1 |
#include <stdio.h> |
2 |
#include <stdlib.h> |
3 |
|
4 |
#define MAX_SIZE 3000 |
5 |
#define MAX(x,y) ((x)>(y)?(x):(y)) |
6 |
|
7 |
#define BASE_ALT -100 |
8 |
|
9 |
/* make this a global to avoid stack overflow */ |
10 |
int altitude[MAX_SIZE][MAX_SIZE]; |
11 |
|
12 |
/* This function writes out the crossfire maps. So shoot me for |
13 |
* using compiled in constants - I'm not going to use this so much |
14 |
* that I wanted to do anything too easy. |
15 |
*/ |
16 |
|
17 |
#define MAP_FORMAT "world_%03d_%03d" |
18 |
|
19 |
/* Maps are square */ |
20 |
|
21 |
#define MAP_SIZE 50 |
22 |
|
23 |
/* There will be a total of 2500 maps (eek) - 50 in |
24 |
* each diretion. STARTX and STARTY are where to start |
25 |
* numbering from. I chose 100 for a few reasons - 1) it |
26 |
* gives room to the left and above to add some things (another |
27 |
* continent for that matter), and 2) since the format allows |
28 |
* for up to 1000 in each direction, this seemed reasonable. |
29 |
* Note - if you do the math, and have 1000 * 1000 maps, each |
30 |
* with 50*50 spaces, you have a total of 2.5 billion spaces. |
31 |
* So hopefully that should be large enough. |
32 |
*/ |
33 |
|
34 |
#define STARTX 100 |
35 |
#define STARTY 100 |
36 |
|
37 |
typedef enum { |
38 |
None=0, |
39 |
DeepWater=1, |
40 |
MediumWater=2, |
41 |
ShallowWater=3, |
42 |
Swamp=4, |
43 |
DeepSwamp=5, |
44 |
Grass=6, |
45 |
Desert=7, |
46 |
Brush=8, |
47 |
EverGreens=9, |
48 |
Jungle=10, |
49 |
Tree1=11, |
50 |
Tree2=12, |
51 |
Woods1=13, |
52 |
Woods2=14, |
53 |
Woods3=15, |
54 |
Hills=16, |
55 |
HillsRocky=17, |
56 |
Steppe=17, |
57 |
Mountain=19, |
58 |
HighMountain=20, |
59 |
WasteLand=21 |
60 |
} Terrain_Types; |
61 |
|
62 |
char *Terrain_Names[][2] = { |
63 |
/* these are the archetype names. They are in the same order |
64 |
* as the Terrain_Types above. Note many terrain types are not |
65 |
* included because handling them would be too difficult. |
66 |
*/ |
67 |
{"None", "0, 0, 0 "}, |
68 |
{"deep_sea", "0 0 127 "}, |
69 |
{"sea", "0 0 192 "}, |
70 |
{"shallow_sea", "0 0 255 "}, /* wading depth */ |
71 |
{"swamp", "12 161 64 "}, |
72 |
{"deep_swamp", "155 175 164 "}, |
73 |
{"grass", "0 255 0 "}, |
74 |
{"desert", "222 218 135 "}, |
75 |
{"brush", "1 144 1 "}, |
76 |
{"evergreens", "0 128 0 "}, |
77 |
{"jungle_1", "0 176 0 "}, |
78 |
{"tree", "4 133 01 "}, |
79 |
{"evergreen", "20 209 0 "}, |
80 |
{"woods", "4 115 01 "}, |
81 |
{"woods_2", "1 182 02 "}, |
82 |
{"woods_3", "4 153 02 "}, |
83 |
{"hills", "166 160 70 "}, |
84 |
{"hills_rocky", "166 155 70 "}, |
85 |
{"steppe", "150 97 34 "}, |
86 |
{"mountain", "183 190 190 "}, |
87 |
{"mountain2", "191 196 185 "}, |
88 |
{"wasteland", "255 255 255 "}, |
89 |
}; |
90 |
|
91 |
|
92 |
|
93 |
void write_crossfire_maps(int mapx, int mapy) |
94 |
{ |
95 |
int x, y,n,q, nx, ny,r1,r2,ax=0,ay=0, j, k; |
96 |
char name[512]; |
97 |
FILE *fp; |
98 |
Terrain_Types *terrain; |
99 |
|
100 |
terrain = calloc(mapx * mapy * sizeof(Terrain_Types), sizeof(Terrain_Types)); |
101 |
|
102 |
/* First fill in the water and the highest of peaks */ |
103 |
for (x=0; x<mapx; x++) { |
104 |
for (y=0; y<mapy; y++) { |
105 |
if (altitude[y][x] < -5000) { |
106 |
terrain[x + y * mapx] = DeepWater; |
107 |
} else if (altitude[y][x] < -99) { |
108 |
terrain[x + y * mapx] = MediumWater; |
109 |
} else if (altitude[y][x] < 1) { |
110 |
terrain[x + y * mapx] = ShallowWater; |
111 |
} else if (altitude[y][x] >=12000) { |
112 |
/* Not really precisely wasteland, but wastelands are impassable */ |
113 |
terrain[x + y * mapx] = WasteLand; |
114 |
} |
115 |
} |
116 |
} |
117 |
/* Basically, take a random bit and populate the area with terrain. |
118 |
* We do this so it won't be totally monolythic (have several forest types |
119 |
* for example), yet patches will be the same thing, eg, a stretch of |
120 |
* desert, which wouldn't work very well if we just chose randomly |
121 |
* for each space. |
122 |
*/ |
123 |
|
124 |
for (n=0; n<(mapx * mapy) / 100; n++) { |
125 |
do { |
126 |
x = random() % mapx; |
127 |
y = random() % mapy; |
128 |
} while ( terrain[x + y * mapx] == None); |
129 |
|
130 |
nx = x + 40; |
131 |
if (nx > mapx) nx=mapx; |
132 |
ny = y + 40; |
133 |
if (ny > mapy) ny = mapy; |
134 |
r1 = random(); |
135 |
r2 = random(); |
136 |
for (x = nx-40; x<nx; x++) { |
137 |
for (y=ny-40; y<ny; y++) { |
138 |
if (terrain[x + y * mapx] != None) continue; |
139 |
|
140 |
/* near the edges, don't always fill in so that hopefully something |
141 |
* else will fill in and smooth these out some |
142 |
*/ |
143 |
if ( (x < (nx -30) || y < (ny - 30) || x > (nx -10) || y > (ny - 10)) && |
144 |
random() % 2) continue; |
145 |
|
146 |
if (altitude[y][x] < 10) { |
147 |
terrain[x + y * mapx] = Swamp + (r1 % 2); |
148 |
} |
149 |
else if (altitude[y][x] < 1000) { |
150 |
terrain[x + y * mapx] = Grass + (r1 % 3); |
151 |
} else if (altitude[y][x] < 3000) { |
152 |
terrain[x + y * mapx] = EverGreens + (r1 % 9); |
153 |
} else if (altitude[y][x] < 5000) { |
154 |
terrain[x + y * mapx] = Hills + (r2 % 3); |
155 |
} else if (altitude[y][x] < 9000) { |
156 |
terrain[x + y * mapx] = Mountain; |
157 |
} else if (altitude[y][x] < 12000) { |
158 |
terrain[x + y * mapx] = HighMountain; |
159 |
} |
160 |
else fprintf(stderr,"altitude %d did not get filled in?\n", altitude[y][x]); |
161 |
} |
162 |
} |
163 |
} |
164 |
/* Now just fill in the spaces randomly. */ |
165 |
n=0; |
166 |
r1 = random(); |
167 |
r2 = random(); |
168 |
for (x=0; x<mapx; x++) { |
169 |
for (y=0; y<mapy; y++) { |
170 |
if (terrain[x + y * mapx] != None) continue; |
171 |
n++; |
172 |
if (altitude[y][x] < 10) { |
173 |
terrain[x + y * mapx] = Swamp + (r1 % 2); |
174 |
} |
175 |
if (altitude[y][x] < 1000) { |
176 |
terrain[x + y * mapx] = Grass + (r1 % 3); |
177 |
} else if (altitude[y][x] < 3000) { |
178 |
terrain[x + y * mapx] = EverGreens + (r2 % 9); |
179 |
} else if (altitude[y][x] < 5000) { |
180 |
terrain[x + y * mapx] = Hills + (r2 % 3); |
181 |
} else if (altitude[y][x] < 9000) { |
182 |
terrain[x + y * mapx] = Mountain; |
183 |
} else if (altitude[y][x] < 12000) { |
184 |
terrain[x + y * mapx] = HighMountain; |
185 |
} |
186 |
} |
187 |
} |
188 |
fprintf(stderr,"Filled in %d spaces\n",n); |
189 |
if ((mapx / MAP_SIZE) * MAP_SIZE != mapx || |
190 |
(mapy / MAP_SIZE) * MAP_SIZE != mapy) { |
191 |
fprintf(stderr,"Warning - generated map does not evenly tile.\n"); |
192 |
} |
193 |
for (nx= STARTX; nx<(STARTX + (mapx/ MAP_SIZE)); nx++) { |
194 |
for (ny= STARTY; ny<(STARTY + (mapy/ MAP_SIZE)); ny++) { |
195 |
ax = (nx - STARTX) * MAP_SIZE; |
196 |
ay = (ny - STARTY) * MAP_SIZE; |
197 |
|
198 |
sprintf(name,MAP_FORMAT,nx,ny); |
199 |
if ((fp=fopen(name, "w"))==NULL) { |
200 |
fprintf(stderr,"unable to open %s\n", name); |
201 |
} |
202 |
/* Write the header for the map */ |
203 |
fprintf(fp,"arch map\n"); |
204 |
fprintf(fp,"name %s\n", name); |
205 |
fprintf(fp,"width %d\n", MAP_SIZE); |
206 |
fprintf(fp,"height %d\n", MAP_SIZE); |
207 |
/* Not used right now, but useful to include */ |
208 |
fprintf(fp,"outdoor 1\n", MAP_SIZE); |
209 |
|
210 |
/* don't do difficult, reset time, or enter coordinates */ |
211 |
/* Set up the tile paths */ |
212 |
if (ny != STARTY) { |
213 |
fprintf(fp,"tile_path_1 "); |
214 |
fprintf(fp,MAP_FORMAT,nx, ny-1); |
215 |
fprintf(fp,"\n"); |
216 |
} |
217 |
if ((nx+1) < STARTX + (mapx/ MAP_SIZE)) { |
218 |
fprintf(fp,"tile_path_2 "); |
219 |
fprintf(fp,MAP_FORMAT,nx+1, ny); |
220 |
fprintf(fp,"\n"); |
221 |
} |
222 |
if ((ny+1) < STARTY + (mapy/ MAP_SIZE)) { |
223 |
fprintf(fp,"tile_path_3 "); |
224 |
fprintf(fp,MAP_FORMAT,nx, ny+1); |
225 |
fprintf(fp,"\n"); |
226 |
} |
227 |
if (nx != STARTX) { |
228 |
fprintf(fp,"tile_path_4 "); |
229 |
fprintf(fp,MAP_FORMAT,nx-1, ny); |
230 |
fprintf(fp,"\n"); |
231 |
} |
232 |
fprintf(fp,"end\n"); |
233 |
for (x = 0; x<50; x++) { |
234 |
for (y = 0; y < 50; y++) { |
235 |
q = terrain[x + ax + (y + ay)* mapx]; |
236 |
fprintf(fp, "arch %s\n",Terrain_Names[q][0]); |
237 |
fprintf(fp,"x %d\n", x); |
238 |
fprintf(fp,"y %d\n", y); |
239 |
q = altitude[y + ay ][x + ax]; |
240 |
if (q< -32000) q = -32000; |
241 |
if (q > 32000) q = 32000; |
242 |
fprintf(fp,"elevation %d\n", q); |
243 |
fprintf(fp,"end\n"); |
244 |
} |
245 |
} |
246 |
fclose(fp); |
247 |
} |
248 |
} |
249 |
|
250 |
fp = fopen("cmap", "w"); |
251 |
fprintf(fp, "P3 %d %d 255\n", mapy, mapx); |
252 |
for (y=0; y < mapy; y++) { |
253 |
for (x=0; x < mapx; x++) { |
254 |
fprintf(fp, Terrain_Names[terrain[x + y * mapx]][1]); |
255 |
} |
256 |
fprintf(fp, "\n"); |
257 |
} |
258 |
exit(0); |
259 |
} |
260 |
|
261 |
|
262 |
|
263 |
main(int argc, char *argv) |
264 |
{ |
265 |
int x, y, max_x=500, max_y=500, seed, land=300000, npasses=40, newalt, wpasses=50, water=50000; |
266 |
int n, i, j, k, l, z, w, r, a, write_maps=0; |
267 |
FILE *fp, *lp; |
268 |
int junk; |
269 |
char c; |
270 |
extern char *optarg; |
271 |
|
272 |
seed = time(NULL); |
273 |
while ((c = getopt(argc, argv,"x:y:s:l:n:w:p:m"))!=-1) { |
274 |
switch (c) { |
275 |
case 'l': |
276 |
land = atoi(optarg); |
277 |
if (land < 11 ) { |
278 |
fprintf(stderr,"-l must be at least 11\n"); |
279 |
exit(1); |
280 |
} |
281 |
break; |
282 |
|
283 |
case 'w': |
284 |
water = atoi(optarg); |
285 |
if (water < 1 ) { |
286 |
fprintf(stderr,"-w must be at least 1\n"); |
287 |
exit(1); |
288 |
} |
289 |
break; |
290 |
|
291 |
case 'p': |
292 |
wpasses = atoi(optarg); |
293 |
if (wpasses < 1 ) { |
294 |
fprintf(stderr,"-w must be at least 1\n"); |
295 |
exit(1); |
296 |
} |
297 |
break; |
298 |
|
299 |
case 'n': |
300 |
npasses = atoi(optarg); |
301 |
if (npasses < 10 ) { |
302 |
fprintf(stderr,"-n must be at least 10\n"); |
303 |
exit(1); |
304 |
} |
305 |
break; |
306 |
|
307 |
case 'x': |
308 |
max_x = atoi(optarg); |
309 |
break; |
310 |
|
311 |
case 'y': |
312 |
max_y = atoi(optarg); |
313 |
break; |
314 |
|
315 |
case 's': |
316 |
seed = atoi(optarg); |
317 |
break; |
318 |
|
319 |
case 'm': |
320 |
write_maps=1; |
321 |
break; |
322 |
} |
323 |
} |
324 |
if (max_x > MAX_SIZE || max_y > MAX_SIZE) { |
325 |
fprintf(stderr,"Max X and Y size is %d\n", MAX_SIZE); |
326 |
exit(1); |
327 |
} |
328 |
|
329 |
fprintf(stderr,"Making %d X %d map, seed %d, land %d, passes = %d\n", max_x, max_y, seed, land, npasses); |
330 |
fprintf(stderr,"wpasses =%d, water=%d\n", wpasses, water); |
331 |
fprintf(stderr,"-x %d -y %d -s %d -p %d -n %d -w %d -l %d\n", |
332 |
max_x, max_y, seed, wpasses, npasses, water, land); |
333 |
|
334 |
srandom(seed); |
335 |
|
336 |
for (x=20; x < max_x-20; x++) |
337 |
for (y=20; y < max_y-20; y++) |
338 |
altitude[x][y] = BASE_ALT; |
339 |
|
340 |
for (x=0; x<max_x; x++) { |
341 |
for (y=0; y<20; y++) { |
342 |
altitude[x][y] = (y -20 ) * 100; |
343 |
altitude[x][max_y - y] = (y -20 ) * 100; |
344 |
} |
345 |
} |
346 |
|
347 |
for (y=10; y<max_y-10; y++) { |
348 |
for (x=0; x<20; x++) { |
349 |
altitude[x][y] = (x - 20) * 100; |
350 |
altitude[max_x - x][y] = (x - 20) * 100; |
351 |
} |
352 |
} |
353 |
|
354 |
/* This basically produces areas of high varience (eg, islands, peaks, valleys, etc) */ |
355 |
|
356 |
for (l=0; l<npasses; l++) { |
357 |
x = random()%max_x; |
358 |
y = random()%max_y; |
359 |
/* Weigh our selected starting position a little more towards the center |
360 |
* so the continent is more in the center |
361 |
*/ |
362 |
if (random() % 2) { |
363 |
x += random()%max_x; |
364 |
y += random()%max_y; |
365 |
x /=2; |
366 |
y /=2; |
367 |
} |
368 |
n = random()%500+800; |
369 |
|
370 |
/* For some portion, try to find a pixel we have yet to modify */ |
371 |
if (l> (npasses * 15) / 20) { |
372 |
int tries=0; |
373 |
while (altitude[x][y] == BASE_ALT) { |
374 |
x = random()%max_x; |
375 |
y = random()%max_y; |
376 |
if (random() % 2) { |
377 |
x += random()%max_x; |
378 |
y += random()%max_y; |
379 |
x /=2; |
380 |
y /=2; |
381 |
} |
382 |
tries++; |
383 |
if (tries > 50) { |
384 |
fprintf(stderr,"did not find free space within %d tries\n", tries); |
385 |
break; |
386 |
} |
387 |
} |
388 |
|
389 |
} |
390 |
|
391 |
for (k=1; k< land ; k++) { |
392 |
r = random()%4; |
393 |
switch (r) { |
394 |
case 0: if (x<max_x-1) x++; else x -= random() % (max_x/2); break; |
395 |
case 1: if (y<max_y-1) y++; else y -= random() % (max_y/2); break; |
396 |
case 2: if (x) x--; else x+= random() % (max_x/2); break; |
397 |
case 3: if (y) y--; else y+= random() % (max_y/2); break; |
398 |
} |
399 |
altitude[x][y] += n; |
400 |
if (random()%k < 100) |
401 |
n -= 1; |
402 |
} |
403 |
} |
404 |
|
405 |
/* Make lakes and ocean trenches. |
406 |
* General note - it works better to have more passes, but each |
407 |
* pass doing less working - this results in more consistent lakes |
408 |
* and ocen trenching. |
409 |
*/ |
410 |
for (l=0; l<wpasses; l++) { |
411 |
/* for a small portion, we lower the area we make */ |
412 |
n = random()%1500-2000; |
413 |
|
414 |
x = random()% max_x; |
415 |
y = random()% max_y; |
416 |
|
417 |
while (altitude[x][y] > BASE_ALT || altitude[x][y]<-7000) { |
418 |
x = random()% max_x; |
419 |
y = random()% max_y; |
420 |
} |
421 |
for (k=1; k< water ; k++) { |
422 |
r = random()%4; |
423 |
switch (r) { |
424 |
case 0: if (x<max_x-1) x++; break; |
425 |
case 1: if (y<max_y-1) y++; break; |
426 |
case 2: if (x) x--; break; |
427 |
case 3: if (y) y--; break; |
428 |
} |
429 |
altitude[x][y] += n; |
430 |
if (random()%k < 100) |
431 |
n += 1; /*less dramatic as things go on */ |
432 |
} |
433 |
} |
434 |
|
435 |
|
436 |
/* This block seems to average out the spaces somewhat to prevent |
437 |
* cliffs and the like. |
438 |
*/ |
439 |
#define NUM_PASSES 3 |
440 |
r = 10; |
441 |
for (k=0; k<NUM_PASSES; k++) { |
442 |
for (x=2; x<max_x-2; x++) { |
443 |
for (y=2; y<max_y - 2; y++) { |
444 |
newalt = (altitude[x][y] * r + altitude[x-1][y] + |
445 |
altitude[x][y-1] + altitude[x-1][y-1] + |
446 |
altitude[x+1][y] + altitude[x][y+1] + |
447 |
altitude[x+1][y+1] + altitude[x+1][y-1] + |
448 |
altitude[x-1][y+1]) / (r+8); |
449 |
if (altitude[x][y] < 10 || altitude[x][y] > newalt) altitude[x][y] = newalt; |
450 |
} |
451 |
} |
452 |
for (x=max_x-2; x>2; x--) { |
453 |
for (y=max_y-2; y>2; y--) { |
454 |
newalt = (altitude[x][y] * r + altitude[x-1][y] + |
455 |
altitude[x][y-1] + altitude[x-1][y-1] + |
456 |
altitude[x+1][y] + altitude[x][y+1] + |
457 |
altitude[x+1][y+1] + altitude[x+1][y-1] + |
458 |
altitude[x-1][y+1]) / (r+8); |
459 |
if (altitude[x][y] < 10 || altitude[x][y] > newalt) altitude[x][y] = newalt; |
460 |
} |
461 |
} |
462 |
} |
463 |
|
464 |
/* Make this 100 so that we eliminate/reduce the lakiness of |
465 |
* the map that is otherwise generated - otherwise, the map |
466 |
* looks like an archipelligo |
467 |
*/ |
468 |
#define AVG_PT -10 |
469 |
|
470 |
/* water - does the same as above, but try to more equally balnace the spaces*/ |
471 |
r = 1; |
472 |
for (k=0; k<40; k++) { |
473 |
for (x=2; x<max_x-2; x++) { |
474 |
for (y=2; y<max_y -2; y++) { |
475 |
if (altitude[x][y] < AVG_PT) |
476 |
altitude[x][y] = (altitude[x][y] * r + altitude[x-1][y] + |
477 |
altitude[x][y-1] + altitude[x-1][y-1] + |
478 |
altitude[x+1][y] + altitude[x][y+1] + |
479 |
altitude[x+1][y+1] + altitude[x+1][y-1] + |
480 |
altitude[x-1][y+1]) / (r+8); |
481 |
} |
482 |
} |
483 |
for (x=max_x-2; x>2; x--) { |
484 |
for (y=max_y-2; y>2; y--) { |
485 |
if (altitude[x][y] < AVG_PT) |
486 |
altitude[x][y] = (altitude[x][y] * r + altitude[x-1][y] + |
487 |
altitude[x][y-1] + altitude[x-1][y-1] + |
488 |
altitude[x+1][y] + altitude[x][y+1] + |
489 |
altitude[x+1][y+1] + altitude[x+1][y-1] + |
490 |
altitude[x-1][y+1]) / (r+8); |
491 |
} |
492 |
} |
493 |
} |
494 |
if (write_maps) |
495 |
write_crossfire_maps(max_x, max_y); |
496 |
|
497 |
/* Now write the data out */ |
498 |
|
499 |
fp = fopen("lmap", "w"); |
500 |
lp = fopen("pmap", "w"); |
501 |
fprintf(fp, "P3 %d %d 255\n", max_y, max_x); |
502 |
for (j=0; j < max_x; j++) { |
503 |
for (k=0; k < max_y; k++) { |
504 |
junk = altitude[j][k]; |
505 |
fprintf(lp, "%d ", altitude[j][k]); |
506 |
if (junk < -5000) |
507 |
fprintf(fp, "0 0 127 "); |
508 |
/* Shallow water should really be just at the coastal |
509 |
* area, so put a big gap between shallow and deep. |
510 |
* this also evens out the occurance of the different types |
511 |
* to be more equal |
512 |
*/ |
513 |
else if (junk < -99) |
514 |
fprintf(fp, "0 0 192 "); |
515 |
else if (junk < 1) |
516 |
fprintf(fp, "0 0 255 "); |
517 |
else if (junk < 1000) |
518 |
fprintf(fp, "0 240 0 "); |
519 |
else if (junk < 2000) |
520 |
fprintf(fp, "0 220 0 "); |
521 |
else if (junk < 3000) |
522 |
fprintf(fp, "0 200 0 "); |
523 |
else if (junk < 4000) |
524 |
fprintf(fp, "0 180 0 "); |
525 |
else if (junk < 5000) |
526 |
fprintf(fp, "0 160 0 "); |
527 |
else if (junk < 6000) |
528 |
fprintf(fp, "255 130 71 "); |
529 |
else if (junk < 8000) |
530 |
fprintf(fp, "238 121 66 "); |
531 |
else if (junk < 10000) |
532 |
fprintf(fp, "205 104 57 "); |
533 |
else if (junk < 12000) |
534 |
fprintf(fp, "139 71 38 "); |
535 |
else |
536 |
fprintf(fp, "255 255 255 "); |
537 |
} |
538 |
fprintf(fp, "\n"); |
539 |
} |
540 |
exit(0); |
541 |
} |