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authorOrangerot <purple@orangerot.dev>2025-06-05 03:43:25 +0200
committerOrangerot <purple@orangerot.dev>2025-06-05 03:43:25 +0200
commitfe42371c8c5b80b174372de846fafb7590fc3ff1 (patch)
treea4ef72b8fea9634d8374bf420865507878086a33 /world.c
parentaf5ee99682db1ca8c3d82810ff90499d5c040f61 (diff)
refactor: move terrain generation and drawing to own file
Diffstat (limited to 'world.c')
-rw-r--r--world.c181
1 files changed, 181 insertions, 0 deletions
diff --git a/world.c b/world.c
new file mode 100644
index 0000000..3b7c6ba
--- /dev/null
+++ b/world.c
@@ -0,0 +1,181 @@
+/*
+ * Tux-Town is a chill life-simulation game.
+ * Copyright (C) 2025 orangerot <me@orangerot.dev>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+#include <raylib.h>
+#include <stddef.h>
+
+#include "assets.h"
+#include "world.h"
+
+#define MIN(a,b) (((a)<(b))?(a):(b))
+#define MAX(a,b) (((a)>(b))?(a):(b))
+#define CLAMP2(val, min, max) MIN(max, MAX(min, val))
+#define CLAMP(val, min, max) ((val) < (min) ? (min) : ((val) > (max) ? (max) : (val)))
+#define LROT(v,n) ((v << n) | (v >> (sizeof(v)*8 - n)))
+#define RROT(v,n) ((v >> n) | (v << (sizeof(v)*8 - n)))
+
+#define MAP_SIZE 64
+
+struct ModelDirection {
+ enum Asset asset;
+ unsigned char pattern;
+};
+
+struct ModelDirection rivers[] = {
+ /* 0b12345678
+ * 1 | 2 | 3
+ * 8 | | 4
+ * 7 | 6 | 5
+ */
+ { .pattern = 0b11111111, .asset = ground_riverOpen },
+ // edge
+ { .pattern = 0b11011111, .asset = ground_riverCornerSmall },
+ { .pattern = 0b01011111, .asset = ground_riverSideOpen },
+ { .pattern = 0b11110001, .asset = ground_riverSide },
+ { .pattern = 0b01010101, .asset = ground_riverCross },
+ { .pattern = 0b01010001, .asset = ground_riverSplit },
+ // STRAIGHT
+ { .pattern = 0b01000100, .asset = ground_riverStraight },
+ // corner
+ { .pattern = 0b11000001, .asset = ground_riverCorner },
+ // L SHAPE
+ { .pattern = 0b01000001, .asset = ground_riverBend },
+ // closed
+ { .pattern = 0b01000000, .asset = ground_riverEndClosed },
+ { .pattern = 0b00000000, .asset = ground_riverTile },
+};
+
+void generate_river(struct World *world, int previous) {
+ Color *map_data = world->map_data;
+ int map_size = world->size;
+
+ int x = previous % map_size, y = previous / map_size;
+ if (x == 0 || x == map_size -1 || y == 0 || y == map_size -1) return;
+
+ int local_minimum_map_i = previous;
+ int local_minimum_val = 255;
+ int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
+ for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
+ int dx = CLAMP(x + gradients[gradient_i][0], 0, map_size - 1);
+ int dy = CLAMP(y + gradients[gradient_i][1], 0, map_size - 1);
+ int i = dy * map_size + dx;
+ if (i == previous || map_data[i].r == 1) continue;
+ if (map_data[i].b < local_minimum_val) {
+ local_minimum_map_i = i;
+ local_minimum_val = map_data[i].b;
+ }
+ }
+ if (local_minimum_val == 255) return;
+ map_data[local_minimum_map_i].r = 1;
+ generate_river(world, local_minimum_map_i);
+}
+
+void select_river_tile(struct World *world, int x, int y, size_t *river_i, size_t *direction) {
+ Color *map_data = world->map_data;
+ int map_size = world->size;
+
+ int surrounding[8][2] = {{-1,-1},{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0}};
+ unsigned char river_tile = 0;
+ for (int surrounding_i = 0; surrounding_i < 8; surrounding_i++) {
+ int dx = CLAMP(x + surrounding[surrounding_i][0], 0, map_size - 1);
+ int dy = CLAMP(y + surrounding[surrounding_i][1], 0, map_size - 1);
+ if (map_data[dy * map_size + dx].r)
+ river_tile |= 1 << (7 - surrounding_i);
+ }
+ for (*river_i = 0; *river_i < 11; (*river_i)++) {
+ for (*direction = 0; *direction < 4; (*direction)++) {
+ if ((rivers[*river_i].pattern & RROT(river_tile, 2 * *direction)) == rivers[*river_i].pattern) {
+ return;
+ }
+ }
+ }
+}
+
+
+void gen_terrain(struct World *world) {
+ int map_size = world->size;
+ size_t global_minimum_map_i;
+ size_t global_minimum_val = 255;
+
+ world->map = GenImagePerlinNoise(map_size, map_size, 0, 0, 1.f);
+ world->map_texture = LoadTextureFromImage(world->map);
+ world->map_data = LoadImageColors(world->map);
+
+ for (size_t i = 0; i < map_size * map_size; i++) {
+ int x = i % map_size, y = i / map_size;
+ Color c = world->map_data[i];
+ if (c.r < global_minimum_val) {
+ global_minimum_map_i = i;
+ global_minimum_val = world->map_data[i].b;
+ }
+ world->map_data[i] = (Color) {
+ .r = 0,
+ .g = MAX(0, c.g - 64) / 32,
+ .b = c.b,
+ .a = 255
+ };
+ }
+
+ world->map_data[global_minimum_map_i].r = 1;
+ generate_river(world, global_minimum_map_i);
+ generate_river(world, global_minimum_map_i);
+}
+
+// void gen_room() {
+//
+// }
+//
+// void unload_world() {}
+
+void draw_world(struct World *world) {
+ int map_size = world->size;
+ Color *map_data = world->map_data;
+ Model wall = world->wall;
+ Model ground = world->floor;
+
+ for (int i = 0; i < map_size * map_size; i++) {
+ int x = i % map_size, y = i / map_size;
+ int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
+ for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
+ int dx = CLAMP(x + gradients[gradient_i][0], 0, map_size - 1);
+ int dy = CLAMP(y + gradients[gradient_i][1], 0, map_size - 1);
+ for (int height = map_data[i].g; height < map_data[dy * map_size + dx].g; height++) {
+ DrawModelEx(wall,
+ (Vector3){
+ .x = map_size * (x / (float) map_size - 0.5f),
+ .y = height,
+ .z = map_size * (y / (float) map_size - 0.5f)
+ },
+ (Vector3) {0, 1, 0}, gradient_i * 90.f, (Vector3) {1,1,1}, WHITE);
+ }
+ }
+ size_t river_i, direction;
+ if (map_data[i].r) {
+ select_river_tile(world, x, y, &river_i, &direction);
+ }
+ DrawModelEx(map_data[i].r ? assets[rivers[river_i].asset] : ground,
+ (Vector3){
+ .x = map_size * (x / (float) map_size - 0.5f),
+ .y = map_data[i].g, //- (map_gradient_magnitude_data[i].g < 2),
+ .z = map_size * (y / (float) map_size - 0.5f)
+ } , (Vector3) {0,1,0}, map_data[i].r ? direction * 90.f: 0,
+ (Vector3) {1,1,1},
+ WHITE);
+ }
+}
+