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/*
* Copyright (c) 2010 Jice
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * The name of Jice may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY JICE ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL JICE BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "main.hpp"
#define WIDTH 80
#define HEIGHT 50
TCODNoise noise1d(1);
TCODNoise noise2d(2);
WorldGenerator worldGen;
// world map panning
float wx = 0, wy = 0, cur_w_x = 0, cur_w_y = 0;
// mouse coordinates in world map
float mx = 0, my = 0;
void update(float elapsed, TCOD_key_t k, TCOD_mouse_t mouse) {
// destination wanted
wx = (worldGen.getWidth() - 2 * WIDTH) * mouse.cx / WIDTH;
wy = (worldGen.getHeight() - 2 * HEIGHT) * mouse.cy / HEIGHT;
cur_w_x += (wx - cur_w_x) * elapsed;
cur_w_y += (wy - cur_w_y) * elapsed;
mx = cur_w_x + mouse.cx * 2;
my = cur_w_y + mouse.cy * 2;
worldGen.updateClouds(elapsed);
}
TCODColor getMapShadedColor(float worldX, float worldY, bool clouds) {
// sun color
static TCODColor sunCol(255, 255, 200);
float wx = CLAMP(0.0f, worldGen.getWidth() - 1, worldX);
float wy = CLAMP(0.0f, worldGen.getHeight() - 1, worldY);
// apply cloud shadow
float cloudAmount = clouds ? worldGen.getCloudThickness(wx, wy) : 0.0f;
TCODColor col = worldGen.getInterpolatedColor(worldX, worldY);
// apply sun light
float intensity = worldGen.getInterpolatedIntensity(wx, wy);
intensity = MIN(intensity, 1.5f - cloudAmount);
int cr = (int)(intensity * (int)(col.r) * sunCol.r / 255);
int cg = (int)(intensity * (int)(col.g) * sunCol.g / 255);
int cb = (int)(intensity * (int)(col.b) * sunCol.b / 255);
TCODColor col2;
col2.r = CLAMP(0, 255, cr);
col2.g = CLAMP(0, 255, cg);
col2.b = CLAMP(0, 255, cb);
col2.r = MAX(col2.r, col.r / 2);
col2.g = MAX(col2.g, col.g / 2);
col2.b = MAX(col2.b, col.b / 2);
return col2;
}
void render() {
// subcell resolution image
static TCODImage map(WIDTH * 2, HEIGHT * 2);
// compute the map image
for (int px = 0; px < 2 * WIDTH; px++) {
for (int py = 0; py < 2 * HEIGHT; py++) {
// world texel coordinate (with fisheye distorsion)
float wx = px + cur_w_x;
float wy = py + cur_w_y;
map.putPixel(px, py, getMapShadedColor(wx, wy, true));
}
}
map.blit2x(TCODConsole::root, 0, 0);
TCODConsole::root->setDefaultForeground(TCODColor::white);
static const char* biomeNames[] = {
"Tundra",
"Cold desert",
"Grassland",
"Boreal forest",
"Temperate forest",
"Tropical/Montane forest",
"Hot desert",
"Savanna",
"Tropical dry forest",
"Tropical evergreen forest",
"Thorn forest"};
if (worldGen.isOnSea(mx, my)) {
// some information are irrelevant on sea
TCODConsole::root->printf(
5, 47, "Alt %5dm\n\nMove the mouse to scroll the map", (int)worldGen.getRealAltitude(mx, my));
} else {
TCODConsole::root->printf(
5,
47,
"Alt %5dm Prec %3dcm/sq. m/y Temp %d deg C\nBiome : %s\nMove the mouse to scroll the map",
(int)worldGen.getRealAltitude(mx, my),
(int)worldGen.getPrecipitations(mx, my),
(int)worldGen.getTemperature(mx, my),
biomeNames[worldGen.getBiome(mx, my)]);
}
}
int main(int argc, char* argv[]) {
// initialize the game window
TCODConsole::initRoot(WIDTH, HEIGHT, VERSION, false, TCOD_RENDERER_SDL);
TCODSystem::setFps(25);
TCODMouse::showCursor(true);
TCOD_key_t k = {TCODK_NONE, 0};
TCOD_mouse_t mouse;
bool endCredits = false;
// generate the world with all data (rain, temperature and so on...)
worldGen.generate(NULL);
// compute light intensity on ground (depends on light direction and ground slope)
static float lightDir[3] = {1.0f, 1.0f, 0.0f};
worldGen.computeSunLight(lightDir);
while (!TCODConsole::isWindowClosed()) {
// read keyboard
// TCOD_key_t k=TCODConsole::checkForKeypress(TCOD_KEY_PRESSED|TCOD_KEY_RELEASED);
// TCOD_mouse_t mouse=TCODMouse::getStatus();
TCODSystem::checkForEvent((TCOD_event_t)(TCOD_EVENT_KEY_PRESS | TCOD_EVENT_MOUSE), &k, &mouse);
if (k.vk == TCODK_PRINTSCREEN) {
// screenshot
if (!k.pressed) TCODSystem::saveScreenshot(NULL);
k.vk = TCODK_NONE;
} else if (k.lalt && (k.vk == TCODK_ENTER || k.vk == TCODK_KPENTER)) {
// switch fullscreen
if (!k.pressed) TCODConsole::setFullscreen(!TCODConsole::isFullscreen());
k.vk = TCODK_NONE;
}
// update the game
update(TCODSystem::getLastFrameLength(), k, mouse);
// render the game screen
render();
// render libtcod credits
if (!endCredits) endCredits = TCODConsole::renderCredits(4, 4, true);
// flush updates to screen
TCODConsole::root->flush();
}
return 0;
}
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