#include "Terrain.hh"
#include "Graphics.hh"
#include "Engine.hh"
#include <cmath>
#include <cassert>
#include <algorithm>
#include <ClanLib/display.h>
const Vector DIRECTIONS[] = {
Vector(0,-1),
Vector(1,-1),
Vector(1,0),
Vector(1,1),
Vector(0,1),
Vector(-1,1),
Vector(-1,0),
Vector(-1,-1)
};
Terrain::Terrain (void) :
map_width(0), map_height(0)
{
}
Terrain::Terrain (PixelDimension map_width, PixelDimension map_height, int seed) :
terrain(map_width, std::vector<TerrainType>(map_height, TERRAIN_DIRT)),
map_width(map_width),
map_height(map_height)
{
generateTerrain(seed);
}
Terrain::Terrain (const Terrain &t)
{
map_width = t.map_width;
map_height = t.map_height;
terrain = t.terrain;
generatePixelBuffer();
}
/*
* Texture generation util functions
*/
static void fractal_step(std::vector<double>& land, int size, double str, int dist) {
for(int i = 0; i < size; i += dist*2) {
for(int j = dist; j < size; j += dist*2) {
double sum = 0;
sum += land[((i+size-dist)%size)+(j*size)];
sum += land[i+((j+size-dist)%size)*size];
sum += land[((i+dist)%size)+j*size];
sum += land[i+((j+dist)%size)*size];
land[i+j*size] = sum/4 + (rand()%10000-5000)*str;
}
}
for(int i = dist; i < size; i += dist*2) {
for(int j = 0; j < size; j += dist*2) {
double sum = 0;
sum += land[((i+size-dist)%size)+(j*size)];
sum += land[i+((j+size-dist)%size)*size];
sum += land[((i+dist)%size)+j*size];
sum += land[i+((j+dist)%size)*size];
land[i+j*size] = sum/4 + (rand()%10000-5000)*str;
}
}
}
static void fractal_diamond(std::vector<double>& land, int size, double str, int dist) {
for(int i = dist; i < size; i += dist*2) {
for(int j = dist; j < size; j += dist*2) {
double sum = 0;
sum += land[((i+size-dist)%size)+(((j+size-dist)%size)*size)];
sum += land[((i+dist)%size)+((j+size-dist)%size)*size];
sum += land[(i+size-dist)%size+((j+dist)%size)*size];
sum += land[(i+dist)%size+((j+dist)%size)*size];
land[i+j*size] = sum/4 + (rand()%10000-5000)*str;
}
}
}
void Terrain::generate_texture (void) {
int texturesize = 128;
texture = std::vector<std::vector<int> >(texturesize, std::vector<int>(texturesize));
std::vector<double> land(texture.size()*texture.size());
double str = 0.8;
double H = 0.8;
for(int i = 512; i >= 1; i /= 2) {
fractal_diamond(land, texturesize, str, i);
fractal_step(land, texturesize, str, i);
str *= H;
}
double min = 100000;
double max = -100000;
for(int i = 0; i < texturesize*texturesize; i++) {
if(land[i] < min) min = land[i];
if(land[i] > max) max = land[i];
}
max -= min;
for(int i = 0; i < texturesize*texturesize; i++) {
land[i] -= min;
}
for(int i = 0; i < texturesize*texturesize; i++) {
land[i] = land[i]*255/max;
texture[i%texturesize][i/texturesize] = (int)(land[i]);
}
}
/**
* Changes color depending on x and y values
* x and y should be valid coordinates (not outside)
*/
void Terrain::noisifyPixel(CL_Color& color, PixelCoordinate pc) {
int texture_fade = 8;
switch (terrain[pc.x][pc.y]) {
case TERRAIN_EMPTY:
break;
case TERRAIN_DIRT:
texture_fade = 4;
break;
case TERRAIN_ROCK:
texture_fade = 2;
break;
}
int tx = (pc.x + texture_fade * 37) % texture.size();
int ty = (pc.y + texture_fade * 37) % texture[0].size();
int red = color.get_red();
int green = color.get_green();
int blue = color.get_blue();
red += (texture[tx][ty] - 128) / texture_fade;
green += (texture[tx][ty] - 128) / texture_fade;
blue += (texture[tx][ty] - 128) / texture_fade;
if (red < 0)
red = 0;
else if (red >= 256)
red = 255;
if (green < 0)
green = 0;
else if (green >= 256)
green = 255;
if (blue < 0)
blue = 0;
else if (blue >= 256)
blue = 255;
color = CL_Color(red, green, blue);
}
/**
* Sets to color the correct color of pixel in (x,y)
*/
void Terrain::loadPixelColor(CL_Color& color, PixelCoordinate pc) {
if ((pc.x < 0) || (pc.y < 0) || (pc.x >= map_width) || (pc.y >= map_height)) {
color = CL_Color(0, 0, 0);
return;
}
switch (terrain[pc.x][pc.y]) {
case TERRAIN_EMPTY:
color = COLOR_EMPTY;
break;
case TERRAIN_DIRT:
color = COLOR_DIRT;
break;
case TERRAIN_ROCK:
color = COLOR_ROCK;
break;
}
noisifyPixel(color, pc);
}
void Terrain::generatePixelBuffer (void) {
// initialze texture
generate_texture();
// create pixel buffer
pixbuf = CL_PixelBuffer(map_width, map_height, 4 * map_width, CL_PixelFormat::rgba8888);
CL_Color color;
for (PixelDimension x = 0; x < map_width; x++) {
for (PixelDimension y = 0; y < map_height; y++) {
PixelCoordinate pc(x, y);
loadPixelColor(color, pc);
pixbuf.draw_pixel(pc.x, pc.y, color);
}
}
}
PixelCoordinate Terrain::getPixelCoordinate (Vector point) const {
// XXX: assume 1:1
return PixelCoordinate((int) point.x, (int) point.y);
}
PixelCoordinate Terrain::getDimensions (void) const {
return PixelCoordinate(map_width, map_height);
}
TerrainType Terrain::getType (PixelDimension px, PixelDimension py) const {
if ((px < 0) || (py < 0) ||(px >= map_width) || (py >= map_height))
return TERRAIN_ROCK;
return terrain[px][py];
}
TerrainType Terrain::getType (PixelCoordinate pc) const {
return getType(pc.x, pc.y);
}
TerrainType Terrain::getType (Vector point) const {
return getType((PixelDimension) point.x, (PixelDimension) point.y);
}
bool Terrain::collides (const Vector &point) const {
return (getType(point) != TERRAIN_EMPTY);
}
bool Terrain::collides (const Vector &begin, const Vector &end) const {
// TODO: Maybe we should have another function prototype that also
// returns the point where we collided.
// We'll use Bresenhams line algorithm to go trough all the
// "pixels" of the line.
PixelCoordinate b = getPixelCoordinate(begin);
PixelCoordinate e = getPixelCoordinate(end);
bool steep = (abs(e.y - b.y) > abs(e.x - b.x)); // k > 1
if (steep) {
// Line is steep -> swap x and y coordinates
std::swap(b.x, b.y);
std::swap(e.x, e.y);
}
if (b.x > e.x) {
// Line goes down -> make it go up
std::swap(b, e);
}
PixelDimension dx = e.x - b.x, dy = abs(e.y - b.y);
PixelDimension err = dx / 2;
PixelDimension ystep, y = b.y;
// Is the line ascending or descending
if (b.y < e.y)
ystep = 1;
else
ystep = -1;
// Go trough the line
for (PixelDimension x = b.x; x <= e.x; x++) {
if (steep) {
// X and Y coordinates must be switched if steep
if (getType(y, x) != TERRAIN_EMPTY) {
// Collision!
return true;
}
} else {
if (getType(x, y) != TERRAIN_EMPTY) {
// Collision!
return true;
}
}
err = err - dy;
if (err < 0) {
// Check if we want to make an ystep
y = y + ystep;
err = err + dx;
}
}
return false; // No Collision
}
void Terrain::removeGround (const Vector &pos, float radius) {
// TODO: Implement. Some circle algoritmh should be usefull here,
// though the current impelementation doesn't seem too bad either.
PixelCoordinate mid = getPixelCoordinate(pos);
PixelDimension r = (unsigned int) radius; // XXX: scale
for (PixelDimension i = mid.x - r; i < mid.x + r; i++) {
for (PixelDimension j = mid.y-r; j < mid.y+r; j++) {
PixelCoordinate pc(i, j);
if (getType(pc) != TERRAIN_ROCK) {
// getType returns ROCK if out of bounds
if ((i - mid.x) * (i - mid.x) + (j - mid.y) * (j - mid.y) < r * r) {
terrain[i][j] = TERRAIN_EMPTY;
CL_Color color;
loadPixelColor(color, pc);
pixbuf.draw_pixel(pc.x, pc.y, color);
}
}
}
}
}
/**
* Gets the index of the given coordinate direction
* referring to the DIRECTIONS table in Physics.hh
*/
static int getDirectionIndex (Vector direction) {
Vector dir = direction.roundToInt();
if(dir.x == 0 && dir.y == -1) {
return 0;
} else if (dir.x == 1 && dir.y == -1) {
return 1;
} else if (dir.x == 1 && dir.y == 0) {
return 2;
} else if (dir.x == 1 && dir.y == 1) {
return 3;
} else if (dir.x == 0 && dir.y == 1) {
return 4;
} else if (dir.x == -1 && dir.y == 1) {
return 5;
} else if (dir.x == -1 && dir.y == 0) {
return 6;
} else if (dir.x == -1 && dir.y == -1) {
return 7;
}
Engine::log(DEBUG, "Terrain.getDirectionIndex ") << "invalid direction: " << direction;
return 0;
}
/**
* point should be ground and prevPoint air, but it's easy to assure that
* @param point - pixel on ground to which was collided
* @param prevPoint - pixel where we are when we collide
*/
Vector Terrain::getNormal(Vector point, Vector prevPoint) const {
PixelCoordinate p = getPixelCoordinate(point);
assert(point != prevPoint);
Vector normal(0,0);
// These two must be rounded separately
int dirIdx = getDirectionIndex(prevPoint.roundToInt() - point.roundToInt());
normal += DIRECTIONS[dirIdx];
for (int i = 1; i <= 2; i++) {
if (getType(point + DIRECTIONS[(dirIdx+i+8)%8]) == TERRAIN_EMPTY) {
normal += DIRECTIONS[(dirIdx+i+8)%8];
}
}
for (int i = 1; i <= 2; i++) {
if (getType(point + DIRECTIONS[(dirIdx-i+8)%8]) == TERRAIN_EMPTY) {
normal += DIRECTIONS[(dirIdx-i+8)%8];
}
}
if (getType(point) == TERRAIN_EMPTY || getType(prevPoint) != TERRAIN_EMPTY) {
Engine::log(DEBUG, "Physics.getNormal ") << "logic ground error";
}
return normal;
}
// XXX: weird vectors
Vector direction (const Vector &v) {
Vector tmp(v);
if (tmp.length() > 0)
tmp /= tmp.length();
tmp.x = (uint16_t)(tmp.x);
tmp.y = (uint16_t)(tmp.y);
return tmp;
}
// TODO: This could better :)
// TODO: And this need some cleaning :)
void Terrain::generateTerrain (int seed) {
srand(seed); // Set random number generator seed.
// Some constants to control random generation
const int min_range = 25;
const int max_range = 80;
const int num = 50;
const int rock_rarity = 4;
// Generate circles (or whatever)
for (int i = 0; i < num; i++) {
// Random generate circle attributes
PixelCoordinate mid(rand() % map_width, rand() % map_width);
int range = rand()%(max_range-min_range)+min_range;
// Make sure that there's a circle in the midle of the cave
if (i == 0) {
mid.x = map_width / 2;
mid.y = map_height / 2;
range = 150;
}
TerrainType type = TERRAIN_EMPTY;
if (rand() % rock_rarity == 0) {
type = TERRAIN_ROCK;
}
// Loops for every pixel of the cirlcle (or square as it seems
// now)
for (
PixelDimension x = std::max((PixelDimension) 0, mid.x - range);
x < std::min(map_width, mid.x + range);
x++
) {
for (
PixelDimension y = std::max((PixelDimension) 0, mid.y - range);
y < std::min(map_height, mid.y + range);
y++
) {
if ((x - mid.x) * (x - mid.x) + (y - mid.y) * (y - mid.y) < range * range) {
terrain[x][y] = type;
}
}
}
}
// regenerate pixel buffer
this->generatePixelBuffer();
}
void Terrain::draw (Graphics *g, PixelCoordinate camera) {
CL_Surface surf (pixbuf);
surf.draw(-camera.x, -camera.y, g->get_gc());
}
std::vector<std::vector<TerrainType> > Terrain::getTerrain() const {
return terrain;
}