182 lines
6 KiB
C
182 lines
6 KiB
C
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/*
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* Tux-Town is a chill life-simulation game.
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* Copyright (C) 2025 orangerot <me@orangerot.dev>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <raylib.h>
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#include <stddef.h>
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#include "assets.h"
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#include "world.h"
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#define MIN(a,b) (((a)<(b))?(a):(b))
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define CLAMP2(val, min, max) MIN(max, MAX(min, val))
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#define CLAMP(val, min, max) ((val) < (min) ? (min) : ((val) > (max) ? (max) : (val)))
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#define LROT(v,n) ((v << n) | (v >> (sizeof(v)*8 - n)))
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#define RROT(v,n) ((v >> n) | (v << (sizeof(v)*8 - n)))
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#define MAP_SIZE 64
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struct ModelDirection {
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enum Asset asset;
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unsigned char pattern;
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};
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struct ModelDirection rivers[] = {
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/* 0b12345678
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* 1 | 2 | 3
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* 8 | | 4
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* 7 | 6 | 5
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*/
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{ .pattern = 0b11111111, .asset = ground_riverOpen },
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// edge
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{ .pattern = 0b11011111, .asset = ground_riverCornerSmall },
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{ .pattern = 0b01011111, .asset = ground_riverSideOpen },
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{ .pattern = 0b11110001, .asset = ground_riverSide },
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{ .pattern = 0b01010101, .asset = ground_riverCross },
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{ .pattern = 0b01010001, .asset = ground_riverSplit },
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// STRAIGHT
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{ .pattern = 0b01000100, .asset = ground_riverStraight },
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// corner
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{ .pattern = 0b11000001, .asset = ground_riverCorner },
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// L SHAPE
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{ .pattern = 0b01000001, .asset = ground_riverBend },
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// closed
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{ .pattern = 0b01000000, .asset = ground_riverEndClosed },
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{ .pattern = 0b00000000, .asset = ground_riverTile },
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};
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void generate_river(struct World *world, int previous) {
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Color *map_data = world->map_data;
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int map_size = world->size;
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int x = previous % map_size, y = previous / map_size;
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if (x == 0 || x == map_size -1 || y == 0 || y == map_size -1) return;
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int local_minimum_map_i = previous;
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int local_minimum_val = 255;
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int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
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for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
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int dx = CLAMP(x + gradients[gradient_i][0], 0, map_size - 1);
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int dy = CLAMP(y + gradients[gradient_i][1], 0, map_size - 1);
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int i = dy * map_size + dx;
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if (i == previous || map_data[i].r == 1) continue;
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if (map_data[i].b < local_minimum_val) {
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local_minimum_map_i = i;
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local_minimum_val = map_data[i].b;
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}
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}
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if (local_minimum_val == 255) return;
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map_data[local_minimum_map_i].r = 1;
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generate_river(world, local_minimum_map_i);
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}
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void select_river_tile(struct World *world, int x, int y, size_t *river_i, size_t *direction) {
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Color *map_data = world->map_data;
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int map_size = world->size;
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int surrounding[8][2] = {{-1,-1},{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0}};
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unsigned char river_tile = 0;
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for (int surrounding_i = 0; surrounding_i < 8; surrounding_i++) {
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int dx = CLAMP(x + surrounding[surrounding_i][0], 0, map_size - 1);
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int dy = CLAMP(y + surrounding[surrounding_i][1], 0, map_size - 1);
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if (map_data[dy * map_size + dx].r)
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river_tile |= 1 << (7 - surrounding_i);
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}
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for (*river_i = 0; *river_i < 11; (*river_i)++) {
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for (*direction = 0; *direction < 4; (*direction)++) {
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if ((rivers[*river_i].pattern & RROT(river_tile, 2 * *direction)) == rivers[*river_i].pattern) {
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return;
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}
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}
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}
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}
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void gen_terrain(struct World *world) {
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int map_size = world->size;
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size_t global_minimum_map_i;
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size_t global_minimum_val = 255;
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world->map = GenImagePerlinNoise(map_size, map_size, 0, 0, 1.f);
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world->map_texture = LoadTextureFromImage(world->map);
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world->map_data = LoadImageColors(world->map);
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for (size_t i = 0; i < map_size * map_size; i++) {
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int x = i % map_size, y = i / map_size;
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Color c = world->map_data[i];
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if (c.r < global_minimum_val) {
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global_minimum_map_i = i;
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global_minimum_val = world->map_data[i].b;
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}
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world->map_data[i] = (Color) {
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.r = 0,
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.g = MAX(0, c.g - 64) / 32,
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.b = c.b,
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.a = 255
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};
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}
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world->map_data[global_minimum_map_i].r = 1;
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generate_river(world, global_minimum_map_i);
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generate_river(world, global_minimum_map_i);
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}
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// void gen_room() {
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//
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// }
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//
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// void unload_world() {}
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void draw_world(struct World *world) {
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int map_size = world->size;
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Color *map_data = world->map_data;
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Model wall = world->wall;
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Model ground = world->floor;
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for (int i = 0; i < map_size * map_size; i++) {
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int x = i % map_size, y = i / map_size;
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int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
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for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
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int dx = CLAMP(x + gradients[gradient_i][0], 0, map_size - 1);
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int dy = CLAMP(y + gradients[gradient_i][1], 0, map_size - 1);
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for (int height = map_data[i].g; height < map_data[dy * map_size + dx].g; height++) {
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DrawModelEx(wall,
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(Vector3){
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.x = map_size * (x / (float) map_size - 0.5f),
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.y = height,
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.z = map_size * (y / (float) map_size - 0.5f)
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},
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(Vector3) {0, 1, 0}, gradient_i * 90.f, (Vector3) {1,1,1}, WHITE);
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}
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}
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size_t river_i, direction;
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if (map_data[i].r) {
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select_river_tile(world, x, y, &river_i, &direction);
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}
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DrawModelEx(map_data[i].r ? assets[rivers[river_i].asset] : ground,
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(Vector3){
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.x = map_size * (x / (float) map_size - 0.5f),
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.y = map_data[i].g, //- (map_gradient_magnitude_data[i].g < 2),
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.z = map_size * (y / (float) map_size - 0.5f)
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} , (Vector3) {0,1,0}, map_data[i].r ? direction * 90.f: 0,
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(Vector3) {1,1,1},
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WHITE);
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}
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}
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