| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226 | // Author : Jovian HERSEMEULE#include <iostream>#include <SDL/SDL.h>#include <cstdlib>#include <ctime>#define BLOC_SIZE 16#define WIDTH 100#define HEIGHT 50#define BLOC_TOTAL 5#define MAX_LEVEL 1000 // * 10-3enum BlocType {WATER, MOUNTAIN, GRASS, DESERT, PLAIN};class Seed {	public:		BlocType type;		int y, x;		float level;	public:		Seed():type(GRASS), y(HEIGHT / 2), x(WIDTH / 2), level(1.0f) {}		void randomize() {			type = (BlocType) (rand() % BLOC_TOTAL);			y = rand() % HEIGHT;			x = rand() % WIDTH;			level = 0.001f * (rand() % MAX_LEVEL);		}};void putSeed(Seed s, float world[HEIGHT][WIDTH][BLOC_TOTAL]) {	int dist;	for (int j(0); j < HEIGHT; j++)		for (int i(0); i < WIDTH; i++) {			dist = (j - s.y)*(j - s.y) + 1 + (i - s.x)*(i - s.x);			world[j][i][s.type] += s.level / dist;		}}void putHorizonLine(int y, BlocType bloc, float world[HEIGHT][WIDTH][BLOC_TOTAL], float level = 1.0f) {	for (int j(0); j < HEIGHT; j++)		for (int i(0); i < WIDTH; i++)			world[j][i][(int) bloc] = level / (abs(y - j) + 1);}void clearWorld(float world[HEIGHT][WIDTH][BLOC_TOTAL]) {	// Erase everything	for (int j(0); j < HEIGHT; j++)		for (int i(0); i < WIDTH; i++)			for (int bloc(0); bloc < BLOC_TOTAL; bloc++)				world[j][i][bloc] = 0.0f;	// Top mountain line	const float mountainLevel = 1.0f;	putHorizonLine(0, MOUNTAIN, world, mountainLevel);	// Pseudo road	const float roadLevel = 0.5f;	putHorizonLine(HEIGHT / 2, PLAIN, world, roadLevel);	// Bottom water line	const float waterLevel = 1.0f;	putHorizonLine(HEIGHT - 1, WATER, world, waterLevel);}void drawWorld(float world[HEIGHT][WIDTH][BLOC_TOTAL], SDL_Surface* tileSet[], SDL_Surface* out) {	SDL_Rect pos({0, 0, 0, 0});	int indexOfMax;	for (int y(0); y < HEIGHT; y++)		for (int x(0); x < WIDTH; x++) {			indexOfMax = 0;			pos.x = x * BLOC_SIZE;			pos.y = y * BLOC_SIZE;			// Select the tile with highest level			for (int k(1); k < BLOC_TOTAL; k++)				if (world[y][x][k] > world[y][x][indexOfMax]) {					indexOfMax = k;				}			SDL_BlitSurface(tileSet[indexOfMax], NULL, out, &pos);		}}int main(){	/// [1] Start	// [1.1] Start SDL	if ( SDL_Init( SDL_INIT_VIDEO ) < 0)	{		std::cout << "Can't initialize SDL: " << SDL_GetError() << std::endl;		return 1;	}	// [1.2] Anticipate quit	atexit(SDL_Quit);	// [1.3] Set title	SDL_WM_SetCaption("Biome Box", 0);	// [1.4] Init random	srandom(time(0));	/// [2] Create components	// [2.1] Create window	SDL_Surface* screen = SDL_SetVideoMode(WIDTH * BLOC_SIZE, HEIGHT * BLOC_SIZE, 32, SDL_HWSURFACE|SDL_DOUBLEBUF);	if ( !screen )	{		std::cout << "Unable to set " << WIDTH << "x" << HEIGHT << " video: " << SDL_GetError() << std::endl;		return 1;	}	// [2.2] Load textures	SDL_Surface* grass = SDL_LoadBMP("textures/grass.bmp");	SDL_Surface* water = SDL_LoadBMP("textures/water.bmp");	SDL_Surface* desert = SDL_LoadBMP("textures/desert.bmp");	SDL_Surface* mountain = SDL_LoadBMP("textures/mountain.bmp");	SDL_Surface* plain = SDL_LoadBMP("textures/plain.bmp");	// [2.3] Create variables	SDL_Rect pawnPos({0, 0, 0, 0});	SDL_Rect cursorPos({0, 0, 0, 0}); // Bloc coordinates	Seed seed;	// [2.4] Create world	float world[HEIGHT][WIDTH][BLOC_TOTAL];	clearWorld(world);	// [2.5] Surface containers	SDL_Surface* tileSet[BLOC_TOTAL] = {water, mountain, grass, desert, plain};	SDL_Surface* map = SDL_CreateRGBSurface(SDL_HWSURFACE, WIDTH * BLOC_SIZE, HEIGHT * BLOC_SIZE, 32, 0x0, 0x0, 0x0, 0x0);	SDL_Surface* tileCurrent = tileSet[0];	// [2.6] First map render	drawWorld(world, tileSet, map);	/// [3] Main loop	bool done(false);	while (!done)	{		// [3.1] Events		SDL_Event event;		while (SDL_PollEvent(&event))		{			switch (event.type)			{				case SDL_QUIT:					done = true;					break;				case SDL_KEYDOWN:					switch(event.key.keysym.sym)					{						case SDLK_ESCAPE:							done = true;							break;						case SDLK_BACKSPACE:							clearWorld(world);							drawWorld(world, tileSet, map);							break;						case SDLK_RETURN:							for (int k(0); k < 10; k++) {								seed.randomize();								putSeed(seed, world);							}							drawWorld(world, tileSet, map);							break;						case SDLK_SPACE:							seed.randomize();							putSeed(seed, world);							drawWorld(world, tileSet, map);							break;					}				case SDL_MOUSEMOTION:					cursorPos.x = event.motion.x / BLOC_SIZE;					cursorPos.y = event.motion.y / BLOC_SIZE;					pawnPos.x = cursorPos.x * BLOC_SIZE;					pawnPos.y = cursorPos.y * BLOC_SIZE;					break;				case SDL_MOUSEBUTTONDOWN:					if (event.button.button == 1) {						seed.x = cursorPos.x;						seed.y = cursorPos.y;						putSeed(seed, world);						drawWorld(world, tileSet, map);					}					if (event.button.button == 3) {						int seedType = (int) seed.type;						seedType++;						if (seedType >= BLOC_TOTAL) seedType = 0;						seed.type = (BlocType) seedType;					}					break;			} // end switch event type		} // end of message processing		// [3.2] Compute		// Nothing for now		// [3.3] Draw phase		SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 255, 255));		SDL_BlitSurface(map, NULL, screen, NULL);		SDL_BlitSurface(tileSet[seed.type], NULL, screen, &pawnPos);		SDL_Flip(screen);		SDL_Delay(16);	} // end of main loop	///[4] Free components	SDL_FreeSurface(grass);	SDL_FreeSurface(water);	SDL_FreeSurface(desert);	SDL_FreeSurface(mountain);	SDL_FreeSurface(plain);	SDL_FreeSurface(screen);	std::cout << "No error caught." << std::endl;	return 0;}
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