Minicraft3DS/source/MapGen.c
2016-01-01 16:17:37 +01:00

562 lines
15 KiB
C

#include "MapGen.h"
int w = 0;
int h = 0;
float nextFloat(){
return (float)rand()/RAND_MAX;
}
double sample(double * values, int x, int y) {
return values[(x & (w - 1)) + (y & (h - 1)) * w];
}
double * Noise(int width, int height, int featureSize) {
w = width;
h = height;
double * values = malloc(sizeof(double) * w * h);
int x, y;
for(x = 0; x < w; x+=featureSize){
for(y = 0; y < w; y+=featureSize){
values[(x & (w - 1)) + (y & (h - 1)) * w] = nextFloat() * 2 - 1;
}
}
int stepSize = featureSize;
double scale = 1.0 / w;
double scaleMod = 1;
do {
int halfStep = stepSize / 2;
for(x = 0; x < w; x+=stepSize){
for(y = 0; y < w; y+=stepSize){
double a = sample(values,x, y);
double b = sample(values,x + stepSize, y);
double c = sample(values,x, y + stepSize);
double d = sample(values,x + stepSize, y + stepSize);
double e = (a + b + c + d) / 4.0 + (nextFloat() * 2 - 1) * stepSize * scale;
values[((x + halfStep) & (w - 1)) + ((y + halfStep) & (h - 1)) * w] = e;
}
}
for(x = 0; x < w; x+=stepSize){
for(y = 0; y < w; y+=stepSize){
double a = sample(values,x, y);
double b = sample(values,x + stepSize, y);
double c = sample(values,x, y + stepSize);
double d = sample(values,x + halfStep, y + halfStep);
double e = sample(values,x + halfStep, y - halfStep);
double f = sample(values,x - halfStep, y + halfStep);
double H = (a + b + d + e) / 4.0 + (nextFloat() * 2 - 1) * stepSize * scale * 0.5;
double g = (a + c + d + f) / 4.0 + (nextFloat() * 2 - 1) * stepSize * scale * 0.5;
values[((x + halfStep) & (w - 1)) + (y & (h - 1)) * w] = H;
values[(x & (w - 1)) + ((y + halfStep) & (h - 1)) * w] = g;
}
}
stepSize /= 2;
scale *= (scaleMod + 0.8);
scaleMod *= 0.3;
} while (stepSize > 1);
return values;
}
void newSeed(){
srand(time(NULL));
}
void createAndValidateTopMap(int w, int h, u8 * map, u8 * data) {
do {
createTopMap(w, h, map, data);
int count[256]={[0 ... 255] = 0};
int i;
for (i = 0; i < w * h; ++i) count[map[i] & 0xff]++;
if (count[TILE_ROCK & 0xff] < 100) continue;
if (count[TILE_SAND & 0xff] < 100) continue;
if (count[TILE_GRASS & 0xff] < 100) continue;
if (count[TILE_TREE & 0xff] < 100) continue;
if (count[TILE_STAIRS_DOWN & 0xff] < 2) continue;
return;
} while (true);
}
void createAndValidateUndergroundMap(int w, int h,int depthLevel, u8 * map, u8 * data) {
do {
createUndergroundMap(w, h, depthLevel, map, data);
int count[256]={[0 ... 255] = 0};
int i = 0;
for (i = 0; i < w * h; ++i)count[map[i] & 0xff]++;
if (count[TILE_ROCK & 0xff] < 100) continue;
if (count[TILE_DIRT & 0xff] < 100) continue;
switch(depthLevel){
case 1: if (count[TILE_IRONORE & 0xff] < 20) continue; break;
case 2: if (count[TILE_GOLDORE & 0xff] < 20) continue; break;
case 3: if (count[TILE_GEMORE & 0xff] < 20) continue; break;
}
if (depthLevel < 3) if (count[TILE_STAIRS_DOWN & 0xff] < 2) continue;
return;
} while (true);
}
void createAndValidateDungeonMap(int w, int h, u8 * map, u8 * data) {
do {
createDungeonMap(w, h, map, data);
int count[256]={[0 ... 255] = 0};
int i = 0;
for (i = 0; i < w * h; ++i)count[map[i] & 0xff]++;
if (count[TILE_DUNGEON_WALL & 0xff] < 100) continue;
if (count[TILE_DUNGEON_FLOOR & 0xff] < 100) continue;
return;
} while (true);
}
void createAndValidateSkyMap(int w, int h, u8 * map, u8 * data) {
do {
createSkyMap(w, h, map, data);
int count[256]={[0 ... 255] = 0};
int i = 0;
for (i = 0; i < w * h; ++i)count[map[i] & 0xff]++;
if (count[TILE_CLOUD & 0xff] < 1600) continue;
if (count[TILE_STAIRS_DOWN & 0xff] < 2) continue;
return;
} while (true);
}
void createTopMap(int w, int h, u8 * map, u8 * data) {
double* mnoise1 = Noise(w, h, 16);
double* mnoise2 = Noise(w, h, 16);
double* mnoise3 = Noise(w, h, 16);
double* noise1 = Noise(w, h, 32);
double* noise2 = Noise(w, h, 32);
int x,y,i,j,k,xx,yy;
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 mval = fabs(mnoise1[i] - mnoise2[i]);
mval = fabs(mval - mnoise3[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 - dist * 20; //-2 before to -21.0 after
if (val < -0.5) {
map[i] = TILE_WATER;
} else if (val > 0.5 && mval < -1) {
map[i] = TILE_ROCK;
} else {
map[i] = TILE_GRASS;
}
}
}
for (i = 0; i < w * h / 2800; ++i) {
int xs = rand()%w;
int ys = rand()%h;
for (k = 0; k < 10; ++k) {
x = xs + (rand()%21) - 10;
y = ys + (rand()%21) - 10;
for (j = 0; j < 100; ++j) {
int xo = x + (rand()%5) - (rand()%5);
int yo = y + (rand()%5) - (rand()%5);
for (yy = yo - 1;yy <= yo + 1; ++yy){
for(xx = xo - 1; xx <= xo + 1; ++xx){
if (xx >= 0 && yy >= 0 && xx < w && yy < h) if (map[xx + yy * w] == TILE_GRASS) map[xx + yy * w] = TILE_SAND;
}
}
}
}
}
for (i = 0; i < w * h / 400; ++i) {
x = rand()%w;
y = rand()%h;
for (j = 0; j < 200; ++j) {
xx = x + (rand()%15) - (rand()%15);
yy = y + (rand()%15) - (rand()%15);
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
if (map[xx + yy * w] == TILE_GRASS) {
map[xx + yy * w] = TILE_TREE;
}
}
}
}
for (i = 0; i < w * h / 800; ++i) {
x = rand()%w;
y = rand()%h;
for (j = 0; j < 30;++j) {
xx = x + (rand()%5) - (rand()%5);
yy = y + (rand()%5) - (rand()%5);
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
if (map[xx + yy * w] == TILE_GRASS) {
map[xx + yy * w] = TILE_FLOWER;
data[xx + yy * w] = rand()%4; // determines mirroring.
}
}
}
}
for (i = 0; i < w * h / 100; ++i) {
xx = rand()%w;
yy = rand()%h;
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
if (map[xx + yy * w] == TILE_SAND) {
map[xx + yy * w] = TILE_CACTUS;
}
}
}
int sCount, attempts = 0;
for (sCount = 0; sCount < 4;) {
xx = rand()%w;
yy = rand()%h;
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
if (map[xx + yy * w] == TILE_ROCK)
{
map[xx + yy * w] = TILE_STAIRS_DOWN;
map[xx + (yy+1) * w] = TILE_ROCK;
map[(xx+1) + yy * w] = TILE_ROCK;
map[xx + (yy-1) * w] = TILE_ROCK;
map[(xx-1) + yy * w] = TILE_ROCK;
map[(xx-1) + (yy-1) * w] = TILE_ROCK;
map[(xx+1) + (yy+1) * w] = TILE_ROCK;
map[(xx+1) + (yy-1) * w] = TILE_ROCK;
map[(xx-1) + (yy+1) * w] = TILE_ROCK;
++sCount;
}
}
if(attempts < (w*h/100)) ++attempts; else break;
}
free(mnoise1);
free(mnoise2);
free(mnoise3);
free(noise1);
free(noise2);
return;
}
void createUndergroundMap(int w, int h,int depthLevel, u8 * map, u8 * data) {
double* mnoise1 = Noise(w, h, 16);
double* mnoise2 = Noise(w, h, 16);
double* mnoise3 = Noise(w, h, 16);
double* nnoise1 = Noise(w, h, 16);
double* nnoise2 = Noise(w, h, 16);
double* nnoise3 = Noise(w, h, 16);
double* wnoise1 = Noise(w, h, 16);
double* wnoise2 = Noise(w, h, 16);
double* wnoise3 = Noise(w, h, 16);
double* noise1 = Noise(w, h, 32);
double* noise2 = Noise(w, h, 32);
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 mval = fabs(mnoise1[i] - mnoise2[i]);
mval = fabs(mval - mnoise3[i]) * 3 - 2;
double nval = fabs(nnoise1[i] - nnoise2[i]);
nval = fabs(nval - nnoise3[i]) * 3 - 2;
double wval = fabs(wnoise1[i] - wnoise2[i]);
wval = fabs(nval - wnoise3[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 - dist * 20;
if (val > -2 && wval < -2.0 + (depthLevel) / 2 * 3) {
if (depthLevel > 2)
map[i] = TILE_LAVA;
else
map[i] = TILE_WATER;
} else if (val > -2 && (mval < -1.7 || nval < -1.4)) {
map[i] = TILE_DIRT;
} else {
map[i] = TILE_ROCK;
}
}
}
int i,j;
for (i = 0; i < w * h / 400; ++i) {
int x = rand()%w;
int y = rand()%h;
for(j = 0; j < 30; ++j) {
int xx = x + (rand()%5) - (rand()%5);
int yy = y + (rand()%5) - (rand()%5);
if (xx >= 2 && yy >= 2 && xx < w-2 && yy < h-2) {
if (map[xx + yy * w] == TILE_ROCK) {
map[xx + yy * w] = TILE_IRONORE+depthLevel-1;
}
}
}
}
if (depthLevel < 3){
int sCount, attempts = 0;
for (sCount = 0; sCount < 4;) {
int xx = rand()%w;
int yy = rand()%h;
if (xx >= 0 && yy >= 0 && xx < w && yy < h) {
if (map[xx + yy * w] == TILE_ROCK){
map[xx + yy * w] = TILE_STAIRS_DOWN;
map[xx + (yy+1) * w] = TILE_ROCK;
map[(xx+1) + yy * w] = TILE_ROCK;
map[xx + (yy-1) * w] = TILE_ROCK;
map[(xx-1) + yy * w] = TILE_ROCK;
map[(xx-1) + (yy-1) * w] = TILE_ROCK;
map[(xx+1) + (yy+1) * w] = TILE_ROCK;
map[(xx+1) + (yy-1) * w] = TILE_ROCK;
map[(xx-1) + (yy+1) * w] = TILE_ROCK;
++sCount;
}
}
if(attempts < (w*h/100)) ++attempts; else break;
}
}
free(mnoise1);
free(mnoise2);
free(mnoise3);
free(nnoise1);
free(nnoise2);
free(nnoise3);
free(wnoise1);
free(wnoise2);
free(wnoise3);
free(noise1);
free(noise2);
}
void createDungeonRoom(int w, int h, u8 * map, u8 * data) {
int tries;
for(tries=0; tries<100; ++tries) {
int x = 5+(rand()%(w-10));
int y = 5+(rand()%(h-10));
int xr;
int yr;
int wr = 10+(rand()%11);
int hr = 10+(rand()&11);
int xp;
int yp;
int i;
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; xr < x+wr; ++xr) {
for(yr = y; yr < y+hr; ++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;
}
}
//Create path back to existing stuff
xp = x;
yp = y;
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) {
//TODO check for dungeon entrance: if(map[i]==TILE_DUNGEON_ENTRANCE) break;
//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 room
bool lava = (rand()%4)==0;
bool pillars = (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;
} 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;
} else {
if(rand()%50==0) map[i] = TILE_IRONORE + (rand()%3);
}
}
}
break;
}
}
void createDungeonMap(int w, int h, u8 * map, u8 * data) {
int i, x, y;
for(x = 0; x < w; ++x){
for(y = 0; y < w; ++y){
i = x + y * w;
//Startroom
if (x >= (w/2-5) && x <= (w/2+5) && y >= (h/2-5) && y <= (h/2+5) ) {
map[i] = TILE_DUNGEON_FLOOR;
} else {
map[i] = TILE_DUNGEON_WALL;
}
data[i] = 0;
}
}
for(i = 0; i < 40; ++i) {
createDungeonRoom(w, h, 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;
}
}
}
//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, 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);
}