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main.c
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#if defined(_WIN32)
#include <conio.h>
#endif
#include <time.h>
#include <math.h>
#include <SDL2/SDL.h>
#include <pthread.h>
// Utility macros
#define CHECK_ERROR(test, message) \
do { \
if((test)) { \
fprintf(stderr, "%s\n", (message)); \
exit(1); \
} \
} while(0)
// Wave Function Collapse
// 0 Empty
// 1 Trees
// 2 Bushes
// 3 Grass
// 4 Sand
// 5 Lake
// 6 Water
// 7 Stone
#define biomeSize 16
#define landmassSize 16
#define PI 3.14159265359
#define tectonicPlateBit 1
#define tectonicLandmassBit 2
#define landmassBit 4
#define polygonIslandsBit 8
#define biomeBit 16
#define biomeFinderBit 32
#define finalMapRender 64
#define nothingYet 128
#define numberOfOldRandomValues 20
struct biomeStruct {
unsigned char biomeID;
unsigned char biomeCenterOffsetX;
unsigned char biomeCenterOffsetY;
};
typedef struct biomeStruct biomeInfo;
struct color {
unsigned char red;
unsigned char green;
unsigned char blue;
};
typedef struct color color;
struct position {
int x,y;
};
typedef struct position position;
position* tectonicPlatesOrigin;
int* tectonicPlatesSize;
unsigned char** map;
int** heightMap;
biomeInfo** biomeMap;
unsigned char** landmassMap;
color** finalMap;
char textMode = 0;
char visual = tectonicPlateBit | tectonicLandmassBit | polygonIslandsBit |biomeBit | finalMapRender;
unsigned char r,g,b = 0;
int tectonicPlates = 0;
int mapSizeX, mapSizeY;
int maximumVerticies;
int initialSeed;
char animate = 0;
int heighestHeight = 0;
int deepestDepth = 0;
double lightAngle = 3.5;
// Export Options
char bmpMode = 0;
char heightmapExport = 0;
char albedoExport = 0;
float biomeMapSizeX, biomeMapSizeY = 0;
// Threading
int numberOfThreads = 16;
pthread_t *tids = NULL;
int *threadProgress = NULL;
int finishedThreads = 0;
// enums
typedef enum {
emptylandmass,
ocean,
islands,
archipelago,
continent,
mainland,
numlandmass,
} landmass;
// Biomes
typedef enum {
emptybiome,
mountains,
desert,
beach,
forest,
grasslands,
tundra,
numBiomes,
} biome;
typedef enum {
emptyTile,
treeTile,
bushTile,
grassTile,
oceanTile,
sandTile,
riverTile,
stoneTile,
snowTile,
iceTile,
errorTile,
numTiles,
} tilename;
// NOTE: THIS ONLY ACCOUNT FOR A SINGLE WRAP AROUND, NOT MULTIPLE!!!!
int getWrappedAround(int location, int maxValue) {
if (location < 0) {
location += maxValue;
} else if (location >= maxValue) {
location = location%maxValue;
}
return location;//%maxValue;
}
int getWrappedAroundAlt(int location, int maxValue) {
if (location < 0) {
location = location*-1;
} else if (location >= maxValue) {
location = location%maxValue;
}
return location;//%maxValue;
}
// Get a random Tile ID
int getRandomTileID() {
return rand() % numTiles;
}
// Get a random Biome ID
int getRandomBiomeID() {
return rand() % numBiomes;
}
// Get a random landmass ID
int getRandomlandmassID() {
return rand() % numlandmass;
}
//" "Empty can be anything
// T Trees can be next to bushes and Trees
// m Bushes can be next to grass and Trees
// , Grass can be next to bushes and Grass
// # Sand can be next to Grass
// ~ Water can be next to Sand and Water
int x,y = 0;
int i = 0;
char id = emptyTile;
char surrounding[4] = {emptyTile,emptyTile,emptyTile,emptyTile};
int invalidTile = emptyTile;
int previousRandomValues[numberOfOldRandomValues] = { 0 };
SDL_Renderer *renderer;
int updateProgressBar(int progress, int mode) {
// Adjust
progress+=1;
// Fake event to keep SDL from freezing
SDL_Event event;
SDL_PollEvent(&event);
// Draw outlined
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Rect outlineRect = {mapSizeX/2-53,mapSizeY/2-13,106,26};
SDL_RenderFillRect(renderer, &outlineRect);
// Draw bg
SDL_SetRenderDrawColor(renderer, 64, 64, 64, 255);
SDL_Rect bgRect = {mapSizeX/2-50,mapSizeY/2-10,100,20};
SDL_RenderFillRect(renderer, &bgRect);
// Get color
switch(mode) {
case 0: // Tectonic Plates
SDL_SetRenderDrawColor(renderer, 255, 66, 66, 255);
break;
case 1: // Tectonic Landmass
SDL_SetRenderDrawColor(renderer, 255, 141, 83, 255);
break;
case 2: // Landmass
SDL_SetRenderDrawColor(renderer, 255, 216, 100, 255);
break;
case 3: // Biome
SDL_SetRenderDrawColor(renderer, 211, 236, 90, 255);
break;
case 4: // Blended Biomes
SDL_SetRenderDrawColor(renderer, 167, 255, 80, 255);
break;
default:
SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
break;
}
// Render Progress
SDL_Rect barRect = {mapSizeX/2-50,mapSizeY/2-10,progress,20};
SDL_RenderFillRect(renderer, &barRect);
SDL_RenderPresent(renderer);
return 0;
}
int find_max_along_line(int** arr, int m, int n, int x1, int y1, int x2, int y2) {
int dx = x2 - x1, dy = y2 - y1;
#if defined(_WIN32)
int max_value = INT_MIN;
#else
int max_value = -999999999;
#endif
for (float t = 0; t <= 1; t += 0.5) { // Adjust step size based on desired precision
int x = getWrappedAround((int)round(x1 + t * dx),mapSizeX);
int y = getWrappedAround((int)round(y1 + t * dy),mapSizeY);
// Check if x and y are within array bounds and update max_value if necessary
if (x >= 0 && x < m && y >= 0 && y < n && arr[x][y] > max_value) {
max_value = arr[x][y];
}
}
return max_value;
}
int getCoordinatesRelativeToCenter(double angle, double distance, double center_x, double center_y, char xOrY) {
double x_double = center_x + distance * cos(angle);
double y_double = center_y + distance * sin(angle);
// Round coordinates to nearest integer
if (xOrY) {
return (int)round(x_double);
} else {
return (int)round(y_double);
}
}
float getAliasedShade(int x, int y, int heightAtCoordinate, unsigned char currentTile) {
float shade = 0.0f;
float stepSize = 0.2;
int numberOfSteps = 0;
for (float yIntern = -0.5; yIntern < 0.5; yIntern += stepSize) {
for (float xIntern = -0.5; xIntern < 0.5; xIntern += stepSize) {
int distantX = getCoordinatesRelativeToCenter(lightAngle,5.0,(double)x+xIntern,(double)y+yIntern, 1);
int distantY = getCoordinatesRelativeToCenter(lightAngle,5.0,(double)x+xIntern,(double)y+yIntern, 0);
int maxAlongLine = find_max_along_line(heightMap, mapSizeX, mapSizeY, x, y, distantX, distantY);
if ((maxAlongLine > heightAtCoordinate)) {
float untilPeak = ((float)heightAtCoordinate)/((float)255.0f);
float heightDifference = ((float)heightAtCoordinate)/((float)maxAlongLine);
shade += (1.0f-untilPeak)*heightDifference;
} else {
shade += 1.0f;
}
numberOfSteps++;
}
}
shade /= (float)numberOfSteps;
if (currentTile == oceanTile) {
if (heightAtCoordinate < 128) {
shade *= ((float)heightAtCoordinate)/255.0f;
}
}
return shade;
}
// Render a tile
int printTile(int x, int y) {
int currentTile = map[x][y];
switch(currentTile) {
case emptyTile: // Empty
r = 0;
g = 0;
b = 0;
break;
case treeTile: // Tree
r = 17;
g = 95;
b = 66;
break;
case bushTile: // Bush
r = 94;
g = 187;
b = 32;
break;
case grassTile: // Grass
r = 182;
g = 236;
b = 101;
break;
case sandTile: // Sand
r = 250;
g = 222;
b = 168;
break;
case riverTile: // River Water
r = 160;
g = 199;
b = 244;
break;
case oceanTile: // Ocean Water
r = 47;
g = 112;
b = 196;
break;
case stoneTile: // Stone
r = 114;
g = 121;
b = 130;
break;
case snowTile: // Snow
r = 223;
g = 248;
b = 255;
break;
case iceTile: // Ice
r = 179;
g = 214;
b = 241;
break;
default: // Error
r = 255;
g = 0;
b = 255;
break;
};
// Shade
if (!albedoExport) {
int heightAtCoordinate = heightMap[x][y];
// TODO: Jitter this to smooth pixels
float shade = getAliasedShade(x, y, heightAtCoordinate, currentTile);
//float height = (((float)heightMap[x][y])/255.0f);
float finalR = (float)r/255.0f;
float finalG = (float)g/255.0f;
float finalB = (float)b/255.0f;
finalR *= shade;
finalG *= shade;
finalB *= shade;
r = ((int)(finalR*255.0f))&0xFF;
g = ((int)(finalG*255.0f))&0xFF;
b = ((int)(finalB*255.0f))&0xFF;
}
if (heightmapExport) {
r = heightMap[x][y];
g = heightMap[x][y];
b = heightMap[x][y];
}
if (!bmpMode) {
finalMap[x][y].red = r;
finalMap[x][y].green = g;
finalMap[x][y].blue = b;
}
return 0;
}
int normalizeHeightmap() {
int heightmax = 0;
int depthmax = 0;
for (int y = 0; y < mapSizeY; y++) {
for (int x = 0; x < mapSizeX; x++) {
int height = heightMap[x][y];
if (height > heightmax) {
heightmax = height;
}
if (height < depthmax) {
depthmax = height;
}
}
}
for (int y = 0; y < mapSizeY; y++) {
for (int x = 0; x < mapSizeX; x++) {
int height = heightMap[x][y];
float relativeHeight = 0;
if (height >= 0) {
relativeHeight = (float)height/(float)heightmax;
} else {
relativeHeight = ((float)height/(float)depthmax)*-1;
}
relativeHeight = (relativeHeight/2)+0.5f;
heightMap[x][y] = (int)(relativeHeight*255.0f);
SDL_SetRenderDrawColor(renderer, heightMap[x][y],heightMap[x][y],heightMap[x][y],255);
SDL_RenderDrawPoint(renderer, x, y);
}
}
SDL_RenderPresent(renderer);
}
int addNoiseToHeightmap(int noiseIntensity) {
for (int y = 0; y < mapSizeY; y++) {
for (int x = 0; x < mapSizeX; x++) {
heightMap[x][y] += (rand()%noiseIntensity)-(noiseIntensity/2);
if (heightMap[x][y] > heighestHeight) {
heighestHeight = heightMap[x][y];
}
if (heightMap[x][y] < deepestDepth) {
deepestDepth = heightMap[x][y];
}
}
}
}
// This'll be a lazy Box blur
int blurHeightmap(int blurRadius) {
int** blurredHeightMap;
blurredHeightMap = (int**)malloc(mapSizeX * sizeof(int*));
for (int i = 0; i < mapSizeX; i++) {
blurredHeightMap[i] = (int*)malloc(mapSizeY * sizeof(int));
}
// Iterate over every pixel
for (int y = 0; y < mapSizeY; y++) {
for (int x = 0; x < mapSizeX; x++) {
// Internal iteration
int total = 0;
int i = 0;
for (int a = blurRadius*-1; a <= blurRadius; a++) {
for (int b = blurRadius*-1; b <= blurRadius; b++) {
int internalX = getWrappedAround(x+a,mapSizeX);
int internalY = getWrappedAround(y+b,mapSizeY);
//printf("%d,%d\n", internalX, internalY);
total += heightMap[internalX][internalY];
//printf("%d: %d,%d: %d\n", i, a,b,total);
i++;
}
}
total = total/i;
/*
if (total > heighestHeight) {
total = heighestHeight;
}
if (total < deepestDepth) {
total = deepestDepth;
}*/
blurredHeightMap[x][y] = total;
SDL_SetRenderDrawColor(renderer, total,total,total,255);
SDL_RenderDrawPoint(renderer, x, y);
}
//if (y%biomeSize) {
//}
}
SDL_RenderPresent(renderer);
// Copy to main heightmap
for (int y = 0; y < mapSizeY; y++) {
for (int x = 0; x < mapSizeX; x++) {
heightMap[x][y] = blurredHeightMap[x][y];
}
}
free(blurredHeightMap);
return 0;
}
void *printSectionOfMap(void *vargp) {
int index = (int)vargp;
int minSegment = mapSizeX/numberOfThreads;
int start = index*minSegment;
int end = index*minSegment+minSegment-1;
//printf("%d: %d -> %d\n", index, start, end);
for (x = start; x < end; x++) {
for (y = 0; y < mapSizeY; y++) {
printTile(x,y);
//printf("%d: %d,%d\n", index, x,y);
}
}
finishedThreads++;
}
// Render the map
int printMap() {
// Clear screen
if (textMode) {
for (y = 0; y < mapSizeY; y++) {
for (x = 0; x < mapSizeX; x++) {
printTile(x,y);
printTile(x,y);
}
printf("\n");
}
printf("\x1b[0m");
} else {
for (x = 0; x < mapSizeX; x++) {
for (y = 0; y < mapSizeY; y++) {
printTile(x,y);
//printf("%d: %d,%d\n", index, x,y);
}
}
/*
tids = (pthread_t *)malloc(numberOfThreads * sizeof(pthread_t));
if (tids == NULL) {
// handle memory allocation failure
printf("Could not allocate memory to threads!\n");
return 1;
}
// Create Threads
finishedThreads = 0;
for (int i = 0; i < numberOfThreads; i++) {
int ret = pthread_create(&tids[i], NULL, printSectionOfMap, (void *)i);
if (ret != 0) {
printf("Thread %d failed to create! Error code %d\n", i, ret);
return 1;
}
}
// Supervise
//while (finishedThreads < numberOfThreads) {
//printf("%d/%d\n", finishedThreads, numberOfThreads);
//}
// Rejoin them
for (int i = 0; i < numberOfThreads; i++) {
pthread_join(tids[i], NULL);
}
free(tids);*/
}
}
// Place a tile on the map
void placeTile(int x, int y, int tile) {
x = getWrappedAround(x,mapSizeX);
y = getWrappedAround(y,mapSizeY);
map[x][y] = tile;
}
void zeroHeightMapIfLessThanZero(int x, int y) {
x = getWrappedAround(x,mapSizeX);
y = getWrappedAround(y,mapSizeY);
if (heightMap[x][y] < 0) {
heightMap[x][y] = 0;
}
}
void increaseHeightMap(int x, int y) {
x = getWrappedAround(x,mapSizeX);
y = getWrappedAround(y,mapSizeY);
heightMap[x][y]+=1;
if (heightMap[x][y] > heighestHeight) {
heighestHeight = heightMap[x][y];
}
}
// Place a tile on the map
int getTile(int x, int y) {
x = getWrappedAround(x,mapSizeX);
y = getWrappedAround(y,mapSizeY);
return map[x][y];
}
// Calculate Distance between two points as integer
int getIntDistance(int x1, int y1, int x2, int y2) {
return (int) sqrt( (x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1) );
}
int wrapped_distance(int x1, int y1, int x2, int y2, int width, int height) {
int dx = abs(x2 - x1);
int dy = abs(y2 - y1);
// Wrap the distances around the torus
int wrapped_dx = (dx < width - dx) ? dx : width - dx;
int wrapped_dy = (dy < height - dy) ? dy : height - dy;
// Calculate the wrapped distance
int wrapped_dist = sqrt(wrapped_dx * wrapped_dx + wrapped_dy * wrapped_dy);
return wrapped_dist;
}
// Random with a maximum
// Max included
int getRandomLimited(int max) {
max = max+1;
return rand() % max;
}
// Random with a minimum and maximum
int getRandomLimitedMinMax(int min, int max) {
max = max + 1; // Include the upper bound (max) in the range
int result = (rand() % (max - min)) + min;
return result;
}
// Smoothed Random Generator with a maximum value
// Used to make random values less... random?
float getSmoothedRandomLimited(int max, int smoothSteps) {
float smoothedValue = 0.0f;
for (int i = 1; i < numberOfOldRandomValues-1; i++) {
//printf("%d -> %d\n",previousRandomValues[i],previousRandomValues[i+1]);
previousRandomValues[i] = previousRandomValues[i+1];
}
previousRandomValues[numberOfOldRandomValues] = rand() % max;
for (int i = numberOfOldRandomValues; i > numberOfOldRandomValues-smoothSteps; i--) {
smoothedValue+=(float)previousRandomValues[i];
}
//printf("%f\n",smoothedValue/(float)smoothSteps);
return smoothedValue/(float)smoothSteps;
}
// Both of these are broken!
// Remove surrounding array!
// Checks if another tile is surrounding the current tile at any other side
int isNeighboring(int tile) {
if ((surrounding[0] == tile) || (surrounding[1] == tile) || (surrounding[2] == tile) || (surrounding[3] == tile)) {
return 1;
} else {
return 0;
}
}
// Checks to see if a tile is surrounded by another type of tile
int surroundedBy(int tile) {
if ((surrounding[0] == tile) && (surrounding[1] == tile) && (surrounding[2] == tile) && (surrounding[3] == tile)) {
return 1;
} else {
return 0;
}
}
// The random island
// aka the algorithm I used to shape islands previously
// leaving it here in case I ever find a use for it!
void randomIsland(int x1, int y1, float islandSize) {
islandSize *= (float)(getRandomLimited(10))/7.0f;
for (y = 0; y < mapSizeY; y++) {
for (x = 0; x < mapSizeX; x++) {
int x2 = x;
int y2 = y;
int distanceToIslandCenter = getIntDistance(x1,y1,x2,y2);
// Generate Water Circle
if (distanceToIslandCenter < islandSize*(getRandomLimited(5))) {
map[x2][y2] = emptyTile;
SDL_RenderDrawPoint(renderer, x, y);
}
}
}
}
// Line drawing
// Just using Bresenham's line algorithm
void plotLineHigh(int x0, int y0, int x1, int y1, int tile) {
int dx = x1 - x0;
int dy = y1 - y0;
int xi = 1;
if (dx < 0) {
xi = -1;
dx = -dx;
}
int D = (2 * dx) - dy;
int x = x0;
for (int y = y0; y <= y1; y++) {
placeTile(x,y,tile);
if (D > 0) {
x = x + xi;
D = D + (2 * (dx - dy));
} else {
D = D + (2 * dx);
}
}
}
void plotLineLow(int x0, int y0, int x1, int y1, int tile) {
int dx = x1 - x0;
int dy = y1 - y0;
int yi = 1;
if (dy < 0) {
yi = -1;
dy = -dy;
}
int D = (2 * dy) - dx;
int y = y0;
for (int x = x0; x <= x1; x++) {
placeTile(x,y,tile);
if (D > 0) {
y = y + yi;
D = D + (2 * (dy - dx));
} else {
D = D + (2 * dy);
}
}
}
void plotLine(int x0, int y0, int x1, int y1, int tile) {
if (abs(y1 - y0) < abs(x1 - x0)) {
if (x0 > x1) {
plotLineLow(x1, y1, x0, y0, tile);
} else {
plotLineLow(x0, y0, x1, y1, tile);
}
} else {
if (y0 > y1) {
plotLineHigh(x1, y1, x0, y0, tile);
} else {
plotLineHigh(x0, y0, x1, y1, tile);
}
}
}
/*
The Polygon island!
These create points around a circle,
then randomly push that out to create islands of various sizes
*/
void polygonIsland(int x1, int y1, float islandSize, float smoothness) {
// Set number of points along circle
float* polygonX = (float*)malloc(maximumVerticies * sizeof(float));;
float* polygonY = (float*)malloc(maximumVerticies * sizeof(float));;
float angleIncrement = 2 * M_PI / maximumVerticies; // Calculate the angle increment
float currentAngle = (float)getRandomLimited(360)/360.0f; // Starting angle
// Set random displacements of points
for (int pointID = 0; pointID < maximumVerticies; pointID++) {
//printf("%d/%d\n", pointID, maximumVerticies);
// Interpolate continent outline between points
float x2 = cos(currentAngle) * islandSize * getSmoothedRandomLimited(5, smoothness) + (float)x1;
float y2 = sin(currentAngle) * islandSize * getSmoothedRandomLimited(5, smoothness) + (float)y1;
polygonX[pointID] = x2;
polygonY[pointID] = y2;
currentAngle += angleIncrement; // Increment the angle for the next point
}
// Draw Polygon on map
if (visual & polygonIslandsBit) {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
for (int i = 0; i < maximumVerticies - 1; ++i) {
SDL_RenderDrawLine(renderer, polygonX[i], polygonY[i], polygonX[i + 1], polygonY[i + 1]);
}
}
// Fill out tiles inside polygon
// Note: Probably better to do later once all islands have been placed!!!
for (int mapY = -mapSizeY; mapY < mapSizeY+mapSizeY; mapY++) {
for (int mapX = -mapSizeX; mapX < mapSizeX+mapSizeX; mapX++) {
int i, j;
float pointX = (float)mapX;
float pointY = (float)mapY;
char isInside = 0;
for (i = 0, j = maximumVerticies - 1; i < maximumVerticies; j = i++) {
if (((polygonY[i] >= pointY && polygonY[j] < pointY) || (polygonY[j] >= pointY && polygonY[i] < pointY)) &&
(pointX < (polygonX[j] - polygonX[i]) * (pointY - polygonY[i]) / (polygonY[j] - polygonY[i]) + polygonX[i])) {
isInside = !isInside;
}
}
if (isInside) {
placeTile(mapX, mapY, emptyTile);
zeroHeightMapIfLessThanZero(mapX, mapY);
increaseHeightMap(mapX, mapY);
}
}
}
// Generate rivers riverTile
// Figure out how to draw a nice line
// FIX RIVERS!!!
/*
int numberOfRivers = getRandomLimited(islandSize/2);
int numberOfRiverBends = 10;
float lineX[10];
float lineY[10];
for (int i = 0; i < numberOfRivers; i++) {
// Choose two nodes
int pointA = getRandomLimited(maximumVerticies);
int pointB = getRandomLimited(maximumVerticies);
// Get their positions
float x0 = (float)polygonX[pointA];
float y0 = (float)polygonY[pointA];
float x1 = (float)polygonX[pointB];
float y1 = (float)polygonY[pointB];
// Calculate the size of each step
float stepX = (x1-x0)/numberOfRiverBends;
float stepY = (y1-y0)/numberOfRiverBends;
// Store the resulting line and randomize it's positions slightly
float prevStepX = x0;
float prevStepY = y0;
for (int i = 0; i < numberOfRiverBends; i++) {
prevStepX = x0+stepX*i;
prevStepY = y0+stepY*i;
plotLine(
prevStepX,
prevStepY,
x0+stepX*(i+1)+(getRandomLimited(3)),
y0+stepY*(i+1)+(getRandomLimited(3)),
riverTile);
}
}*/
}
// Checks the current Biome Square for a certain tile, usually oceanwater
// Used to prevent deserts from spawning near water
int checkBiomeForTile(int x, int y,int tile) {
x = getWrappedAround(x*biomeSize,mapSizeX);
y = getWrappedAround(y*biomeSize,mapSizeY);
int numberOfTiles = 0;
for (int tileY = y; tileY < y+biomeSize; tileY++) {
for (int tileX = x; tileX < x+biomeSize; tileX++) {
if (map[tileX][tileY]==tile) {
numberOfTiles++;
}
}
}
return numberOfTiles;
}
// Checks if it's neighboring a biome
int isNeighboringBiome(int x, int y, int biome) {
x = getWrappedAround(x,((int)biomeMapSizeX));
y = getWrappedAround(y,((int)biomeMapSizeY));
int neighboringOnSides;
if (biomeMap[x+1][y].biomeID == biome) {
neighboringOnSides++;
}
if (biomeMap[x][y+1].biomeID == biome) {
neighboringOnSides++;
}
if (biomeMap[x-1][y].biomeID == biome) {
neighboringOnSides++;
}
if (biomeMap[x][y-1].biomeID == biome) {
neighboringOnSides++;
}
return neighboringOnSides;
}
// Check which landmass the tile belongs to
int checklandmass(int x, int y) {
x = x/landmassSize;
y = y/landmassSize;
x = getWrappedAround(x,mapSizeX/landmassSize);
y = getWrappedAround(y,mapSizeY/landmassSize);
return landmassMap[x][y];
}
// This segfaults a lot...
int getNeighboringBiomes(int x, int y, int direction) {
//printf("x: %d, y: %d, d: %d\n", x, y, direction);
switch(direction) {
case 0:
// North
y-=1;
break;
case 1:
// East
x+=1;
break;
case 2:
// South
y+=1;
break;
case 3:
// West
x-=1;
break;
default:
printf("Invalid Direction\n");
break;
}
x = getWrappedAround(x,mapSizeX/biomeSize);
y = getWrappedAround(y,mapSizeY/biomeSize);
return biomeMap[x][y].biomeID;
}
int renderBiome(int biomeX,int biomeY, int biomeFinder) {
int alpha = 128;
if (biomeFinder) {
alpha = 4;
}
switch(biomeMap[biomeX][biomeY].biomeID) {
case emptybiome:
SDL_SetRenderDrawColor(renderer, 25, 25, 25, alpha);
break;
case mountains:
SDL_SetRenderDrawColor(renderer, 128, 128, 128, alpha);
break;
case desert:
SDL_SetRenderDrawColor(renderer, 255, 255, 0, alpha);
break;
case beach:
SDL_SetRenderDrawColor(renderer, 192, 255, 0, alpha);
break;
case forest:
SDL_SetRenderDrawColor(renderer, 0, 128, 0, alpha);
break;
case grasslands:
SDL_SetRenderDrawColor(renderer, 0, 255, 0, alpha);
break;
case tundra:
SDL_SetRenderDrawColor(renderer, 255, 255, 255, alpha);
break;
default:
SDL_SetRenderDrawColor(renderer, 255, 0, 255, alpha);
break;
}
if (!biomeFinder) {
SDL_Rect rect = {biomeX*biomeSize,biomeY*biomeSize,biomeSize,biomeSize};
SDL_RenderFillRect(renderer, &rect);
}
//SDL_RenderPresent(renderer);
return 0;
}
int scaleToValue(int value, int maxValue, int desiredMax) {
float goal = (float)desiredMax;
float max = (float)maxValue;
float scaler = goal/max;
return (int)((float)value*scaler);
}
// NOTE: Breaks with non-square images
// Function to create and save as BMP file
void saveBMP() {
char outputFilename[256];
char str0[32];
char str1[32];
char str2[64];
char str3[64];
sprintf(str0, "map_%d-", mapSizeX);
sprintf(str1, "%d_", mapSizeY);
sprintf(str2, "%d_", initialSeed);
sprintf(str3, "%d", time(NULL));
strcpy(outputFilename, str0);
strcat(outputFilename, str1);
strcat(outputFilename, str2);
strcat(outputFilename, str3);
if (heightmapExport) {
strcat(outputFilename, "_height");
}
if (albedoExport) {
strcat(outputFilename, "_height");
}
strcat(outputFilename, ".bmp");
FILE* file = fopen(outputFilename, "wb");
if (!file) {
printf("Error opening file\n");
return;
}
uint32_t imageSize = mapSizeX * mapSizeY * 3;
uint32_t headerSize = 54;
uint32_t fileSize = imageSize + headerSize;+
printf("Filesize: %d", fileSize);
// BMP file header
uint8_t header[54] = {
'B', 'M', // BMP signature
(uint8_t)(fileSize & 0xFF), // File size
(uint8_t)(fileSize >> 8 & 0xFF),
(uint8_t)(fileSize >> 16 & 0xFF),
(uint8_t)(fileSize >> 24 & 0xFF),
0, 0, 0, 0, // Reserved
headerSize, 0, 0, 0, // Image data offset ; 14 bytes up to this point
40, 0, 0, 0, // DIB header size
(uint8_t)(mapSizeX & 0xFF), // Image width
(uint8_t)(mapSizeX >> 8 & 0xFF),
(uint8_t)(mapSizeX >> 16 & 0xFF),
(uint8_t)(mapSizeX >> 24 & 0xFF),
(uint8_t)(mapSizeY & 0xFF), // Image height
(uint8_t)(mapSizeY >> 8 & 0xFF),
(uint8_t)(mapSizeY >> 16 & 0xFF),
(uint8_t)(mapSizeY >> 24 & 0xFF),
1, 0, // Number of color planes
24, 0, // Bits per pixel (24-bit color)
0, 0, 0, 0, // Compression method