235 lines
4.8 KiB
C
235 lines
4.8 KiB
C
#include "main.h"
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#define MAX_POWER 10
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#define MAX_EPICENTER_BY_TYPE 7
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#define DIST_MIN_INTER_EPICENTRE 50
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#define MIN_RADIUS 25
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#define OFFSET_RADIUS 50
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//map type ----> not used for now
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enum{
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FLAT, VALLEY,
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};
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//biome type
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enum{
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VILLAGE, PLAINS, FOREST,MOUNTAINS,NB_BIOMES
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};
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// probability for each biomes
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// in following order {GRASS,TREE,BERRIES, ROCK, IRON_ORE}
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char proba_table[NB_BIOMES][5] = {{97,2,1,0,0},{85,13,2,0,0},{40,40,20,0,0},{0,0,0,80,20}};
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typedef struct{
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int x;
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int y;
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int type;
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int power;
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int radius;
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} t_biome;
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// variables
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int sp_x[NB_TEAMS], sp_y[NB_TEAMS];
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t_biome* l_biomes;
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int size_biomes;
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int nb_plains, nb_forests, nb_mountains;
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int cpt_biome = 0;
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int width, height;
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// functions
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int distance_manhattan(int x1,int y1, int x2, int y2);
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int absolute(int val);
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void set_spawns(t_pixel** map, t_team* teams);
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void create_biome(int x, int y, int type);
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void create_biome_random(int type);
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int check_nears_biomes(int x, int y);
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int check_nears_spawn(int x, int y);
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int in_radius(int x,int y,t_biome e);
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int generate(int x, int y);
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void init_generator();
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void create_map(int w, int h){
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int i,j;
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//biome variable
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width = w;
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height = h;
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init_generator();
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//Epicenters generation
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// random choice for numbers of biomes
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nb_plains = (rand()%MAX_EPICENTER_BY_TYPE)+3;
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nb_forests = (rand()%MAX_EPICENTER_BY_TYPE)+3;
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nb_mountains = (rand()%MAX_EPICENTER_BY_TYPE)+3;
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size_biomes = nb_plains+ nb_forests + nb_mountains + NB_TEAMS;
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l_biomes = malloc(sizeof(t_biome)*size_biomes);
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// Spawn generations
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set_spawns(map,teams);
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for(i=0;i<nb_plains;i++)
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create_biome_random(PLAINS);
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for(i=0;i<nb_forests;i++)
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create_biome_random(FOREST);
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for(i=0;i<nb_mountains;i++)
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create_biome_random(MOUNTAINS);
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// */
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//génération de la carte
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for (i=0;i<width;i++){
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for(j=0;j<height;j++){
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if (i == 0 || j == 0 || i == w-1 || j == h-1){
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map[i][j].type = BEDROCK;
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}else if((i == sp_x[PURPLE] && j == sp_y[PURPLE])){
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map[i][j].type = SPAWN;
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map[i][j].data=malloc(sizeof(int));
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*((int*)(map[i][j].data)) = PURPLE;
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}else if(i == sp_x[ORANGE] && j == sp_y[ORANGE]){
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map[i][j].type = SPAWN;
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map[i][j].data=malloc(sizeof(int));
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*((int*)(map[i][j].data)) = ORANGE;
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}else{
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map[i][j].type = generate(i,j);
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}
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}
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}
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}
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void init_generator(){
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}
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void set_spawns(t_pixel** map, t_team* teams){
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int i;
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int tier_w, tier_h;
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tier_w = width/6;
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tier_h = height/3;
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sp_x[0] = (rand()%tier_w)+tier_w;
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sp_y[0] = (rand()%tier_h)+tier_h;
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sp_x[1] = width-sp_x[0];
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sp_y[1] = height-sp_y[0];
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for(i=0;i<2;i++){
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teams[i].spawn.x = sp_x[i];
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teams[i].spawn.y = sp_y[i];
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create_biome(sp_x[i],sp_y[i],VILLAGE);
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}
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}
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void create_biome(int x, int y, int type){
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t_biome *biome = malloc(sizeof(t_biome));
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biome->x=x;
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biome->y=y;
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biome->type = type;
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switch(type){
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case VILLAGE:
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biome->power = (rand()%MAX_POWER)+1;
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biome->radius = (rand()%(25-10))+10;
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break;
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case PLAINS:
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case FOREST:
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case MOUNTAINS:
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default:
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biome->power = (rand()%MAX_POWER)+1;
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biome->radius = (rand()%(OFFSET_RADIUS))+MIN_RADIUS;
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break;
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}
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l_biomes[cpt_biome++]=*biome;
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}
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void create_biome_random(int type){
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int x,y;
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do {
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x=rand()%width;
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y=rand()%height;
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} while ((check_nears_biomes(x,y) != 0) || (check_nears_spawn(x,y) != 0)); //prevent biome superposition
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create_biome(x,y,type);
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}
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int check_nears_biomes(int x, int y){
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int i, c=0;
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for(i=0;i<cpt_biome;i++){
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if (in_radius(x,y,l_biomes[i]) != -1) c++;
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}
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return c;
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}
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int check_nears_spawn(int x, int y){
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int i,c = 0;
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for(i=0;i<2;i++)
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if (distance_manhattan(x,y,sp_x[i],sp_y[i]) < 75) c++;
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return c;
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}
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int in_radius(int x,int y,t_biome e){
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int d = distance_manhattan(x,y,e.x,e.y);
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return d < e.radius ? d : -1;
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}
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int generate(int x, int y){
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int i, j;
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int proba[5];
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int sum, dist, ratio, val, seuil=0;
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t_biome biome;
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memset(&proba,0,sizeof(int)*5);
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sum=0;
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for(i=0;i<size_biomes;i++){
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biome = l_biomes[i];
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if ((dist=in_radius(x,y,biome)) != -1){
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ratio=(((biome.radius-dist)*100)/biome.radius);
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//ne marche pas correctement, besoin de fractale à la place
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/* if (biome.type == MOUNTAINS && (ratio < 20)){
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sum += biome.power*ratio*100;
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proba[0] += biome.power*ratio*20;
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proba[3] += biome.power*ratio*75;
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proba[4] += biome.power*ratio*5;
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}else{*/
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sum += biome.power*ratio*100;
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for(j=0;j<5;j++){
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proba[j]+=(proba_table[biome.type][j])*(biome.power)*ratio;
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}
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}
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}
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if (sum!=0){
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val = rand()%sum;
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for (i=0;i<5;i++){
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seuil += proba[i];
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if(val < seuil)
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return i+1;
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}
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}else{
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val = rand()%100;
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if (val <95){
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return GRASS;
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}else{
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return TREE;
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}
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}
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return GRASS;
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}
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int distance_manhattan(int x1,int y1, int x2, int y2){
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return absolute(x1-x2) + absolute(y1-y2);
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}
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int absolute(int val){
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return val > 0 ? val : -val;
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}
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