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main.c
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99 lines (76 loc) · 1.96 KB
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#include <SDL2/SDL.h>
#include <stdlib.h>
#include <time.h>
#define RANDOM_PERCENT .20
#define WINDOW_WIDTH 1024
#define WINDOW_HEIGHT 768
/*
* Globals
*/
int running = 1;
/*
* SDL stuff
*/
SDL_Window *window;
SDL_Renderer *renderer;
/*
* Procedurally generate rooms with BSP
*/
void bsp(int min_x, int min_y, int max_x, int max_y, int depth)
{
if (depth == 0) {
return;
}
int w, h, mid_x, mid_y, x, yl, yr;
int offset_x, offset_y;
w = max_x - min_x;
h = max_y - min_y;
mid_x = min_x + (w / 2);
mid_y = min_y + (h / 2);
offset_x = w * RANDOM_PERCENT;
offset_y = h * RANDOM_PERCENT;
offset_x = offset_x > 0 ? offset_x : 1;
offset_y = offset_y > 0 ? offset_y : 1;
x = (mid_x - offset_x) + (rand() % offset_x);
yl = (mid_y - offset_y) + (rand() % offset_y);
yr = (mid_y - offset_y) + (rand() % offset_y);
/* Draw the sections */
SDL_RenderDrawLine(renderer, x, min_y, x, max_y);
SDL_RenderDrawLine(renderer, min_x, yl, x, yl);
SDL_RenderDrawLine(renderer, x, yr, max_x, yr);
/* tl, tr, br, bl */
bsp(min_x, min_y, x, yl, depth - 1);
bsp(x, min_y, max_x, yr, depth - 1);
bsp(x, yr, max_x, max_y, depth - 1);
bsp(min_x, yl, x, max_y, depth - 1);
}
/* Input */
void input(void)
{
SDL_Event e;
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
running = 0;
break;
}
}
}
int main(int argc, char *args[])
{
SDL_Init(SDL_INIT_EVERYTHING);
srand(time(NULL));
window = SDL_CreateWindow("BSP", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, 0);
renderer = SDL_CreateRenderer(window, -1, 0);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 24, 64, 255, 255);
bsp(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, 4);
SDL_RenderPresent(renderer);
while (running) {
input();
}
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}