Files
DS-Island-generator/island.c

241 lines
6.2 KiB
C

/**
* Copyright (c) 2014, Miguel Angel Astor Romero. All rights reserved.
* See the file LICENSE for more details.
*/
#ifndef __cplusplus
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <float.h>
#include <math.h>
#include <string.h>
#else
#include <cstdio>
#include <cstdlib>
#include <ctime>
#include <cfloat>
#include <cmath>
#include <cstring>
#endif
#include "island.h"
static const float SEED = 1000.0;
static float randomFloat ();
/**
* Port of the java implementation outlined here http://stackoverflow.com/a/2773032
*/
void ds ( float *** map, const unsigned int DATA_SIZE ) {
float avg, r, h = SEED / 2.0;
int sideLength, halfSide, x, y;
srand( time( NULL ) );
( * map )[ 0 ][ 0 ] = ( * map )[ 0 ][ DATA_SIZE - 1 ] = ( * map )[ DATA_SIZE - 1 ][ 0 ] = ( * map )[ DATA_SIZE - 1 ][ DATA_SIZE - 1 ] = h;
for ( sideLength = DATA_SIZE - 1; sideLength >= 2; sideLength /= 2, h /= 2.0 ) {
halfSide = sideLength / 2;
for ( x = 0; x < DATA_SIZE -1; x += sideLength ) {
for ( y = 0; y < DATA_SIZE - 1; y += sideLength ) {
avg = ( * map )[ x ][ y ] +
( * map )[ x + sideLength ][ y ] +
( * map )[ x ][ y + sideLength ] +
( * map )[ x + sideLength ][ y + sideLength ];
avg /= 4.0;
r = randomFloat();
( * map )[ x + halfSide ][ y + halfSide ] = avg + ( r * 2.0 * h ) - h;
}
}
for ( x = 0; x < DATA_SIZE - 1; x += halfSide ) {
for ( y = ( x + halfSide ) % sideLength; y < DATA_SIZE - 1; y += sideLength ) {
avg = ( * map )[ ( x - halfSide + DATA_SIZE ) % DATA_SIZE ][ y ] +
( * map )[ ( x + halfSide ) % DATA_SIZE ][ y ] +
( * map )[ x ][ ( y + halfSide ) % DATA_SIZE ] +
( * map )[ x ][ ( y - halfSide + DATA_SIZE ) % DATA_SIZE ];
avg /= 4.0;
r = randomFloat();
avg = avg + ( r * 2.0 * h ) - h;
( * map )[ x ][ y ] = avg;
if ( x == 0 ) ( * map )[ DATA_SIZE - 1 ][ y ] = avg;
if ( y == 0 ) ( * map )[ x ][ DATA_SIZE - 1 ] = avg;
}
}
}
}
void island ( int ***imap, unsigned int MAP_SIZE ) {
const int part = ( MAP_SIZE * 3000 ) / 513;
const int life = ( MAP_SIZE * 5000 ) / 513;
int x, y, dx, dy, i, c, n, nx, ny, l;
srand( time( NULL ) );
for ( i = 0; i < part; ++i ) {
x = ( MAP_SIZE / 4 ) + ( random() % ( MAP_SIZE / 2 ) );
y = ( MAP_SIZE / 4 ) + ( random() % ( MAP_SIZE / 2 ) );
for ( l = life; l >= 0; l-- ) {
dx = ( random() % 3 ) - 1;
dy = ( random() % 3 ) - 1;
( * imap )[ x ][ y ] += 1;
c = ( * imap )[ x ][ y ];
nx = ( x + dx );
ny = ( y + dy );
if ( nx < 0 || nx >= MAP_SIZE || ny < 0 || ny >= MAP_SIZE ) {
l--;
continue;
}
if ( ( * imap )[ nx ][ ny ] <= c ) {
( * imap )[ nx ][ ny ] += 1;
}
x = nx;
y = ny;
}
}
}
void norm ( float *** fmap, unsigned int MAP_SIZE ) {
int i, j;
float max = -FLT_MAX;
for ( i = 0; i < MAP_SIZE; ++i ) {
for ( j = 0; j < MAP_SIZE; ++j ) {
max = abs( ( * fmap )[ i ][ j ] ) > max ? abs ( ( * fmap )[ i ][ j ] ) : max;
}
}
for ( i = 0; i < MAP_SIZE; ++i ) {
for ( j = 0; j < MAP_SIZE; ++j ) {
( * fmap )[ i ][ j ] += max;
}
}
for ( i = 0; i < MAP_SIZE; ++i ) {
for ( j = 0; j < MAP_SIZE; ++j ) {
max = abs( ( * fmap )[ i ][ j ] ) > max ? abs ( ( * fmap )[ i ][ j ] ) : max;
}
}
for ( i = 0; i < MAP_SIZE; ++i ) {
for ( j = 0; j < MAP_SIZE; ++j ) {
( * fmap )[ i ][ j ] /= max;
}
}
}
void normInt ( int *** map, unsigned int MAP_SIZE ) {
int i, j, max = -1;
for ( i = 0; i < MAP_SIZE; ++i ) {
for ( j = 0; j < MAP_SIZE; ++j ) {
max = max < ( * map )[ i ][ j ] ? ( * map )[ i ][ j ] : max;
}
}
for ( i = 0; i < MAP_SIZE; ++i ) {
for ( j = 0; j < MAP_SIZE; ++j ) {
( * map )[ i ][ j ] = ( int ) ( ( ( float ) ( * map )[ i ][ j ] / ( float ) max ) * 255.0 );
}
}
}
extern void mult ( float *** fmap, int *** imap, unsigned int MAP_SIZE ) {
int i, j;
for ( i = 0; i < MAP_SIZE; ++i ) {
for ( j = 0; j < MAP_SIZE; ++j ) {
( * imap )[ i ][ j ] = ( int )( ( ( * fmap )[ i ][ j ] * ( ( float ) ( * imap )[ i ][ j ] / 255.0f ) ) * 250.0f );
}
}
}
void smooth ( int *** map, unsigned int MAP_SIZE) {
int i, j, avg, **temp;
temp = ( int ** ) malloc ( sizeof ( int * ) * MAP_SIZE );
for ( i = 0; i < MAP_SIZE; ++i ){
temp[ i ] = ( int * ) malloc ( sizeof ( int ) * MAP_SIZE );
}
for ( i = 0; i < MAP_SIZE; ++i ) {
for ( j = 0; j < MAP_SIZE; ++j ) {
avg = 0;
/* I C H
* E A D
* G B F */
/* I */ avg += ( * map )[ ( i - 1 ) < 0 ? MAP_SIZE - 1 : i - 1 ][ ( j - 1 ) < 0 ? MAP_SIZE - 1 : j - 1 ];
/* C */ avg += ( * map )[ ( i - 1 ) < 0 ? MAP_SIZE - 1 : i - 1 ][ j ];
/* H */ avg += ( * map )[ ( i - 1 ) < 0 ? MAP_SIZE - 1 : i - 1 ][ ( j + 1 ) % MAP_SIZE ];
/* E */ avg += ( * map )[ i ][ ( j - 1 ) < 0 ? MAP_SIZE - 1 : j - 1 ];
/* A */ avg += ( * map )[ i ][ j ];
/* D */ avg += ( * map )[ i ][ ( j + 1 ) % MAP_SIZE ];
/* G */ avg += ( * map )[ ( i + 1 ) % MAP_SIZE ][ ( j - 1 ) < 0 ? MAP_SIZE - 1 : j - 1 ];
/* B */ avg += ( * map )[ ( i + 1 ) % MAP_SIZE ][ j ];
/* F */ avg += ( * map )[ ( i + 1 ) % MAP_SIZE ][ ( j + 1 ) % MAP_SIZE ];
avg /= 9;
temp[ i ][ j ] = avg;
}
}
for ( i = 0; i < MAP_SIZE; ++i ){
memcpy ( ( * map )[ i ], temp[ i ], MAP_SIZE * sizeof ( int ) );
free ( temp[ i ] );
}
free ( temp );
}
static float randomFloat() {
float r = ( float ) random() / ( float ) RAND_MAX;
r = ( r * 2.0 ) - 1.0;
return r;
}
terrain_t terrainType( int h ) {
if ( h < 30 ) {
if ( h < 15 ) {
return DEEP_WATER;
} else {
return SHALLOW_WATER;
}
} else {
if ( h < 40 ) {
return SAND;
} else if ( h >= 40 && h < 100 ) {
return GRASS;
} else if ( h >= 100 && h < 150 ) {
return FOREST;
} else if ( h >= 180 ) {
return MOUNTAIN;
} else {
return HILL;
}
}
}