878 lines
25 KiB
C
Executable file
878 lines
25 KiB
C
Executable file
#include "MapGen.h"
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int w = 0;
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int h = 0;
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u8 randomTile[] = {0, 0, 0, 0, 0, 0, 0, 1, 1, 2};
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int randomTileSize = 10;
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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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//TODO: Will need to reset entity manager if generation is retried
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void createAndValidateTopMap(int w, int h, int level, u8 * map, u8 * data) {
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do {
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//reset Entities
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(&eManager)->lastSlot[level] = 0;
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(&eManager)->entities[level][0] = nullEntity;
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createTopMap(w, h, level, 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, int level, u8 * map, u8 * data) {
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do {
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//reset Entities
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(&eManager)->lastSlot[level] = 0;
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(&eManager)->entities[level][0] = nullEntity;
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createUndergroundMap(w, h, depthLevel, level, 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 || count[TILE_MYCELIUM & 0xff] < 40) 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 createAndValidateDungeonMap(int w, int h, int level, u8 * map, u8 * data) {
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do {
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//reset Entities
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(&eManager)->lastSlot[level] = 0;
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(&eManager)->entities[level][0] = nullEntity;
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createDungeonMap(w, h, level, 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_DUNGEON_WALL & 0xff] < 100) continue;
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if (count[TILE_DUNGEON_FLOOR & 0xff] < 100) 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, int level, u8 * map, u8 * data) {
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do {
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//reset Entities
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(&eManager)->lastSlot[level] = 0;
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(&eManager)->entities[level][0] = nullEntity;
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createSkyMap(w, h, level, 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, int level, 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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createVillage(w, h, level, map, data);
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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, int level, 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,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 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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//generate dwarf house
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if(depthLevel==3) {
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createDwarfHouse(w, h, level, map, data);
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//generate mushroom patches
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} else if(depthLevel==2) {
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for (i = 0; i < w * h / 5400; ++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()%13) - 6;
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y = ys + (rand()%13) - 6;
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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) {
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if (map[xx + yy * w] == TILE_DIRT) {
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map[xx + yy * w] = TILE_MYCELIUM;
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if(rand()%20==0) {
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map[xx + yy * w] = TILE_MUSHROOM_BROWN + rand()%2; //BROWN or RED (=BROWN+1)
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data[xx + yy * w] = rand()%2;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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//generate ores
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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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//generate stairs down
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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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//generate dungeon entrance
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if(depthLevel==3) {
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map[w/2+0 + (h/2+0) * w] = TILE_DUNGEON_ENTRANCE;
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map[w/2-1 + (h/2+0) * w] = TILE_DIRT;
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map[w/2+1 + (h/2+0) * w] = TILE_DIRT;
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map[w/2+0 + (h/2-1) * w] = TILE_DIRT;
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map[w/2+1 + (h/2+1) * w] = TILE_DIRT;
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map[w/2-1 + (h/2-1) * w] = TILE_DUNGEON_WALL;
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map[w/2-1 + (h/2+1) * w] = TILE_DUNGEON_WALL;
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map[w/2+1 + (h/2-1) * w] = TILE_DUNGEON_WALL;
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map[w/2+1 + (h/2+1) * w] = TILE_DUNGEON_WALL;
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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 createDungeonMap(int w, int h, int level, u8 * map, u8 * data) {
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hasNPC = false;
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int i, 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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i = x + y * w;
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//Startroom
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if (x >= (w/2-5) && x <= (w/2+5) && y >= (h/2-5) && y <= (h/2+5) ) {
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map[i] = TILE_DUNGEON_FLOOR;
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data[i] = randomTile[rand()%randomTileSize];
|
|
} else {
|
|
map[i] = TILE_DUNGEON_WALL;
|
|
data[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//create dragon chamber(only call once and before other rooms)
|
|
createDungeonRoom(w, h, true, level, map, data);
|
|
|
|
for(i = 0; i < 40; ++i) {
|
|
createDungeonRoom(w, h, false, level, map, data);
|
|
}
|
|
|
|
//replace paths with actual dungeon floor
|
|
for(x = 0; x < w; ++x){
|
|
for(y = 0; y < w; ++y){
|
|
i = x + y * w;
|
|
|
|
if (map[i]==255) {
|
|
map[i] = TILE_DUNGEON_FLOOR;
|
|
data[i] = randomTile[rand()%randomTileSize];
|
|
}
|
|
}
|
|
}
|
|
|
|
//create entrance
|
|
map[w/2 + h/2 * w] = TILE_DUNGEON_ENTRANCE;
|
|
|
|
map[w/2+1 + h/2 * w] = TILE_DUNGEON_FLOOR;
|
|
map[w/2-1 + h/2 * w] = TILE_DUNGEON_FLOOR;
|
|
map[w/2 + (h/2+1) * w] = TILE_DUNGEON_FLOOR;
|
|
map[w/2 + (h/2-1) * w] = TILE_DUNGEON_FLOOR;
|
|
|
|
map[w/2+1 + (h/2+1) * w] = TILE_DUNGEON_WALL;
|
|
map[w/2+1 + (h/2-1) * w] = TILE_DUNGEON_WALL;
|
|
map[w/2-1 + (h/2+1) * w] = TILE_DUNGEON_WALL;
|
|
map[w/2-1 + (h/2-1) * w] = TILE_DUNGEON_WALL;
|
|
}
|
|
|
|
void createSkyMap(int w, int h, int level, u8 * map, u8 * data) {
|
|
double* noise1 = Noise(w, h, 8);
|
|
double* noise2 = Noise(w, h, 8);
|
|
int x, y;
|
|
for(x = 0; x < w; ++x){
|
|
for(y = 0; y < w; ++y){
|
|
int i = x + y * w;
|
|
|
|
double val = fabs(noise1[i] - noise2[i]) * 3 - 2;
|
|
|
|
double xd = x / (w - 1.0) * 2 - 1;
|
|
double yd = y / (h - 1.0) * 2 - 1;
|
|
if (xd < 0) xd = -xd;
|
|
if (yd < 0) yd = -yd;
|
|
double dist = xd >= yd ? xd : yd;
|
|
dist = dist * dist * dist * dist;
|
|
dist = dist * dist * dist * dist;
|
|
val = -val * 1 - 2.2;
|
|
val = val + 1 - dist * 20;
|
|
|
|
if (val < -0.25) {
|
|
map[i] = -1; // render nothing
|
|
} else {
|
|
map[i] = TILE_CLOUD;
|
|
}
|
|
}
|
|
}
|
|
int i;
|
|
for (i = 0; i < w * h / 50; ++i) {
|
|
int xx = rand()%w;
|
|
int yy = rand()%h;
|
|
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
|
|
if (map[xx + yy * w] == TILE_CLOUD) map[xx + yy * w] = TILE_CLOUDCACTUS;
|
|
}
|
|
}
|
|
int sCount, attempts = 0;
|
|
for (sCount = 0; sCount < 2;) {
|
|
int xx = rand()%w;
|
|
int yy = rand()%h;
|
|
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
|
|
if (map[xx + yy * w] == TILE_CLOUD)
|
|
{
|
|
map[xx + yy * w] = TILE_STAIRS_DOWN;
|
|
map[xx + (yy+1) * w] = TILE_CLOUD;
|
|
map[(xx+1) + yy * w] = TILE_CLOUD;
|
|
map[xx + (yy-1) * w] = TILE_CLOUD;
|
|
map[(xx-1) + yy * w] = TILE_CLOUD;
|
|
map[(xx-1) + (yy-1) * w] = TILE_CLOUD;
|
|
map[(xx+1) + (yy+1) * w] = TILE_CLOUD;
|
|
map[(xx+1) + (yy-1) * w] = TILE_CLOUD;
|
|
map[(xx-1) + (yy+1) * w] = TILE_CLOUD;
|
|
++sCount;
|
|
}
|
|
}
|
|
if(attempts < w*h) ++attempts; else break;
|
|
}
|
|
free(noise1);
|
|
free(noise2);
|
|
}
|
|
|
|
//"Subgenerators"
|
|
void findFeatureLocation(int fw, int fh, int * accepted, int aLength, int maxTries, int w, int h, u8 * map, u8 * data) {
|
|
int leastNonFitting = fw * fh;
|
|
int tries;
|
|
|
|
//find the location with the least non fitting tiles out of some randomly tried ones
|
|
for(tries=0; tries<maxTries; ++tries) {
|
|
int x = rand()%(w-fw);
|
|
int y = rand()%(h-fh);
|
|
int nonFitting = 0;
|
|
int xp;
|
|
int yp;
|
|
int i;
|
|
int a;
|
|
bool fits;
|
|
|
|
for(xp=x; xp<x+fw; ++xp) {
|
|
for(yp=y; yp<y+fh; ++yp) {
|
|
i = xp + yp * w;
|
|
|
|
fits = false;
|
|
for(a=0; a<aLength; ++a) {
|
|
if(map[i]==accepted[a]) {
|
|
fits = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!fits) {
|
|
nonFitting++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(nonFitting<leastNonFitting) {
|
|
featureX = x;
|
|
featureY = y;
|
|
leastNonFitting = nonFitting;
|
|
}
|
|
}
|
|
}
|
|
|
|
void createVillageHouse(int hid, int x, int y, int hw, int hh, int ex, int ey, int w, int h, int level, u8 * map, u8 * data) {
|
|
//create wall and floor
|
|
int xp = x;
|
|
int yp = y;
|
|
for(xp=x; xp<x+hw; ++xp) {
|
|
for(yp=y; yp<y+hh; ++yp) {
|
|
if(xp==x || xp==x+hw-1 || yp==y || yp==y+hh-1) map[xp + yp * w] = TILE_WOOD_WALL;
|
|
else map[xp + yp * w] = TILE_WOOD_FLOOR;
|
|
}
|
|
}
|
|
|
|
//recreate entrance
|
|
map[ex + ey * w] = TILE_WOOD_FLOOR;
|
|
|
|
//create npcs
|
|
if(hid==0) {
|
|
addEntityToList(newNPCEntity(NPC_GIRL, (x+hw/2) << 4, (y+hh/2) << 4, level), &eManager);
|
|
} else if(hid==1) {
|
|
addEntityToList(newNPCEntity(NPC_PRIEST, (x+hw/2) << 4, (y+hh/2) << 4, level), &eManager);
|
|
} else if(hid==2) {
|
|
addEntityToList(newNPCEntity(NPC_FARMER, (x+hw/2) << 4, (y+hh/2) << 4, level), &eManager);
|
|
//TODO: maybe create farm?
|
|
for(xp=x; xp<x+hw; ++xp) {
|
|
map[xp + yp * w] = TILE_WHEAT;
|
|
map[xp + (yp+1) * w] = TILE_WHEAT;
|
|
}
|
|
}
|
|
|
|
//add Latern Entity
|
|
int loffx = -12;
|
|
int loffy = -12;
|
|
if(hid==2) loffx = 12;
|
|
addEntityToList(newFurnitureEntity(ITEM_LANTERN, NULL, ((x+hw/2) << 4) + loffx, ((y+hh/2) << 4) + loffy, level), &eManager);
|
|
}
|
|
|
|
void createVillage(int w, int h, int level, u8 * map, u8 * data) {
|
|
int vw = 17;
|
|
int vh = 17;
|
|
int accepted[] = {TILE_GRASS};
|
|
findFeatureLocation(vw, vh, accepted, 1, 500, w, h, map, data);
|
|
|
|
int x = featureX;
|
|
int y = featureY;
|
|
int cx = x + vw/2;
|
|
int cy = y + vh/2;
|
|
int px;
|
|
int py;
|
|
|
|
int hw;
|
|
int hh;
|
|
int hx;
|
|
int hy;
|
|
int ex;
|
|
int ey;
|
|
|
|
//"well" in the middle
|
|
map[(cx-1) + (cy-1) * w] = TILE_SAND;
|
|
map[(cx+0) + (cy-1) * w] = TILE_SAND;
|
|
map[(cx+1) + (cy-1) * w] = TILE_SAND;
|
|
map[(cx-1) + (cy+0) * w] = TILE_SAND;
|
|
map[(cx+0) + (cy+0) * w] = TILE_WATER;
|
|
map[(cx+1) + (cy+0) * w] = TILE_SAND;
|
|
map[(cx-1) + (cy+1) * w] = TILE_SAND;
|
|
map[(cx+0) + (cy+1) * w] = TILE_SAND;
|
|
map[(cx+1) + (cy+1) * w] = TILE_SAND;
|
|
|
|
//"paths" outwards leading to the "houses"
|
|
//left
|
|
px = cx-1;
|
|
py = cy-1 + rand()%3;
|
|
while(px>x) {
|
|
map[px + py * w] = TILE_SAND;
|
|
--px;
|
|
}
|
|
hw = 4 + rand()%2;
|
|
hh = 4 + rand()%2;
|
|
hx = px + 1;
|
|
hy = py - hh + 2 + rand()%(hh-2);
|
|
ex = px + hw;
|
|
ey = py;
|
|
createVillageHouse(0, hx, hy, hw, hh, ex, ey, w, h, level, map, data);
|
|
|
|
//top
|
|
px = cx-1 + rand()%3;
|
|
py = cy-1;
|
|
while(py>y) {
|
|
map[px + py * w] = TILE_SAND;
|
|
--py;
|
|
}
|
|
hw = 5 + rand()%2;
|
|
hh = 4 + rand()%2;
|
|
hx = px - hw + 2 + rand()%(hw-2);
|
|
hy = py + 1;
|
|
ex = px;
|
|
ey = py+hh;
|
|
createVillageHouse(1, hx, hy, hw, hh, ex, ey, w, h, level, map, data);
|
|
|
|
//right
|
|
px = cx+1;
|
|
py = cy-1 + rand()%3;
|
|
while(px<x+vw) {
|
|
map[px + py * w] = TILE_SAND;
|
|
++px;
|
|
}
|
|
hw = 4 + rand()%2;
|
|
hh = 4 + rand()%2;
|
|
hx = px - hw;
|
|
hy = py - hh + 2 + rand()%(hh-2);
|
|
ex = px - hw;
|
|
ey = py;
|
|
createVillageHouse(2, hx, hy, hw, hh, ex, ey, w, h, level, map, data);
|
|
}
|
|
|
|
void createDwarfHouse(int w, int h, int level, u8 * map, u8 * data) {
|
|
int vw = 7;
|
|
int vh = 7;
|
|
int accepted[] = {TILE_ROCK};
|
|
findFeatureLocation(vw, vh, accepted, 1, 500, w, h, map, data);
|
|
|
|
int x = featureX;
|
|
int y = featureY;
|
|
int xp;
|
|
int yp;
|
|
|
|
for(xp=x; xp<x+vw; ++xp) {
|
|
for(yp=y; yp<y+vh; ++yp) {
|
|
if(xp==x || xp==x+vw-1 || yp==y || yp==y+vh-1) map[xp + yp * w] = TILE_STONE_WALL;
|
|
else map[xp + yp * w] = TILE_DIRT;
|
|
}
|
|
}
|
|
|
|
//entrance
|
|
xp = x+vw/2;
|
|
map[xp + (yp-1) * w] = TILE_DIRT;
|
|
|
|
//pillars
|
|
map[(x+2) + (y+2) * w] = TILE_STONE_WALL;
|
|
map[(x+vw-1-2) + (y+2) * w] = TILE_STONE_WALL;
|
|
|
|
addEntityToList(newNPCEntity(NPC_DWARF, ((x+vw/2) << 4) + 8, (y+vh/2) << 4, level), &eManager);
|
|
|
|
|
|
addEntityToList(newFurnitureEntity(ITEM_LANTERN, NULL, (x+1+1) << 4, (y+1+3) << 4, level), &eManager);
|
|
addEntityToList(newFurnitureEntity(ITEM_LANTERN, NULL, (x+vw-1-1) << 4, (y+1+3) << 4, level), &eManager);
|
|
}
|
|
|
|
void createDungeonRoom(int w, int h, bool dragon, int level, u8 * map, u8 * data) {
|
|
int tries;
|
|
|
|
for(tries=0; tries<100; ++tries) {
|
|
int x = 5+(rand()%(w-10 -10));
|
|
int y = 5+(rand()%(h-10 -10));
|
|
int xr;
|
|
int yr;
|
|
int wr = 10+(rand()%11);
|
|
int hr = 10+(rand()&11);
|
|
int xp;
|
|
int yp;
|
|
int i;
|
|
|
|
//create Dragonroom
|
|
if(dragon) {
|
|
wr = 20;
|
|
hr = 20;
|
|
x = 5 + (rand()%2)*(w-5*2-wr);
|
|
y = 5 + (rand()%2)*(h-5*2-hr);
|
|
}
|
|
|
|
if(x+wr > w-5) wr = (w-5) - x;
|
|
if(y+hr > h-5) hr = (h-5) - y;
|
|
|
|
//check instersection
|
|
bool allowed = true;
|
|
for(xr = x-1; xr < x+wr+1; ++xr) {
|
|
for(yr = y-1; yr < y+hr+1; ++yr) {
|
|
i = xr + yr * w;
|
|
|
|
//255 for paths so rooms can overlap paths
|
|
if(map[i]!=TILE_DUNGEON_WALL && map[i]!=255) {
|
|
allowed = false;
|
|
break;
|
|
}
|
|
}
|
|
if(!allowed) break;
|
|
}
|
|
if(!allowed) continue;
|
|
|
|
//create room
|
|
for(xr = x; xr < x+wr; ++xr) {
|
|
for(yr = y; yr < y+hr; ++yr) {
|
|
i = xr + yr * w;
|
|
|
|
map[i] = TILE_DUNGEON_FLOOR;
|
|
data[i] = randomTile[rand()%randomTileSize];
|
|
}
|
|
}
|
|
|
|
//Create path back to existing stuff
|
|
xp = x + wr/2;
|
|
yp = y + hr/2;
|
|
i = xp + yp * w;
|
|
bool checkForFloor = false;
|
|
bool xFirst = (rand()%2)==0;
|
|
while((checkForFloor && (map[i]!=TILE_DUNGEON_FLOOR && map[i]!=255)) || (!checkForFloor && (map[i]==TILE_DUNGEON_FLOOR || map[i]==255))) {
|
|
if(checkForFloor) {
|
|
//make connection
|
|
map[i] = 255;
|
|
}
|
|
|
|
//move
|
|
if(xFirst) {
|
|
if(xp > w/2) --xp;
|
|
else if(xp < w/2) ++xp;
|
|
else if(yp > h/2) --yp;
|
|
else if(yp < h/2) ++yp;
|
|
else break;
|
|
} else {
|
|
if(yp > h/2) --yp;
|
|
else if(yp < h/2) ++yp;
|
|
else if(xp > w/2) --xp;
|
|
else if(xp < w/2) ++xp;
|
|
else break;
|
|
}
|
|
|
|
i = xp + yp * w;
|
|
|
|
//search for end of current room
|
|
if(!checkForFloor && (map[i]!=TILE_DUNGEON_FLOOR && map[i]!=255)) checkForFloor = true;
|
|
}
|
|
|
|
//dekorate dragon room
|
|
if(dragon) {
|
|
for(xr = x; xr < x+wr; ++xr) {
|
|
for(yr = y; yr < y+hr; ++yr) {
|
|
i = xr + yr * w;
|
|
|
|
if((xr==x+1 || xr==x+wr-2 || yr==y+1 || yr==y+hr-2) && (xr!=x && xr!=x+wr-1 && yr!=y && yr!=y+hr-1)) {
|
|
map[i] = TILE_MAGIC_BARRIER;
|
|
}
|
|
}
|
|
}
|
|
|
|
//add Dragon Entity
|
|
addEntityToList(newDragonEntity((x+wr/2) << 4, (y+hr/2) << 4, level), &eManager);
|
|
break;
|
|
}
|
|
|
|
//dekorate room
|
|
bool lava = (rand()%4)==0;
|
|
bool pillars = (rand()%4)==0;
|
|
bool books = (rand()%4)==0;
|
|
for(xr = x; xr < x+wr; ++xr) {
|
|
for(yr = y; yr < y+hr; ++yr) {
|
|
i = xr + yr * w;
|
|
|
|
if(lava && xr > x+1 && xr < x+wr-2 && yr > y+1 && yr < y+hr-2) {
|
|
map[i] = TILE_LAVA;
|
|
data[i] = 0;
|
|
} else if(pillars && xr > x && xr < x+wr-1 && yr > y && yr < y+hr-1 && xr%2 == 0 && yr%2 == 0) {
|
|
map[i] = TILE_DUNGEON_WALL;
|
|
data[i] = 0;
|
|
} else if(books && (xr>x && xr<x+wr-1 && yr>y && yr<y+hr-1 && yr%2==0)) {
|
|
map[i] = TILE_BOOKSHELVES;
|
|
data[i] = rand()%3;
|
|
if(!hasNPC && rand()%50) {
|
|
hasNPC = true;
|
|
addEntityToList(newNPCEntity(NPC_LIBRARIAN, (xr << 4) + 8, ((yr+1) << 4) + 8, level), &eManager);
|
|
}
|
|
} else {
|
|
//add magic pillars for dragon barrier
|
|
if(xr==x+wr/2 && yr==y+hr/2) {
|
|
int pcount = 0;
|
|
int i = 0;
|
|
for (i = 0; i < eManager.lastSlot[5]; ++i) {
|
|
Entity * e = &eManager.entities[5][i];
|
|
|
|
if(e->type == ENTITY_MAGIC_PILLAR) {
|
|
++pcount;
|
|
}
|
|
}
|
|
if(pcount<8) {
|
|
addEntityToList(newMagicPillarEntity((xr << 4) + 8, (yr << 4) + 8, level), &eManager);
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if(rand()%50==0) map[i] = TILE_IRONORE + (rand()%3);
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|