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dungeon-gunner/source/Generator.cpp

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2013-04-11 18:44:00 +00:00
/*
* Generator.cpp
*
* Created on: 07.04.2013
* Author: Felix
*/
#include "Generator.h"
#include <bitset>
#include "simplexnoise.h"
#include "sprites/TileManager.h"
/// For usage with simplexnoise.h
uint8_t perm[512];
/**
* Generates new random seed.
*/
Generator::Generator() {
std::mt19937 mersenne(time(nullptr));
std::uniform_int_distribution<int> distribution(0, 255);
for (int i = 0; i < 512; i++) {
perm[i] = distribution(mersenne);
}
}
/**
* Fill TileManager with procedurally generated tiles.
*
* True means wall, false means floor.
*
* @param tm TileManager instance to set tiles in.
* @param area Size and position of area to generate tiles for.
*/
void
Generator::generateTiles(TileManager& tm, const sf::IntRect& area) const {
std::vector<std::vector<bool> >
noise(area.width, std::vector<bool>(area.height));
std::vector<std::vector<bool> >
filtered(area.width, std::vector<bool>(area.height, false));
for (int x = area.left; x < area.left+area.width; x++) {
for (int y = area.top; y < area.top+area.height; y++) {
noise[x-area.left][y-area.top] =
(scaled_octave_noise_2d(2, 2, 0.0015f, 0.5f, -0.5f, x, y) +
scaled_octave_noise_2d(3, 3, 0.01f, -1, 1, x, y)) < 0.05f;
}
}
for (int x = 0; x < (int) noise.size(); x+=5) {
for (int y = 0; y < (int) noise[x].size(); y+=5) {
filterWalls(noise, filtered, x, y, 10, 5, 0);
filterWalls(noise, filtered, x, y, 30, 5, 10);
filterWalls(noise, filtered, x, y, 50, 5, 20);
}
}
for (int x = area.left; x < area.left+area.width; x++) {
for (int y = area.top; y < area.top+area.height; y++) {
tm.insertTile(TileManager::TilePosition(x, y),
(filtered[x-area.left][y-area.top])
? TileManager::Type::WALL : TileManager::Type::FLOOR);
}
}
}
/**
* Fills a rectangular area with the specified value.
*
* @param[in] Rectangular map.
* @param area The area to fill.
* @param value The value to set.
*/
void
Generator::fill(std::vector<std::vector<bool> >& image,
const sf::IntRect& area, bool value) {
for (int x = area.left;
x < area.left + area.width && x < (int) image.size(); x++) {
for (int y = area.top;
y < area.top + area.height && y < (int) image[x].size(); y++) {
image[x][y] = value;
}
}
}
/**
* Finds rectangles of specific size in in and puts them into out.
*
* True means wall, false means floor.
*
* @param[in] in Rectangular map of walls.
* @param[out] out Rectangular map of walls.
* @param x Position to check from (top left corner for rectangle).
* @param y Position to check from (top left corner for rectangle).
* @param longside Length of the longer side of the rectangle.
* @param shortside Length of the shorter side of the rectangle.
* @param subtract Still accepts rectangle if at least this amount of
* tiles is not walls (tilecount >= longside * shortside - subtract).
*/
void
Generator::filterWalls(std::vector<std::vector<bool> >& in,
std::vector<std::vector<bool> >& out,
int x, int y, int longside, int shortside, int subtract) {
// Skip if we would go out of range.
if ((x + longside >= (int) in.size()) ||
(y + longside >= (int) in[0].size()))
return;
// Filter in horizontal direction.
if (x % longside == 0 && y % shortside == 0) {
int count = 0;
for (int x2 = x; x2 < x + longside; x2++) {
for (int y2 = y; y2 < y + shortside; y2++) {
count += (int) in[x2][y2];
}
}
if (count >= shortside * longside - subtract)
fill(out, sf::IntRect(x, y, longside, shortside), true);
}
// Filter in vertical direction.
if (x % shortside == 0 && y % longside == 0) {
int count = 0;
for (int x2 = x; x2 < x + shortside; x2++) {
for (int y2 = y; y2 < y + longside; y2++)
count += (int) in[x2][y2];
}
if (count >= shortside * longside - subtract)
fill(out, sf::IntRect(x, y, shortside, longside), true);
}
}