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#include "game.hpp"
namespace game {
using namespace world;
void add_decoration(world_t *world, state_t *game, v2f_t x, float noise)
{
deco_t *deco;
deco_type_t type;
if (noise < 0.3)
return;
if (noise > 0.5)
type = DECO_NEST;
else if (noise > 0.40)
type = DECO_EYETHING;
else if (noise > 0.35)
type = DECO_STONE;
else
type = DECO_STONE_SMALL;
deco = new deco_t(game, type);
deco->spawn(world, x);
deco->phase_shift = noise * 500.0;
}
void worldgen(world_t *world, sector_index_t index, sector_t *sector, void *data)
{
state_t *game = (game::state_t*)data;
for (coord_t ly = 0; ly < SECTOR_SIZE; ly++)
for (coord_t lx = 0; lx < SECTOR_SIZE; lx++) {
tile_t *tile = sector->tiles + ly * SECTOR_SIZE + lx;
tile_index_t tile_index(index[0] * SECTOR_SIZE + lx,
index[1] * SECTOR_SIZE + ly);
v2f_t x;
float waterlevel, height;
float deco_noise;
x = v2f_t(index) * SECTOR_SIZE + v2f_t(lx, ly);
waterlevel = world->perlin.get(x, 1000.0f) * 0.3f +
world->perlin.get(x, 500.0f) * 0.1f;
height = world->perlin.get(x, 40.0f) * 0.6f +
world->perlin.get(x, 20.0f) * 0.25f +
world->perlin.get(x, 10.0f) * 0.2f +
world->perlin.get(x, 4.0f) * 0.1f +
world->perlin.get(x, 1.0f) * 0.05f;
if (height < waterlevel)
tile->type = TILE_WATER;
else if (height < waterlevel + 0.1)
tile->type = TILE_DIRT;
else if (world->perlin.get(x, 3.0f) > 0.0f)
tile->type = TILE_STONE;
else
tile->type = TILE_DIRT;
deco_noise = world->perlin.get(x, 0.125559f);
if (tile->type == TILE_DIRT)
add_decoration(world, game, x, deco_noise);
}
}
}
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