linePos+lineHeight > ymax){
texSampleY = f2int(fdiv(fix(linePos - ymin), texScale));
texSample = f2int(fdiv(fix(linePos + lineHeight - ymax), texScale));
}
image_sub(stripe, 0, texSampleY, 2, texSample, &stripe1);
image_scale(&stripe1, 0xFFFF, texScale, &tmap);
image_linear(&stripe1, image_at(vram, x, ymin), &tmap);
}
/*#endif
#ifdef FXCG50
// ! Absolutely DO NOT use with images in other formats than RGB565 !
// Checks are skipped for performance, be warned
void dstripe(image_t *stripe, image_t *vram, int x, int linePos, int lineHeight, int ymin, int ymax){
uint16_t *strpdat = stripe->data;
uint16_t *vramdat = stripe->data;
fixed_t texScale = fix(ymax-ymin)/lineHeight;
texScale = fmul(fix(lineHeight)/tsize, texScale);
fixed_t iTexScale = fdiv(0xFFFF, texScale);
fixed_t tpos = fmul(fix(ymin-linePos), iTexScale);
for(int i=fix(linePos); i<fix(ymax); i+=texScale){
//>>14 instead of >>16 is because of padding + width
//vramdat[ffloor(i)*screen_w+x] = strpdat[(tpos>>14)];
//vramdat[ffloor(i)*screen_w+x+1] = strpdat[(tpos>>14)+1];
tpos += iTexScale;
}
}
#endif*/
void __attribute__((aligned(4))) draw_walls(Game *game, image_t *vram){
Player *player = game->player;
ShooterMap *shooterLevel = game->shooterLevel;
int map_w = shooterLevel->w;
int map_h = shooterLevel->h;
int map_d = shooterLevel->d;
int dfact = map_w*map_h;
fixed_t cameraX;
fixed_t rayDirX;
fixed_t rayDirY;
fixed_t sideDistX;//length of ray from current position to next x or y-side
fixed_t sideDistY;
fixed_t deltaDistX;
fixed_t deltaDistY;
fixed_t perpWallDist;
fixed_t texSize;
int x;
int i;
int mapX;
int mapY;
int stepX; //what direction to step in x or y-direction (either +1 or -1)
int stepY;
int side; //was a NS or a EW wall hit?
int lineHeight;
int texX;
int texSample;
int texSampleY;
int v_offset = 0; //(int)(sin(f2int(posX + posY)) * 5); //a raffiner un peu
fixed_t h_offset = 0; //fix(sin(f2int(posX - posY)) * 0.01);
#ifdef FXCG50
//Assign dbuffer to xyram so that checks go vroom vroom
int32_t __attribute__((aligned(4))) *dbuffer = (void *)0xe500e000 + 32;
#else
int32_t dbuffer[viewport_h];
#endif
struct image_linear_map temp;
extern image_t *tex_index[tindex_size];
extern int raycast_time;
extern int draw_time;
prof_t rayscat = prof_make();
prof_t img_drw = prof_make();
for(x = 0; x < viewport_w; x+=2) {
prof_enter(rayscat);
debug_func();
//calculate ray position and direction
cameraX = fdiv(fix(x*2), fix(viewport_w)) - 0xFFFF + h_offset; //x-coordinate in camera space
rayDirX = player->dir.x + fmul(player->plane.x, cameraX);
rayDirY = player->dir.y + fmul(player->plane.y, cameraX);
//which box of the map we're in
mapX = f2int(player->pos.x);
mapY = f2int(player->pos.y);
// length of ray from one x or y-side to next x or y-side
// these are derived as:
// deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX))
// deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY))
// which can be simplified to abs(|rayDir| / rayDirX) and abs(|rayDir| / rayDirY)
// where |rayDir| is the length of the vector (rayDirX, rayDirY). Its length,
// unlike (dirX, dirY) is not 1, however this does not matter, only the
// ratio between deltaDistX and deltaDistY matters, due to the way the DDA
// stepping further below works. So the values can be computed as below.
// Division through zero is prevented, even though technically that's not
// needed in C++ with IEEE 754 floating point values.
deltaDistX = rayDirX == 0 ? 0xFFFF : abs(fdiv(0xFFFF, rayDirX));
deltaDistY = rayDirY == 0 ? 0xFFFF : abs(fdiv(0xFFFF, rayDirY));
//calculate step and initial sideDist
if (rayDirX < 0) {
stepX = -1;
sideDistX = fmul(player->pos.x - fix(mapX), deltaDistX);
}
else {
stepX = 1;
sideDistX = fmul(fix(mapX + 1) - player->pos.x, deltaDistX);
}
}
void draw_walls(){
extern float posX;
extern float posY;
extern float dirX;
extern float dirY;
extern float planeX;
extern float planeY;
extern char map_test[map_w][map_h];
unsigned short color;
float cameraX;
float rayDirX;
float rayDirY;
float sideDistX;//length of ray from current position to next x or y-side
float sideDistY;
float deltaDistX;
float deltaDistY;
float perpWallDist;
int x;
int mapX;
int mapY;
int stepX; //what direction to step in x or y-direction (either +1 or -1)
int stepY;
int hit = 0; //was there a wall hit?
int side; //was a NS or a EW wall hit?
int lineHeight;
int drawStart;
int drawEnd;
if (rayDirY < 0) {
stepY = -1;
sideDistY = fmul(player->pos.y - fix(mapY), deltaDistY);
}
else {
stepY = 1;
sideDistY = fmul( fix(mapY + 1) - player->pos.y, deltaDistY);
}
int a;
for(i = 0; i < viewport_h; i++){
dbuffer[i] = max_dist + 0xFFFF;
}
for(x = 0; x < viewport_w; x++) {
//calculate ray position and direction
cameraX = ((float)x * 2 / (float)viewport_w - 1.0); //x-coordinate in camera space
rayDirX = (float)dirX + ((float)planeX * cameraX);
rayDirY = (float)dirY + ((float)planeY * cameraX);
/*
dprint(1,1,C_BLACK,"cameraX : %d", (int)(cameraX*1000));
dprint(1,10,C_BLACK,"rayDirX : %d", (int)(rayDirX*1000));
dprint(1,20,C_BLACK,"rayDirX : %d", (int)(rayDirY*1000));
*/
//which box of the map we're in
mapX = (int)posX; //22
mapY = (int)posY; //12
//perform DDA
while(1) {
//Check if the ray is out of range/bounds
if (sideDistX >= max_dist || sideDistY >= max_dist || mapX < 0 || mapY < 0 || mapX >= map_w || mapY >= map_h) {
break;
}
//Otherwise if ray has hit something else than an air column
else if(shooterLevel->wall[mapX*map_w+mapY] != 255){
prof_leave(rayscat);
prof_enter(img_drw);
// length of ray from one x or y-side to next x or y-side
// these are derived as:
// deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX))
// deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY))
// which can be simplified to abs(|rayDir| / rayDirX) and abs(|rayDir| / rayDirY)
// where |rayDir| is the length of the vector (rayDirX, rayDirY). Its length,
// unlike (dirX, dirY) is not 1, however this does not matter, only the
// ratio between deltaDistX and deltaDistY matters, due to the way the DDA
// stepping further below works. So the values can be computed as below.
// Division through zero is prevented, even though technically that's not
// needed in C++ with IEEE 754 floating point values.
// Fcalva : removed the 0 div prevention
deltaDistX = fabs(1 / rayDirX);
deltaDistY = fabs(1 / rayDirY);
/**
dprint(1,30,C_BLACK,"deltaDistX : %d", (int)(deltaDistX*1000));
dprint(1,40,C_BLACK,"deltaDistY : %d", (int)(deltaDistY*1000));
*/
//calculate step and initial sideDist
if(rayDirX < 0)
{
stepX = -1; //true
sideDistX = (posX - (float)mapX) * deltaDistX;
}
else
{
stepX = 1;
sideDistX = (((float)mapX + 1.0) - posX) * deltaDistX;
}
if(rayDirY < 0)
{
stepY = -1; //true
sideDistY = (posY - (float)mapY) * deltaDistY;
}
else
{
stepY = 1;
sideDistY = (((float)mapY + 1.0) - posY) * deltaDistY;
}
a = 0;
//perform DDA
while(true) {
//jump to next map square, either in x-direction, or in y-direction
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
//Calculate distance projected on camera direction. This is the shortest distance from the point where the wall is
//hit to the camera plane. Euclidean to center camera point would give fisheye effect!
//This can be computed as (mapX - posX + (1 - stepX) / 2) / rayDirX for side == 0, or same formula with Y
//for size == 1, but can be simplified to the code below thanks to how sideDist and deltaDist are computed:
//because they were left scaled to |rayDir|. sideDist is the entire length of the ray above after the multiple
//steps, but we subtract deltaDist once because one step more into the wall was taken above.
if (side == 0) perpWallDist = (sideDistX - deltaDistX);
else perpWallDist = (sideDistY - deltaDistY);
//texturing calculation
//calculate value of wallX
fixed_t wallX; //where exactly the wall was hit
if (side == 0) wallX = player->pos.y + fmul(perpWallDist, rayDirY);
else wallX = player->pos.x + fmul(perpWallDist, rayDirX);
wallX -= fix(ffloor(wallX));
//x coordinate on the texture
texX = fround(wallX * tsize);
if(side == 0 && rayDirX > 0) texX = tsize - texX - 1;
if(side == 1 && rayDirY < 0) texX = tsize - texX - 1;
perpWallDist = perpWallDist < 1 ? 1 : perpWallDist;
lineHeight = fround(fdiv(fix(viewport_h), perpWallDist)); //Taille en px de la ligne
if (lineHeight < 1) lineHeight = 1;
if (lineHeight > viewport_h-1) lineHeight = viewport_h-1;
int glinePos = viewport_h/2 - lineHeight/2;
for(i = 0; i < map_d; i++) {
if(!has_collision(shooterLevel->wall[i*dfact+mapX*map_w+mapY])) continue;
int zOffset = player->pos.z - fix(i);
// The reasoning here is to offset the wall slice vertically from the center of the screen,
// depending on the offset between the wall and the player
int linePos = glinePos + fround(fmul(zOffset,fix(lineHeight)));
if(linePos >= viewport_h) continue;
if(linePos+lineHeight < 1) continue;
uint8_t tex = shooterLevel->wall[i*dfact+mapX*map_w+mapY];
int ymin = linePos;
int ymax = linePos+lineHeight;
int midline = linePos + lineHeight/2;
int j;
for(j = linePos; j < midline && j < viewport_h; j++){
if(dbuffer[j] < perpWallDist){
ymin = j;
continue;
}
else dbuffer[j] = perpWallDist;
}
for(int j = linePos+lineHeight; j >= midline && j > 0; j--){
if(dbuffer[j] < perpWallDist){
ymax = j;
continue;
}
else dbuffer[j] = perpWallDist;
}
if(abs(ymax-ymin) < 2) continue;
//gint_dvline(ymin, ymax, x, rgb565to8888(perpWallDist>>15));
//gint_dvline(ymin, ymax, x+1, rgb565to8888(perpWallDist>>15));
image_t tex_stripe;
image_sub(tex_index[tex], texX, 0, 2, tsize, &tex_stripe);
dstripe(&tex_stripe, vram, x, linePos, lineHeight, ymin, ymax);
//prof_leave(img_drw);
//prof_enter(rayscat);
}
else {
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
if ((int)sideDistX >= max_dist || (int)sideDistY >= max_dist) {
hit = 0;
break;
}
else if (map_test[mapX][mapY] != 0) { //Check if ray has hit a wall
hit = 1;
break;
}
a++;
}
//Calculate distance projected on camera direction. This is the shortest distance from the point where the wall is
//hit to the camera plane. Euclidean to center camera point would give fisheye effect!
//This can be computed as (mapX - posX + (1 - stepX) / 2) / rayDirX for side == 0, or same formula with Y
//for size == 1, but can be simplified to the code below thanks to how sideDist and deltaDist are computed:
//because they were left scaled to |rayDir|. sideDist is the entire length of the ray above after the multiple
//steps, but we subtract deltaDist once because one step more into the wall was taken above.
if (side == 0) {
perpWallDist = (sideDistX - deltaDistX);
}
//jump to next map square, either in x-direction, or in y-direction
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
mapX += stepX;
side = 0;
}
else {
perpWallDist = (sideDistY - deltaDistY);
sideDistY += deltaDistY;
mapY += stepY;
side = 1;
}
/*
dprint(1,10,C_BLACK,"a : %d", a);
dprint(1,50,C_BLACK,"sideDistX : %d", (int)(sideDistX*1000));
dprint(1,60,C_BLACK,"sideDistY : %d", (int)(sideDistY*1000));
dprint(1,70,C_BLACK,"perpWallDist : %d", (int)(perpWallDist*1000));
*/
//Calculate height of line to draw on screen
lineHeight = floor(viewport_h*1.0 / perpWallDist);
//calculate lowest and highest pixel to fill in current stripe
drawStart = floor((-lineHeight * 0.5) + (viewport_h * 0.5));
if(drawStart < 0) {
drawStart = 0;
}
drawEnd = floor((lineHeight * 0.5) + (viewport_h * 0.5));
if(drawEnd >= viewport_h) {
drawEnd = viewport_h - 1;
}
//give x and y sides different brightness
if (side == 1) {
color += 4;
}
//choose wall color
switch(map_test[mapX][mapY])
{
case 1: color = C_RED; break; //red
case 2: color = C_GREEN; break; //green
case 3: color = C_BLUE; break; //blue
case 4: color = C_WHITE; break; //white
case 5: color = 0x8000; break; //rouge foncé
case 6: color = 0x0400; break; //vert foncé
case 7: color = 0x0010; break; //bleu foncé
case 8: color = C_LIGHT; break; //gris clair
default: color = C_DARK; break; //yellow
}
//draw the pixels of the stripe as a vertical line
drect(x, drawStart, x, drawEnd, color);
}
//prof_leave(rayscat);
}
//raycast_time = (int)prof_time(rayscat)/1000;
}
// Je garde le bout en dessous pour des raisons (date d'avant la V 0.1.1)
//Problèmes :
//-L'affichage est très mauvais, a revoir
//-Le mouvement de la caméra ne marche pas
//
//A rajouter d'ici le 27 :
//-Que ça marche (logique)
// -collisions
// -Sol
// -Gestion de plusieurs maps
// -Interaction (Portes/boutons)
// -Textures
// -Sprites
// -PNJs ( a voir selon le théme)
// -Extérieur/intérieur (très probablement mais a voir selon le thème)
//La suite dépend surtout de ce qui aura été fait et du thème
//Avec le thème, maintenant il faudrait :
//-collisions
// -sol
// -Des bouts de map reliés entre eux
// -Sprites (ennemis + ambiance dans un second temps)
// -map générées aléatoirement
// -textures
// -Gameplay
// -PNJs
// -Sans de undertale (me demandez pas pourquoi, c'est un mec sur discord qui a propos<6F>)
//
//================================================
// au 03/06 :
// A faire là tout de suite :
// - Bien réparer correctement les murs
// - Sprites
// Plan :
// -Sol
// -Ennemis
// -Maps
// -Textures
//h

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@ -1,31 +1,16 @@
#ifndef moteur
#define moteur
//Fcalva 14/02/2024
#define pi 3.1415
#include "includes.h"
//param. graphiques
#define screen_w 396
#define screen_h 224
#define viewport_w 396
#define viewport_h 224
#define FOV 60
#define max_dist 10 //en fraction de tuiles, 20 tuiles en ce moment
#include "types.h"
#define couleur_ciel 0x0ADF
#ifndef moteur_h
#define moteur_h
//param. de jeu
#define tile_size 32
#define player_height 16
#define player_speed 8
void draw_background(int back_id);
void do_logic(Game *game);
void draw_f(image_t *vram);
void draw_walls(Game *game, image_t *vram);
void move(Game *game, uint32_t keys);
float deg_to_rad(float angle_deg);
void compute_table();
void load_map(int);
void draw_background(int);
void draw_walls();
void move();
#define wall_color 0xAAAA
#endif /* moteur */
#endif /* moteur */

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//Fcalva 14/02/2024
#include "includes.h"

8
src/player.h Normal file
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//Fcalva 14/02/2024
#include "includes.h"
#ifndef player_h
#define player_h
#endif

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//Fcalva 14/02/2024
#include "includes.h"
#ifdef SDL2
#define window_w (screen_w*upscale)
#define window_h (screen_h*upscale)
#define SDL_viewport_w (viewport_w*upscale)
#define SDL_viewport_h (viewport_h*upscale)
SDL_Info SDL_inf;
void sdl_image_init(){
extern SDL_Info SDL_inf;
uint32_t init_flags = SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO;
SDL_Init(init_flags);
uint32_t window_flags = SDL_WINDOW_INPUT_GRABBED;
SDL_inf.window = SDL_CreateWindow("RaycasterGame", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
window_w, window_h, window_flags);
uint32_t renderer_flags = SDL_RENDERER_TARGETTEXTURE;
SDL_inf.renderer = SDL_CreateRenderer(SDL_inf.window, -1, renderer_flags);
TTF_Init();
SDL_inf.font = TTF_OpenFont("./assets-cg/StarmapTruetype.ttf", 8);
}
void sdl_image_quit(){
extern SDL_Info SDL_inf;
TTF_CloseFont(SDL_inf.font);
TTF_Quit();
IMG_Quit();
SDL_DestroyRenderer(SDL_inf.renderer);
SDL_DestroyWindow(SDL_inf.window);
SDL_Quit();
}
image_t sdl_tex_load(char *filename){
extern SDL_Info SDL_inf;
image_t tex;
int tformat, taccess, w, h;
tex.tex = IMG_LoadTexture(SDL_inf.renderer, filename);
tex.subrect = malloc(sizeof(SDL_Rect));
SDL_QueryTexture(tex.tex, &tformat, &taccess, &w, &h);
tex.subrect->x = 0;
tex.subrect->y = 0;
tex.subrect->w = w;
tex.subrect->h = h;
tex.is_vram = 0;
return tex;
}
image_t *image_alloc(int w, int h, enum img_type image_type){
extern SDL_Info SDL_inf;
image_t *tex;
tex = malloc(sizeof(image_t));
tex->subrect = malloc(sizeof(SDL_Rect));
tex->subrect->x = 0;
tex->subrect->y = 0;
tex->subrect->w = w;
tex->subrect->h = h;
tex->tex = SDL_CreateTexture(SDL_inf.renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET,
w, h);
return tex;
}
void image_free(image_t *img){
free(img->subrect);
SDL_DestroyTexture(img->tex);
free(img);
}
int prof_init(void){
return 0;
}
void prof_quit(void){
return;
}
image_t *image_create_vram(void){
image_t *tex;
tex = NULL;
return tex;
}
void dclear(SDL_Color color){
extern SDL_Info SDL_inf;
SDL_SetRenderDrawColor(SDL_inf.renderer, color.r, color.g, color.b, color.a);
SDL_RenderClear(SDL_inf.renderer);
SDL_SetRenderDrawColor(SDL_inf.renderer, 255, 255, 255, 255);
}
void dupdate(void){
extern SDL_Info SDL_inf;
SDL_RenderPresent(SDL_inf.renderer);
}
static SDL_Rect dSubrect;
void dimage(int x, int y, image_t *image){
extern SDL_Info SDL_inf;
dSubrect.x = x;
dSubrect.y = y;
dSubrect.w = image->subrect->w;
dSubrect.h = image->subrect->h;
SDL_RenderCopy(SDL_inf.renderer, image->tex, image->subrect, &dSubrect);
}
static image_t image_sub_default;
image_t *image_sub(image_t *src, int x, int y, int w, int h, image_t *dest){
if(!dest) dest = &image_sub_default;
if(w < 0) w = src->subrect->w - x;
if(h < 0) h = src->subrect->h - y;
dest->subrect->x = x;
dest->subrect->y = y;
dest->subrect->w = w;
dest->subrect->h = h;
dest->tex = src->tex;
return dest;
}
void image_fill(image_t *img, SDL_Color color) {
//SDL_FillRect(SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
}
void image_scale(image_t const *src, int gamma_x, int gamma_y, struct image_linear_map *map){
map->h_scale = f2float(gamma_x) * upscale;
map->v_scale = f2float(gamma_y) * upscale;
}
void image_linear(image_t const *src, image_t *dst, struct image_linear_map *map){
extern SDL_Info SDL_inf;
dSubrect.x = 0;
dSubrect.y = 0;
dSubrect.w = round(src->subrect->w * map->h_scale);
dSubrect.h = round(src->subrect->h * map->v_scale);
SDL_RenderCopy(SDL_inf.renderer, src->tex, src->subrect, &dSubrect);
}
void dprint(int x, int y, SDL_Color fg, char const *format, ...){
extern SDL_Info SDL_inf;
SDL_Surface *tsurface;
SDL_Texture *ttex;
uint32_t tformat;
int w, h, taccess;
char formatted[256];
snprintf(formatted, sizeof(char)*256, format);
tsurface = TTF_RenderText_Blended(SDL_inf.font, formatted, fg);
ttex = SDL_CreateTextureFromSurface(SDL_inf.renderer, tsurface);
SDL_QueryTexture(ttex, &tformat, &taccess, &w, &h);
dSubrect.x = x;
dSubrect.y = y;
dSubrect.w = w;
dSubrect.h = h;
SDL_RenderCopy(SDL_inf.renderer, ttex, NULL, &dSubrect);
SDL_FreeSurface(tsurface);
SDL_DestroyTexture(ttex);
}
void gint_dvline(int y1, int y2, int x, SDL_Color color){
extern SDL_Info SDL_inf;
SDL_SetRenderDrawColor(SDL_inf.renderer, color.r, color.g, color.b, color.a);
SDL_RenderDrawLine(SDL_inf.renderer, x, y1, x, y2);
SDL_SetRenderDrawColor(SDL_inf.renderer, 255, 255, 255, 255);
}
#endif

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//Fcalva 14/02/2024
#ifdef SDL2
#ifndef sdl__h
#define sdl__h
//==== État des choses ===
// Implémentation de :
// - Intialisation (sdl_image_init() ) - X
// - Fermeture (sdl_image_quit() ) - X
// - Importation (sdl_tex_load() ) - 20%
// - gint/display.h :
// - dprint() - X
// - dimage() - X
// - dclear() - X
// - dupdate() - X
// - gint_dvline() - X
// - gint/image.h :
// - image_t - X
// - image_linear_map - 90%
// - image_create_vram() - 0%
// - image_alloc() - X
// - image_free() - X
// - image_fill() - 0%
// - image_sub() - X
// - image_scale() - 90%
// - image_linear() - 90%
// - libprof :
// - prof_t - 90%
// - prof_make - X
// - prof_enter - 90%
// - prof_leave - 90%
// - prof_time - 90%
//
//SDL-ported gint functions and defs
#define C_WHITE (SDL_Color){255, 255, 255, 255}
#define C_BLACK (SDL_Color){0, 0, 0, 255}
#define C_PINK (SDL_Color){31, 23, 26, 255}
#define C_BSKY (SDL_Color){156, 182, 239, 255}
#define C_DGRAY (SDL_Color){123, 121, 123, 255}
//From gint/image.h
/* image_t: gint's native bitmap image format
Images of this format can be created through this header's API but also by
using the fxSDK's built-in image converters with fxconv. */
typedef struct {
SDL_Texture *tex;
SDL_Rect *subrect;
uint8_t is_vram;
} image_t;
enum img_type{
IMAGE_RGB565 = 0, /* Converted to RGBA8888*/
IMAGE_RGB565A = 1
};
struct image_linear_map{
float h_scale;
float v_scale;
};
image_t *image_create_vram(void);
image_t *image_alloc(int w, int h, enum img_type image_type);
void image_fill(image_t *img, SDL_Color color);
image_t *image_sub(image_t *src, int x, int y, int w, int h, image_t *dest);
#define image_sub1(src, x, y, w, h, dst, ...) image_sub(src, x, y, w, h, dst)
#define image_sub(...) image_sub1(__VA_ARGS__, NULL)
#define image_at(img, x, y) image_sub(img, x, y, -1, -1)
void image_free(image_t *img);
void image_scale(image_t const *src, int gamma_x, int gamma_y, struct image_linear_map *map);
void image_linear(image_t const *src, image_t *dst, struct image_linear_map *map);
//From gint/display.h
void dprint(int x, int y, SDL_Color fg, char const *format, ...);
void dclear(SDL_Color color);
void dupdate(void);
void dimage(int x, int y, image_t *image);
//From gint/render.h
void gint_dvline(int y1, int y2, int x, SDL_Color color);
//Libprof
typedef struct{
uint32_t start;
uint32_t current;
uint8_t rec;
} prof_t;
int prof_init(void);
void prof_quit(void);
#define prof_make() ((prof_t){0,0,0})
#define prof_enter(prof) { if(1>prof.rec){ prof.start=SDL_GetTicks(); prof.rec=1; }}
#define prof_leave(prof) { if(prof.rec>1){ prof.current=SDL_GetTicks(); prof.rec=0; }}
#define prof_time(prof) (prof.current-prof.start)
//SDL specific defs
typedef struct{
SDL_Window *window;
SDL_Renderer *renderer;
TTF_Font *font;
} SDL_Info;
image_t sdl_tex_load(char *filename);
void sdl_image_init();
void sdl_image_quit();
#endif
#endif

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@ -1,61 +1,79 @@
#include <stdlib.h>
#include <math.h>
//Fcalva 14/02/2024
#include <gint/display.h>
#include <gint/keyboard.h>
#include "includes.h"
//#include "map_test.h" //pas besoin pour le moment
#include "sprites.h"
#include "moteur.h"
#include "types.h"
#include "utils.h"
//Je compte utiliser des sprites décrits en vecteurs, étant donné que c'est bien plus
// facile à agrandir et réduire.
// 2 maps de sprites : Les sprites de la map (tonneaux, torches, cadavres...)
// Et les sprites de PNJs, donc d'ennemis et amicaux si jamais il y en a
//
// Les sprites sont définis en vecteurs, en array de 64 (max, multiple de 4 requis) x5,
// une ligne par trait, en vecteurs (les 4 premieres valeurs), 0;0 étant le coin en haut
// a gauche, sur une zone de 32x32. Le 5 ème nombre est la couleur de la ligne
// Ex : Une ligne noire de 0;0 à 3;3 :
// unsigned short ligne[1][5]{
// {0, 0, 3, 3, 0x0000}
// }
//
void draw_map_sprites(image_t *sprite, ShooterMap *ShooterLevel, Player *player) {
//char lsprites[32][32]; //les pnjs (ennemis)
// TODO : Add pre-clipping
//This sorts the sprites by distance, before prunning the ones further than max_sprite_dist
//Then it adds the remaining ones to the render queue, starting from furthest
void draw_sprites() {
// 1 - lister les sprites en render distance
// 2 - vérifier la distance/si c'est derrière un mur
// 3 - trier par distance
// 4 - passage a la moulinette de la perspective de la taille
// 5 - vérifier les recouvrement éventuels
// 6 - dessiner en commençant par derrière
Sprite sprite_list[max_sprite_search];
fixed_t dist_list[max_sprite_search];
int count;
int a_count = 0; //Actual count
fixed_t *base;
fixed_t *result;
int list_pos;
int i;
count = ShooterLevel->sprite_count < max_sprite_search ? ShooterLevel->sprite_count:max_sprite_search;
for(i = 0; i < count; i++){
dist_list[i] = fmul(player->pos.x - ShooterLevel->sprites[i].pos_x, player->pos.x - ShooterLevel->sprites[i].pos_x)
+ fmul(player->pos.y - ShooterLevel->sprites[i].pos_y, player->pos.y - ShooterLevel->sprites[i].pos_y);
dist_list[i+count] = dist_list[i]; //Stash another for relink
}
qsort(dist_list, count, sizeof(fixed_t), &cmpfunc);
base = &dist_list[count];
count = ShooterLevel->sprite_count < max_sprite_display ? ShooterLevel->sprite_count:max_sprite_display;
for(i = 0; i < count; i++){
if(dist_list[i] > fmul(max_sprite_dist, max_sprite_dist)) break;
a_count++;
result = bsearch((void*)&dist_list[i], base, count, sizeof(fixed_t), &cmpfunc);
list_pos = (int)((result - base)/sizeof(fixed_t));
sprite_list[i] = ShooterLevel->sprites[list_pos];
}
Vector2d sprite_dir;
Vector2d sprite_pos;
//Les pos des sprites sont cassées....
for(i = a_count; i >= 0; i--){
sprite_pos.x = sprite_list[i].pos_x - player->pos.x;
sprite_pos.y = sprite_list[i].pos_y - player->pos.y;
sprite_dir = fix2DNorml(sprite_pos);
sprite_dir.x -= player->dir.x;
sprite_dir.y -= player->dir.y;
fixed_t inv_d = 1/(fmul(player->plane.x, player->dir.y) - fmul(player->dir.x, player->plane.y));
fixed_t trans_y = fmul(inv_d, (fmul(player->dir.y, sprite_dir.x) - fmul(player->dir.x, sprite_dir.y)));
fixed_t trans_x = fmul(inv_d, (fmul(-player->plane.y, sprite_dir.x) + fmul(player->plane.x, sprite_dir.y)));
int screen_x = (int)(viewport_w * 0.5) * ffloor(0xFFFF + fdiv(trans_x, trans_y));
if(screen_x <= 0 || screen_x >= viewport_w) continue;
dist_list[i] = fix(sqrt(f2float(dist_list[i])));
int spriteHeight = f2int(viewport_h / dist_list[i]); //Taille en px de la ligne
spriteHeight = spriteHeight < 1 ? 1 : spriteHeight;
fixed_t spriteSize = fix(spriteHeight) / tsize; //taille proportionelle de la ligne a la tex
/*
image_scale(sprite, spriteSize, spriteSize, &temp);
image_linear(sprite, image_at(frame_buffer, screen_x, (int)(viewport_h * 0.5 - spriteHeight * 0.5)), &temp);
*/
}
}
unsigned short sprite_caillou[24][6] = {
{ 1, 2, 7, 1, 0x0000},
{ 7, 1,12, 1, 0x0000},
{12, 1,14, 1, 0x0000},
{14, 1,20, 2, 0x0000},
{20, 2,22,11, 0x0000},
{22,11,21,13, 0x0000},
{21,13,18,12, 0x0000},
{18,12,14, 5, 0x0000},
{14, 5,15, 3, 0x0000},
{15, 3,13, 1, 0x0000},
{ 2, 2, 3, 6, 0x0000},
{ 3, 6, 6, 9, 0x0000},
{ 6, 9,10,12, 0x0000},
{10,12,12,11, 0x0000},
{12,11,10, 9, 0x0000},
{10, 9,15,13, 0x0000},
{15,13,17,12, 0x0000},
{17,12,17,11, 0x0000},
{11, 9, 6, 7, 0x0000},
{ 6, 7, 2, 2, 0x0000},
{14, 5,10, 5, 0x0000},
{10, 5, 5, 2, 0x0000},
{ 0, 0, 0, 0, 0x0000},
{ 0, 0, 0, 0, 0x0000}
};
void draw_sprites(image_t *sprite, ShooterMap *ShooterLevel, Player *player){
draw_map_sprites(sprite, ShooterLevel, player);
//draw_mob_sprites(ShooterLevel)
}

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#ifndef sprites
#define sprites
//Fcalva 14/02/2024
#endif /* sprites.h */
#include "includes.h"
#ifndef sprites_h
#define sprites_h
#include "types.h"
void draw_sprites(image_t *sprite, ShooterMap *ShooterLevel, Player *player);
#endif

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//Fcalva 17/02/2024
#include "includes.h"
#ifndef types_h
#define types_h
typedef struct {
int32_t x, y;
} Vector2d;
typedef struct {
int32_t x, y, z;
} Vector3d;
typedef struct{
fixed_t pos_x, pos_y, pos_z;
uint8_t type;
} Sprite;
typedef struct{
//size
int w, h, d;
//Start info
uint32_t startpos_x; uint32_t startpos_y; uint32_t startpos_z;
uint32_t startdir_x; uint32_t startdir_y;
uint32_t startplane_x; uint32_t startplane_y;
//Floor layer data (Unused for now)
//Floor tile 0;0 is used to say if there is a sky
//0 == No, >0 is the sky's ID
uint8_t *floor;
//Wall layer data
uint8_t *wall;
//Sprite layer data
uint8_t sprite_count;
Sprite *sprites;
} ShooterMap;
typedef struct{
//! C'est en fixed_t !
Vector3d pos;
Vector3d velocity; //In tiles/s or 2m/s
Vector2d dir;
Vector2d plane;
//Tout ce qui est ci-dessous peut être modifié pour votre jeu
fixed_t speed_mult;
} Player;
typedef struct{
ShooterMap *shooterLevel;
Player *player;
int level;
} Game;
#endif

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//Fcalva 14/02/2024
#include "includes.h"
#include "ui.h"
#include "map.h"
#include "inputs.h"
/*
void main_menu(){
dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "ShooterGame", -1);
dtext_opt(198, 120, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "De Fcalva", -1);
dtext_opt(198, 150, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Appuyez sur une touche", -1);
dtext( 1, 1, C_BLACK, "Version ALPHA");
dupdate();
rc_getkey();
}
void end_screen(){
char a;
dtext_opt(198, 70, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Vous avez battu ShGame !", -1);
dtext_opt(198, 80, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "(Comment vous avez fait ?)", -1);
dtext_opt(198, 90, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Optn - Rejouer", -1);
dtext_opt(198, 100, 0xde85, C_NONE, DTEXT_CENTER, DTEXT_TOP, "Menu - Quitter", -1);
dupdate();
while(1){
pollevent();
if (rc_keydown(RCKEY_)) {
load_map();
break;
}
}
}
*/

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//Fcalva 14/02/2024
#ifndef ui__h
#define ui__h
#include "includes.h"
void main_menu();
void end_screen();
#endif

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//Fcalva 14/02/2024
#include "includes.h"
#include "types.h"
#include "utils.h"
int debug_func(){
return 1;
}
int cmpfunc (const void * a, const void * b) {
return ( *(int*)a - *(int*)b );
}
/*
* Copyright (c) 1990 Regents of the University of California.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. [rescinded 22 July 1999]
* 4. Neither the name of the University nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*/
/*
@deftypefn Supplemental void* bsearch (const void *@var{key}, @
const void *@var{base}, size_t @var{nmemb}, size_t @var{size}, @
int (*@var{compar})(const void *, const void *))
Performs a search over an array of @var{nmemb} elements pointed to by
@var{base} for a member that matches the object pointed to by @var{key}.
The size of each member is specified by @var{size}. The array contents
should be sorted in ascending order according to the @var{compar}
comparison function. This routine should take two arguments pointing to
the @var{key} and to an array member, in that order, and should return an
integer less than, equal to, or greater than zero if the @var{key} object
is respectively less than, matching, or greater than the array member.
@end deftypefn
*/
/*
* Perform a binary search.
*
* The code below is a bit sneaky. After a comparison fails, we
* divide the work in half by moving either left or right. If lim
* is odd, moving left simply involves halving lim: e.g., when lim
* is 5 we look at item 2, so we change lim to 2 so that we will
* look at items 0 & 1. If lim is even, the same applies. If lim
* is odd, moving right again involes halving lim, this time moving
* the base up one item past p: e.g., when lim is 5 we change base
* to item 3 and make lim 2 so that we will look at items 3 and 4.
* If lim is even, however, we have to shrink it by one before
* halving: e.g., when lim is 4, we still looked at item 2, so we
* have to make lim 3, then halve, obtaining 1, so that we will only
* look at item 3.
*/
#ifdef FXCG50
void *
bsearch (const void *key, const void *base0,
size_t nmemb, size_t size,
int (*compar)(const void *, const void *))
{
const char *base = (const char *) base0;
int lim, cmp;
const void *p;
for (lim = nmemb; lim != 0; lim >>= 1) {
p = base + (lim >> 1) * size;
cmp = (*compar)(key, p);
if (cmp == 0)
return (void *)p;
if (cmp > 0) { /* key > p: move right */
base = (const char *)p + size;
lim--;
} /* else move left */
}
return (NULL);
}
#endif
// Concernant le code provenant de https://lodev.org/cgtutor/raycasting.html, c'est a dire la logique de raycast
/*
Copyright (c) 2004-2021, Lode Vandevenne
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// 3D raycast function based on Permadi's'
// Returns -1 if it didn't hit anything within dist, else distance to hit
/*fixed_t raycast(ShooterMap *ShooterLevel, Vector3d pos, Vector3d rayDir, fixed_t dist){
Vector3d sideDist;
Vector3d deltaDist;
Vector3d map;
Vector3d step;
int hit = 0;
int *sideDistp = (int*)&sideDist;
int *deltaDistp = (int*)&deltaDist;
int *rayDirp = (int*)&deltaDist;
int *mapp = (int*)&map;
int *stepp = (int*)&step;
int *posp = (int*)&pos;
int side;
map.x = f2int(pos.x);
map.y = f2int(pos.y);
map.z = f2int(pos.z);
deltaDist.x = abs(fdiv(0xFFFF, rayDir.x));
deltaDist.y = abs(fdiv(0xFFFF, rayDir.y));
deltaDist.z = abs(fdiv(0xFFFF, rayDir.z));
for(int i = 0; i < 3; i++){
if(rayDirp[i] < 0){
stepp[i] = -1;
sideDistp[i] = fmul(posp[i] - fix(mapp[i]), deltaDistp[i]);
} else {
stepp[i] = 1;
sideDistp[i] = fmul(fix(mapp[i] + 1) - posp[i], deltaDistp[i]);
}
}
//perform DDA
while(1) {
//Check if the ray is out of range/bounds
if (sideDist.x > dist || sideDist.y > dist || sideDist.z > dist|| map.x < 0 || map.y < 0 || map.z < 0) {
hit = 0;
break;
}
//Otherwise check if ray has hit a wall
else if (has_collision(ShooterLevel->wall[map.z][map.x][map.y])) {
hit = 1;
break;
}
side = sml_v3d(&sideDist);
sideDistp[side] += deltaDistp[side];
mapp[side] += stepp[side];
}
if (hit == 0) return -1;
return sideDistp[side] - deltaDistp[side];
}*/

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//Fcalva 14/02/2024
#include "includes.h"
#ifndef utils__h
#define utils__h
#include "types.h"
#define sq(x) (x*x)
#define fsq(x) (fmul(x,x))
static inline uint8_t has_collision(uint8_t tile){
switch(tile){
case 0: return 0;
case 254: return 0;
case 255: return 0;
default: return 1;
}
}
//Provient de
//https://stackoverflow.com/questions/31117497/fastest-integer-square-root-in-the-least-amount-of-instructions
//, njuffa
static const uint8_t clz_tab[32] = {
31, 22, 30, 21, 18, 10, 29, 2, 20, 17, 15, 13, 9, 6, 28, 1,
23, 19, 11, 3, 16, 14, 7, 24, 12, 4, 8, 25, 5, 26, 27, 0};
static inline uint8_t clz (uint32_t a)
{
a |= a >> 16;
a |= a >> 8;
a |= a >> 4;
a |= a >> 2;
a |= a >> 1;
return clz_tab [0x07c4acdd * a >> 27];
}
/* 16 x 16 -> 32 bit unsigned multiplication; should be single instruction */
static inline uint32_t umul16w (uint16_t a, uint16_t b)
{
return (uint32_t)a * b;
}
/* Reza Hashemian, "Square Rooting Algorithms for Integer and Floating-Point
Numbers", IEEE Transactions on Computers, Vol. 39, No. 8, Aug. 1990, p. 1025
*/
static uint16_t isqrt (uint32_t x)
{
volatile uint16_t y, z, lsb, mpo, mmo, lz, t;
if (x == 0) return x; // early out, code below can't handle zero
lz = clz (x); // #leading zeros, 32-lz = #bits of argument
lsb = lz & 1;
mpo = 17 - (lz >> 1); // m+1, result has roughly half the #bits of argument
mmo = mpo - 2; // m-1
t = 1 << mmo; // power of two for two's complement of initial guess
y = t - (x >> (mpo - lsb)); // initial guess for sqrt
t = t + t; // power of two for two's complement of result
z = y;
y = (umul16w (y, y) >> mpo) + z;
y = (umul16w (y, y) >> mpo) + z;
if (x >= 0x40400) {
y = (umul16w (y, y) >> mpo) + z;
y = (umul16w (y, y) >> mpo) + z;
if (x >= 0x1002000) {
y = (umul16w (y, y) >> mpo) + z;
y = (umul16w (y, y) >> mpo) + z;
}
}
y = t - y; // raw result is 2's complement of iterated solution
y = y - umul16w (lsb, (umul16w (y, 19195) >> 16)); // mult. by sqrt(0.5)
if ((int32_t)(x - umul16w (y, y)) < 0) y--; // iteration may overestimate
if ((int32_t)(x - umul16w (y, y)) < 0) y--; // result, adjust downward if
if ((int32_t)(x - umul16w (y, y)) < 0) y--; // necessary
return y; // (int)sqrt(x)
}
static inline fixed_t fsqrt(fixed_t x){
return isqrt(x) << 8;
}
static inline fixed_t fix2Ddotp(Vector2d a, Vector2d b){
return fmul(a.x, b.x) + fmul(a.y, b.y);
}
static inline fixed_t fix2DNorm(Vector2d a) {
return fsqrt(fix2Ddotp(a, a));
}
static inline Vector2d fix2DNorml(Vector2d a) {
Vector2d b;
fixed_t ilen = 1/fix2DNorm(a);
b.x = fmul(a.x ,ilen);
b.y = fmul(a.y, ilen);
return b;
}
int cmpfunc(const void *, const void *);
fixed_t raycast(ShooterMap *ShooterLevel, Vector3d pos, Vector3d rayDir, fixed_t dist);
#ifdef FXCG50
typedef uint16_t color_t;
void *bsearch (const void *key, const void *base0, size_t nmemb, size_t size,
int (*compar)(const void *, const void *));
static inline color_t rgb565to8888(uint16_t a){
return a;
}
#endif
#ifdef SDL2
typedef SDL_Color color_t;
static color_t rgb565to8888(uint16_t a){
uint8_t r,g,b;
r = (a & 0b1111100000000000) >> 11;
g = (a & 0b0000011111100000) >> 5;
b = a & 0b0000000000011111;
SDL_Color c = {r, g, b, 255};
return c;
}
#endif
//Function to trigger GDB breakpoints
int debug_func();
#endif /* sprites.h */