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/*
* Copyright (c) 2009 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 <vector>
// size of the heightmap
#define HM_WIDTH 400
#define HM_HEIGHT 400
// biome and climate list. based on Whittaker Biome Diagram
enum EClimate { ARCTIC_ALPINE, COLD, TEMPERATE, WARM, TROPICAL, NB_CLIMATES };
// grassland : might be either grassland, shrubland or woodland depending on the vegetation level
// savanna : might be either savanna or thorn forest depending on the vegetation level
enum EBiome {
TUNDRA,
COLD_DESERT,
GRASSLAND,
BOREAL_FOREST,
TEMPERATE_FOREST,
TROPICAL_MONTANE_FOREST,
HOT_DESERT,
SAVANNA,
TROPICAL_DRY_FOREST,
TROPICAL_EVERGREEN_FOREST,
THORN_FOREST,
NB_BIOMES
};
class WorldGenerator {
public:
// altitude->color map
TCODColor mapGradient[256];
// world height map (0.0 - 1.0)
TCODHeightMap* hm;
// height map without erosion
TCODHeightMap* hm2;
// complete world map (not shaded)
TCODImage* worldmap;
// temperature map (in °C)
TCODHeightMap* temperature;
// precipitation map (0.0 - 1.0)
TCODHeightMap* precipitation;
// biome map
EBiome* biomeMap;
void generate(TCODRandom* wRng);
// getters
int getWidth() const;
int getHeight() const;
float getAltitude(int x, int y) const; // heightmap. between 0 and 1
float getInterpolatedAltitude(float x, float y) const;
float getSandHeight() const;
bool isOnSea(float x, float y) const;
float getCloudThickness(float x, float y) const;
void getInterpolatedNormal(float x, float y, float n[3]) const;
TCODColor getInterpolatedColor(float worldX, float worldY);
float getInterpolatedIntensity(float worldX, float worldY);
// update
void updateClouds(float elapsedTime);
void computeSunLight(float lightDir[3]);
// data
float getRealAltitude(float x, float y) const; // altitude in meters
float getPrecipitations(float x, float y) const; // in centimeter/m²/year
float getTemperature(float x, float y) const; // in °C
EBiome getBiome(float x, float y) const;
// map generators
void saveBiomeMap(const char* filename = NULL);
void saveAltitudeMap(const char* filename = NULL);
void saveTemperatureMap(const char* filename = NULL);
void savePrecipitationMap(const char* filename = NULL);
protected:
friend class RiverPathCbk;
TCODNoise* noise;
// cloud thickness
float clouds[HM_WIDTH][HM_HEIGHT];
float cloudDx; // horizontal offset for smooth scrolling
float cloudTotalDx;
// world light intensity map (shadow map)
float* worldint;
typedef struct {
float slope;
// number of cells flowing into this cell
uint32_t area;
// direction of lowest neighbour
uint8_t flowDir;
// inverse flow direction
uint8_t upDir;
uint8_t inFlags; // incoming flows
uint8_t riverId;
int riverLength;
} map_data_t;
map_data_t* mapData;
typedef struct {
std::vector<int> coords;
std::vector<int> strength;
} river_t;
std::vector<river_t> rivers;
TCODRandom* wgRng;
void addHill(int nbHill, float baseRadius, float radiusVar, float height);
void buildBaseMap();
void erodeMap();
void smoothMap();
// compute the ground color from the heightmap
TCODColor getMapColor(float h);
// get sun light intensity on a point of the map
float getMapIntensity(float worldX, float worldY, float lightDir[3]);
TCODColor getInterpolatedColor(TCODImage* img, float x, float y);
float getInterpolatedFloat(float* arr, float x, float y, int width, int height);
void generateRivers();
void smoothPrecipitations();
int getRiverStrength(int riverId);
void setLandMass(float percent, float waterLevel);
void computeTemperaturesAndBiomes();
TCODColor getBiomeColor(EBiome biome, int x, int y);
void computePrecipitations();
void computeColors();
void drawCoasts(TCODImage* img);
EClimate getClimateFromTemp(float temp);
};
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