Added game files
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403
source/MapGen.c
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403
source/MapGen.c
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#include "MapGen.h"
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int w = 0;
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int h = 0;
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float nextFloat(){
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return (float)rand()/RAND_MAX;
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}
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double sample(double * values, int x, int y) {
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return values[(x & (w - 1)) + (y & (h - 1)) * w];
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}
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double * Noise(int width, int height, int featureSize) {
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w = width;
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h = height;
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double * values = malloc(sizeof(double) * w * h);
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int x, y;
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for(x = 0; x < w; x+=featureSize){
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for(y = 0; y < w; y+=featureSize){
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values[(x & (w - 1)) + (y & (h - 1)) * w] = nextFloat() * 2 - 1;
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}
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}
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int stepSize = featureSize;
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double scale = 1.0 / w;
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double scaleMod = 1;
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do {
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int halfStep = stepSize / 2;
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for(x = 0; x < w; x+=stepSize){
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for(y = 0; y < w; y+=stepSize){
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double a = sample(values,x, y);
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double b = sample(values,x + stepSize, y);
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double c = sample(values,x, y + stepSize);
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double d = sample(values,x + stepSize, y + stepSize);
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double e = (a + b + c + d) / 4.0 + (nextFloat() * 2 - 1) * stepSize * scale;
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values[((x + halfStep) & (w - 1)) + ((y + halfStep) & (h - 1)) * w] = e;
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}
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}
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for(x = 0; x < w; x+=stepSize){
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for(y = 0; y < w; y+=stepSize){
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double a = sample(values,x, y);
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double b = sample(values,x + stepSize, y);
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double c = sample(values,x, y + stepSize);
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double d = sample(values,x + halfStep, y + halfStep);
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double e = sample(values,x + halfStep, y - halfStep);
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double f = sample(values,x - halfStep, y + halfStep);
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double H = (a + b + d + e) / 4.0 + (nextFloat() * 2 - 1) * stepSize * scale * 0.5;
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double g = (a + c + d + f) / 4.0 + (nextFloat() * 2 - 1) * stepSize * scale * 0.5;
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values[((x + halfStep) & (w - 1)) + (y & (h - 1)) * w] = H;
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values[(x & (w - 1)) + ((y + halfStep) & (h - 1)) * w] = g;
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}
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}
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stepSize /= 2;
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scale *= (scaleMod + 0.8);
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scaleMod *= 0.3;
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} while (stepSize > 1);
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return values;
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}
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void newSeed(){
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srand(time(NULL));
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}
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void createAndValidateTopMap(int w, int h, u8 * map, u8 * data) {
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do {
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createTopMap(w, h, map, data);
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int count[256]={[0 ... 255] = 0};
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int i;
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for (i = 0; i < w * h; ++i) count[map[i] & 0xff]++;
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if (count[TILE_ROCK & 0xff] < 100) continue;
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if (count[TILE_SAND & 0xff] < 100) continue;
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if (count[TILE_GRASS & 0xff] < 100) continue;
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if (count[TILE_TREE & 0xff] < 100) continue;
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if (count[TILE_STAIRS_DOWN & 0xff] < 2) continue;
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return;
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} while (true);
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}
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void createAndValidateUndergroundMap(int w, int h,int depthLevel, u8 * map, u8 * data) {
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do {
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createUndergroundMap(w, h, depthLevel, map, data);
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int count[256]={[0 ... 255] = 0};
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int i = 0;
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for (i = 0; i < w * h; ++i)count[map[i] & 0xff]++;
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if (count[TILE_ROCK & 0xff] < 100) continue;
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if (count[TILE_DIRT & 0xff] < 100) continue;
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switch(depthLevel){
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case 1: if (count[TILE_IRONORE & 0xff] < 20) continue; break;
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case 2: if (count[TILE_GOLDORE & 0xff] < 20) continue; break;
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case 3: if (count[TILE_GEMORE & 0xff] < 20) continue; break;
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}
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if (depthLevel < 3) if (count[TILE_STAIRS_DOWN & 0xff] < 2) continue;
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return;
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} while (true);
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}
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void createAndValidateSkyMap(int w, int h, u8 * map, u8 * data) {
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do {
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createSkyMap(w, h, map, data);
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int count[256]={[0 ... 255] = 0};
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int i = 0;
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for (i = 0; i < w * h; ++i)count[map[i] & 0xff]++;
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if (count[TILE_CLOUD & 0xff] < 1600) continue;
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if (count[TILE_STAIRS_DOWN & 0xff] < 2) continue;
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return;
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} while (true);
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}
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void createTopMap(int w, int h, u8 * map, u8 * data) {
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double* mnoise1 = Noise(w, h, 16);
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double* mnoise2 = Noise(w, h, 16);
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double* mnoise3 = Noise(w, h, 16);
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double* noise1 = Noise(w, h, 32);
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double* noise2 = Noise(w, h, 32);
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int x,y,i,j,k,xx,yy;
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for(x = 0; x < w; ++x){
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for(y = 0; y < w; ++y){
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int i = x + y * w;
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double val = fabs(noise1[i] - noise2[i]) * 3 - 2;
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double mval = fabs(mnoise1[i] - mnoise2[i]);
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mval = fabs(mval - mnoise3[i]) * 3 - 2;
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double xd = x / (w - 1.0) * 2 - 1;
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double yd = y / (h - 1.0) * 2 - 1;
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if (xd < 0) xd = -xd;
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if (yd < 0) yd = -yd;
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double dist = xd >= yd ? xd : yd;
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dist = dist * dist * dist * dist;
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dist = dist * dist * dist * dist;
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val = val + 1 - dist * 20; //-2 before to -21.0 after
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if (val < -0.5) {
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map[i] = TILE_WATER;
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} else if (val > 0.5 && mval < -1) {
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map[i] = TILE_ROCK;
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} else {
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map[i] = TILE_GRASS;
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}
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}
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}
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for (i = 0; i < w * h / 2800; ++i) {
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int xs = rand()%w;
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int ys = rand()%h;
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for (k = 0; k < 10; ++k) {
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x = xs + (rand()%21) - 10;
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y = ys + (rand()%21) - 10;
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for (j = 0; j < 100; ++j) {
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int xo = x + (rand()%5) - (rand()%5);
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int yo = y + (rand()%5) - (rand()%5);
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for (yy = yo - 1;yy <= yo + 1; ++yy){
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for(xx = xo - 1; xx <= xo + 1; ++xx){
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if (xx >= 0 && yy >= 0 && xx < w && yy < h) if (map[xx + yy * w] == TILE_GRASS) map[xx + yy * w] = TILE_SAND;
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}
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}
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}
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}
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}
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for (i = 0; i < w * h / 400; ++i) {
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x = rand()%w;
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y = rand()%h;
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for (j = 0; j < 200; ++j) {
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xx = x + (rand()%15) - (rand()%15);
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yy = y + (rand()%15) - (rand()%15);
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if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
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if (map[xx + yy * w] == TILE_GRASS) {
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map[xx + yy * w] = TILE_TREE;
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}
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}
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}
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}
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for (i = 0; i < w * h / 800; ++i) {
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x = rand()%w;
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y = rand()%h;
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for (j = 0; j < 30;++j) {
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xx = x + (rand()%5) - (rand()%5);
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yy = y + (rand()%5) - (rand()%5);
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if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
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if (map[xx + yy * w] == TILE_GRASS) {
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map[xx + yy * w] = TILE_FLOWER;
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data[xx + yy * w] = rand()%4; // determines mirroring.
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}
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}
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}
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}
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for (i = 0; i < w * h / 100; ++i) {
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xx = rand()%w;
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yy = rand()%h;
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if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
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if (map[xx + yy * w] == TILE_SAND) {
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map[xx + yy * w] = TILE_CACTUS;
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}
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}
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}
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int sCount, attempts = 0;
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for (sCount = 0; sCount < 4;) {
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xx = rand()%w;
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yy = rand()%h;
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if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
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if (map[xx + yy * w] == TILE_ROCK)
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{
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map[xx + yy * w] = TILE_STAIRS_DOWN;
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map[xx + (yy+1) * w] = TILE_ROCK;
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map[(xx+1) + yy * w] = TILE_ROCK;
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map[xx + (yy-1) * w] = TILE_ROCK;
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map[(xx-1) + yy * w] = TILE_ROCK;
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map[(xx-1) + (yy-1) * w] = TILE_ROCK;
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map[(xx+1) + (yy+1) * w] = TILE_ROCK;
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map[(xx+1) + (yy-1) * w] = TILE_ROCK;
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map[(xx-1) + (yy+1) * w] = TILE_ROCK;
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++sCount;
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}
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}
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if(attempts < (w*h/100)) ++attempts; else break;
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}
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free(mnoise1);
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free(mnoise2);
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free(mnoise3);
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free(noise1);
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free(noise2);
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return;
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}
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void createUndergroundMap(int w, int h,int depthLevel, u8 * map, u8 * data) {
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double* mnoise1 = Noise(w, h, 16);
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double* mnoise2 = Noise(w, h, 16);
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double* mnoise3 = Noise(w, h, 16);
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double* nnoise1 = Noise(w, h, 16);
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double* nnoise2 = Noise(w, h, 16);
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double* nnoise3 = Noise(w, h, 16);
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double* wnoise1 = Noise(w, h, 16);
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double* wnoise2 = Noise(w, h, 16);
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double* wnoise3 = Noise(w, h, 16);
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double* noise1 = Noise(w, h, 32);
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double* noise2 = Noise(w, h, 32);
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int x, y;
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for(x = 0; x < w; ++x){
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for(y = 0; y < w; ++y){
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int i = x + y * w;
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double val = fabs(noise1[i] - noise2[i]) * 3 - 2;
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double mval = fabs(mnoise1[i] - mnoise2[i]);
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mval = fabs(mval - mnoise3[i]) * 3 - 2;
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double nval = fabs(nnoise1[i] - nnoise2[i]);
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nval = fabs(nval - nnoise3[i]) * 3 - 2;
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double wval = fabs(wnoise1[i] - wnoise2[i]);
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wval = fabs(nval - wnoise3[i]) * 3 - 2;
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double xd = x / (w - 1.0) * 2 - 1;
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double yd = y / (h - 1.0) * 2 - 1;
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if (xd < 0) xd = -xd;
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if (yd < 0) yd = -yd;
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double dist = xd >= yd ? xd : yd;
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dist = dist * dist * dist * dist;
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dist = dist * dist * dist * dist;
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val = val + 1 - dist * 20;
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if (val > -2 && wval < -2.0 + (depthLevel) / 2 * 3) {
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if (depthLevel > 2)
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map[i] = TILE_LAVA;
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else
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map[i] = TILE_WATER;
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} else if (val > -2 && (mval < -1.7 || nval < -1.4)) {
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map[i] = TILE_DIRT;
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} else {
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map[i] = TILE_ROCK;
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}
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}
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}
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int i,j;
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for (i = 0; i < w * h / 400; ++i) {
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int x = rand()%w;
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int y = rand()%h;
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for(j = 0; j < 30; ++j) {
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int xx = x + (rand()%5) - (rand()%5);
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int yy = y + (rand()%5) - (rand()%5);
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if (xx >= 2 && yy >= 2 && xx < w-2 && yy < h-2) {
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if (map[xx + yy * w] == TILE_ROCK) {
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map[xx + yy * w] = TILE_IRONORE+depthLevel-1;
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}
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}
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}
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}
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if (depthLevel < 3){
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int sCount, attempts = 0;
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for (sCount = 0; sCount < 4;) {
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int xx = rand()%w;
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int yy = rand()%h;
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if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
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if (map[xx + yy * w] == TILE_ROCK){
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map[xx + yy * w] = TILE_STAIRS_DOWN;
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map[xx + (yy+1) * w] = TILE_ROCK;
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map[(xx+1) + yy * w] = TILE_ROCK;
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map[xx + (yy-1) * w] = TILE_ROCK;
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map[(xx-1) + yy * w] = TILE_ROCK;
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map[(xx-1) + (yy-1) * w] = TILE_ROCK;
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map[(xx+1) + (yy+1) * w] = TILE_ROCK;
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map[(xx+1) + (yy-1) * w] = TILE_ROCK;
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map[(xx-1) + (yy+1) * w] = TILE_ROCK;
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++sCount;
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}
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}
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if(attempts < (w*h/100)) ++attempts; else break;
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}
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}
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free(mnoise1);
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free(mnoise2);
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free(mnoise3);
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free(nnoise1);
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free(nnoise2);
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free(nnoise3);
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free(wnoise1);
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free(wnoise2);
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free(wnoise3);
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free(noise1);
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free(noise2);
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}
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void createSkyMap(int w, int h, u8 * map, u8 * data) {
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double* noise1 = Noise(w, h, 8);
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double* noise2 = Noise(w, h, 8);
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int x, y;
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for(x = 0; x < w; ++x){
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for(y = 0; y < w; ++y){
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int i = x + y * w;
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double val = fabs(noise1[i] - noise2[i]) * 3 - 2;
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double xd = x / (w - 1.0) * 2 - 1;
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double yd = y / (h - 1.0) * 2 - 1;
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if (xd < 0) xd = -xd;
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if (yd < 0) yd = -yd;
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double dist = xd >= yd ? xd : yd;
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dist = dist * dist * dist * dist;
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dist = dist * dist * dist * dist;
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val = -val * 1 - 2.2;
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val = val + 1 - dist * 20;
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if (val < -0.25) {
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map[i] = -1; // render nothing
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} else {
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map[i] = TILE_CLOUD;
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}
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}
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}
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int i;
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for (i = 0; i < w * h / 50; ++i) {
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int xx = rand()%w;
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int yy = rand()%h;
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if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
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if (map[xx + yy * w] == TILE_CLOUD) map[xx + yy * w] = TILE_CLOUDCACTUS;
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}
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}
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int sCount, attempts = 0;
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for (sCount = 0; sCount < 2;) {
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int xx = rand()%w;
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int yy = rand()%h;
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if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
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if (map[xx + yy * w] == TILE_CLOUD)
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{
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map[xx + yy * w] = TILE_STAIRS_DOWN;
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map[xx + (yy+1) * w] = TILE_CLOUD;
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map[(xx+1) + yy * w] = TILE_CLOUD;
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map[xx + (yy-1) * w] = TILE_CLOUD;
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map[(xx-1) + yy * w] = TILE_CLOUD;
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map[(xx-1) + (yy-1) * w] = TILE_CLOUD;
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map[(xx+1) + (yy+1) * w] = TILE_CLOUD;
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map[(xx+1) + (yy-1) * w] = TILE_CLOUD;
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map[(xx-1) + (yy+1) * w] = TILE_CLOUD;
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++sCount;
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}
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}
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if(attempts < w*h) ++attempts; else break;
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}
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free(noise1);
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free(noise2);
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}
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