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/*
This file is part of Minitrem.
Minitrem is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
Minitrem is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Minitrem. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game.hpp"
namespace game {
using namespace world;
static void add_entity(uint8_t tile_type, world_t *world, state_t *game, v2f_t x)
{
float noise, noise_nest, noise_spider;
deco_t *deco;
deco_type_t type;
v2f_t center, offset;
noise = world->perlin.get(x, 0.53213f) + world->perlin.get(x, 0.12994f);
noise = fabs(noise / 2);
offset[0] = world->perlin.get(x, 0.17331f);
offset[1] = world->perlin.get(x, 0.19571f);
center = x + v2f_t(0.5f, 0.5f) + offset.norm() * 0.1;
switch (tile_type) {
case TILE_DIRT:
noise_nest = 0.40f;
noise_spider = 0.38f;
break;
case TILE_DIRT_RED:
noise_nest = 0.45f;
noise_spider = 0.41f;
break;
case TILE_GRAVEL:
noise_nest = 0.34f;
noise_spider = 0.32f;
break;
default:
goto just_decos;
}
if (noise > noise_nest) {
unit_nest_t *nest = new unit_nest_t(game);
nest->place(world, center);
return;
} else if (noise > noise_spider) {
unit_spider_t *spider = new unit_spider_t(game);
spider->place(world, center);
return;
}
just_decos:
switch (tile_type) {
case TILE_DIRT_RED:
if (noise > 0.21)
type = DECO_EYETHING;
else if (noise > 0.08)
type = DECO_WART;
else
return;
break;
case TILE_DIRT:
if (noise > 0.37)
type = DECO_CRYSTAL;
else if (noise > 0.36)
type = DECO_CRYSTAL_BROKEN;
else if (noise > 0.33)
type = DECO_STONE;
else if (noise > 0.26)
type = DECO_SPIKE;
else if (noise > 0.20)
type = DECO_SPIKE_SMALL;
else if (noise > 0.16)
type = DECO_STONE_SMALL;
else
return;
break;
case TILE_GRAVEL:
if (noise > 0.30)
type = DECO_CRYSTAL;
else if (noise > 0.25)
type = DECO_STONE;
else if (noise > 0.13)
type = DECO_STONE_SMALL;
else
return;
break;
default:
return;
}
deco = new deco_t(game, type);
deco->phase_shift = offset[0] * 500.0;
deco->place(world, center);
}
void worldgen(world_t *world, sector_index_t index, sector_t *sector,
bool gen_tiles, bool gen_decos, void *data)
{
state_t *game = (game::state_t*)data;
if (!gen_tiles)
goto decos;
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 biome, waterlevel, height;
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;
biome = world->perlin.get(-x + v2f_t(-60, 120), 160.0f) * 0.4f +
world->perlin.get(x, 30.0f) * 0.2f +
world->perlin.get(x, 8.0f) * 0.03f;
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 (biome < 0.0f) {
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;
} else if (biome < 0.1f) {
if (height < waterlevel - 0.07f)
tile->type = TILE_STONE;
else
tile->type = TILE_GRAVEL;
} else {
if (height < waterlevel)
tile->type = TILE_DIRT_RED;
else if (world->perlin.get(x, 3.0f) > 0.0f)
tile->type = TILE_STONE_RED;
else
tile->type = TILE_DIRT_RED;
}
}
decos:
if (!gen_decos)
return;
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;
x = v2f_t(index) * SECTOR_SIZE + v2f_t(lx, ly);
add_entity(tile->type, world, game, x);
}
}
}
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