[Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain pl
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To: |
undisclosed-recipients: ; |
Subject: |
[Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles. |
From: |
"Marcelo Burda" <mburda@xxxxxxxxx> |
Date: |
Sat, 22 May 2004 05:56:51 -0700 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=8624 >
Le mer 12/05/2004 à 05:32, Jason Short a écrit :
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8624 >
>
> > [mburda - Tue May 11 21:02:57 2004]:
>
> > this file is in debug status.
>
> I guess that means it's not ready?
now yes
>
> IS_SINGULAR_MAP_POS is a function, so it should be is_singular_map_pos
> (this is true of is_border_map_pos too, but that's for another day).
>
ok
> Also I think some of this code should use "natural" positions once they
> are available.
? i use it.
>
> jason
continent number 1 and 2 still reserved to poles but this is no more
needed, this was a hack to see poles wen searching start pos, this was
easy solved with clima function, too cool places are simply no good
start pos.
reserve this force to create a separate fonction to set poles continents
numbers, i make this function very nice but this is realy no needed,
best i we no more reserve the 1 and or 2 for the poles continents.
i make a big number of tuning but probably there are some tuning to be
donne, i propose to get this patch and then tune one at one all
generators.
but first i need know if you autorize me to no more reserve the poles
numbers. this way i can delete all unided code
Marcelo
--
. / . ' , . (*) ' ` ' ` .
| , | ` , . , ' Marcelo Julián Burda .
/ ' \ ` \@_ ' . ' ` '
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
diff -ruN -Xfreeciv/diff_ignore freeciv/common/map.c freeciv_/common/map.c
--- freeciv/common/map.c 2004-05-21 10:54:00.000000000 +0200
+++ freeciv_/common/map.c 2004-05-22 14:41:59.000000000 +0200
@@ -1547,3 +1547,4 @@
map_distance_vector(&diff_x, &diff_y, start_x, start_y, end_x, end_y);
return (diff_x == 0) || (diff_y == 0);
}
+
diff -ruN -Xfreeciv/diff_ignore freeciv/common/map.h freeciv_/common/map.h
--- freeciv/common/map.h 2004-05-21 10:54:00.000000000 +0200
+++ freeciv_/common/map.h 2004-05-22 14:41:59.000000000 +0200
@@ -734,4 +734,26 @@
} do_in_native_pos_end;
}
+/****************************************************************************
+ A "SINGULAR position" is any map position that have a redused number of
+ tiles in the radius of dist
+ arg need to be normal
+****************************************************************************/
+static inline bool is_singular_map_pos(int map_x, int map_y, int dist)
+{
+ CHECK_MAP_POS(map_x, map_y);
+ do_in_native_pos(nat_x, nat_y, map_x, map_y) {
+ /* HACK: An iso-map compresses the value in the X direction but not in
+ * the Y direction. Hence (x+1,y) is 1 tile away while (x,y+2) is also
+ * one tile away. */
+ int xdist = dist, ydist = topo_has_flag(TF_ISO) ? (2 * dist) : dist;
+
+ return (!topo_has_flag(TF_WRAPX)
+ && (nat_x < xdist || nat_x >= map.xsize - xdist))
+ ||
+ (!topo_has_flag(TF_WRAPY)
+ && (nat_y < ydist || nat_y >= map.ysize - ydist));
+ } do_in_native_pos_end;
+}
+
#endif /* FC__MAP_H */
diff -ruN -Xfreeciv/diff_ignore freeciv/server/mapgen.c freeciv_/server/mapgen.c
--- freeciv/server/mapgen.c 2004-05-21 10:54:02.000000000 +0200
+++ freeciv_/server/mapgen.c 2004-05-22 14:38:27.000000000 +0200
@@ -77,7 +77,7 @@
static int *height_map;
static int maxval=0;
static int forests=0;
-static bool has_poles;
+static bool has_poles = TRUE;
struct isledata {
int goodies;
@@ -88,6 +88,117 @@
/* this is used for generator>1 */
#define MAP_NCONT 255
+/* **********************************************************************
+ * return 0 for the coolest map_x,map_y tile of the map
+ * and 100 for the hotest one, this is proportional to area climatic zones
+ * see doc/HACKING#Poles [mburda]
+ *************************************************************************/
+
+static int map_clima(int map_x, int map_y)
+{
+ int x_2, y_2;
+ double x, y;
+
+ do_in_natural_pos(ntl_x, ntl_y, map_x, map_y) {
+
+ /*
+ * Is a FLAT (unwraped) map
+ * I asume this is a partial map of Earth, at top i place a polar zone
+ * at bottom the ecuator one. this is a partial Earth map.
+ * flat as only one pole!
+ */
+ if (!topo_has_flag(TF_WRAPX) && !topo_has_flag(TF_WRAPY)) {
+ return 100 * ntl_y / (NATURAL_HEIGHT - 1);
+ }
+
+ /*
+ * Is a global map,
+ * firt we cut all symeties of the map to make easy get clima
+ * the map us cuted in 4 1/4
+ */
+
+ x_2 = NATURAL_WIDTH / 2 - 1 + NATURAL_WIDTH % 2;
+ y_2 = NATURAL_HEIGHT / 2 - 1 + NATURAL_HEIGHT % 2;
+
+ x = (double)( ntl_x > x_2 ? NATURAL_WIDTH - 1 - ntl_x : ntl_x) /
(double)x_2;
+ y = (double)( ntl_y > y_2 ? NATURAL_HEIGHT - 1 - ntl_y : ntl_y) /
(double)y_2;
+ } do_in_natural_pos_end;
+ /*
+ * classic topo
+ * the polar zone are at N and S
+ */
+ if (topo_has_flag(TF_WRAPX) && !topo_has_flag(TF_WRAPY)) {
+ return 100 * y;
+ }
+
+ /* Uranus topo */
+ /* poles at E and W */
+ if (!topo_has_flag(TF_WRAPX) && topo_has_flag(TF_WRAPY)) {
+ return 100 * x;
+ }
+
+ /*
+ * torus topo
+ * i make 2 circle polar zone (2 poles)
+ * Equatorial zone as the shape of a square in the map
+ */
+
+ /* poles (N,S) and equator ( /,\) shape
+ ........
+ :N /\ N:
+ : / \ :
+ :/ SS \:
+ :\ SS /: .....
+ : \ / :
+ :N \/ N:
+ ''''''''
+ */
+
+ if (x + y > 1) {
+ x = 1 - x;
+ y = 1 - y;
+ }
+ return 150 * (x * x * y + x * y * y) - 50 * (x * x * x + y * y * y) +
+ 150 * (x * x + y * y);
+
+}
+
+/* **************************************************************
+ * return random map coordinates where clima is in selected range
+ * return false if pos is not finded in a all temperate planet
+ * a false value can be used to make less of this type of terrains
+ * or to make a call of rand_map_pos
+ * **************************************************************/
+static bool rand_clima_map_pos( int *map_x, int *map_y, int T_min, int T_max)
+{
+ int T;
+ /* no poles, all temperate */
+ if(!has_poles) {
+ const int T_ = abs((T_max + T_min) - 100 ); /* far temperate factor */
+ rand_map_pos( map_x, map_y);
+ return T_ < myrand(100);
+ }
+ for(;;) {
+ rand_map_pos( map_x, map_y);
+ T = map_clima( *map_x, *map_y);
+ if( T >= T_min && T <= T_max ) {
+ return TRUE;
+ }
+ }
+}
+
+
+/* ************************************************************
+ * Return TRUE if the map in a radius of 2 is singular
+ * This need to be best defined in future topologies works
+ * This def is ok for generalised topologies
+ * ************************************************************/
+
+static bool near_singularity(int map_x, int map_y)
+{
+ return is_singular_map_pos(map_x, map_y, 2) ;
+}
+
/**************************************************************************
make_mountains() will convert all squares that are higher than thill to
mountains and hills. Notice that thill will be adjusted according to
@@ -123,53 +234,36 @@
/**************************************************************************
add arctic and tundra squares in the arctic zone.
- (that is the top 10%, and low 10% of the map)
+ (that is the coolest 10% of the map)
+ if make_polar(TRUE) we add some tundra
**************************************************************************/
-static void make_polar(void)
+static void make_polar(bool addtundra )
{
- int xn, yn;
-
- for (yn = 0; yn < map.ysize / 10; yn++) {
- for (xn = 0; xn < map.xsize; xn++) {
- if ((hnat(xn, yn) + (map.ysize / 10 - yn * 25) > myrand(maxval)
- && nat_get_terrain(xn, yn) == T_GRASSLAND) || yn == 0) {
- if (yn < 2) {
- nat_set_terrain(xn, yn, T_ARCTIC);
- } else {
- nat_set_terrain(xn, yn, T_TUNDRA);
- }
- }
- }
- }
- for (yn = map.ysize * 9 / 10; yn < map.ysize; yn++) {
- for (xn = 0; xn < map.xsize; xn++) {
- if (((hnat(xn, yn) + (map.ysize / 10 - (map.ysize - yn - 1) * 25)
- > myrand(maxval))
- && nat_get_terrain(xn, yn) == T_GRASSLAND)
- || yn == map.ysize - 1) {
- if (yn > map.ysize - 3) {
- nat_set_terrain(xn, yn, T_ARCTIC);
- } else {
- nat_set_terrain(xn, yn, T_TUNDRA);
+ int T;
+ struct tile *ptile;
+ whole_map_iterate(map_x, map_y) {
+ T = map_clima(map_x, map_y); /* temperature parameter */
+ ptile = map_get_tile(map_x, map_y);
+ if (T < 5) { /* get the 10% coldest part of the map */
+ ptile->terrain = T_ARCTIC;
+ } else if (T <= 8) {
+ if (ptile->terrain == T_OCEAN) {
+ ptile->terrain = T_ARCTIC;
+ } else {
+ ptile->terrain = T_TUNDRA;
+ }
+ } else if (T <= 10) {
+ if (ptile->terrain == T_OCEAN) {
+ if (myrand(10) > 5) {
+ ptile->terrain = T_ARCTIC;
+ } else if (addtundra && myrand(10) > 4) {
+ ptile->terrain = T_TUNDRA;
}
+ } else if (myrand(10) > 5) {
+ ptile->terrain = T_TUNDRA;
}
}
- }
-
- /* only arctic and tundra allowed at the poles (first and last two lines,
- as defined in make_passable() ), to be consistent with generator>1.
- turn every land tile on the second lines that is not arctic into tundra,
- since the first lines has already been set to all arctic above. */
- for (xn = 0; xn < map.xsize; xn++) {
- if (nat_get_terrain(xn, 1) != T_ARCTIC
- && !is_ocean(nat_get_terrain(xn, 1))) {
- nat_set_terrain(xn, 1, T_TUNDRA);
- }
- if (nat_get_terrain(xn, map.ysize - 2) != T_ARCTIC
- && !is_ocean(nat_get_terrain(xn, map.ysize - 2))) {
- nat_set_terrain(xn, map.ysize - 2, T_TUNDRA);
- }
- }
+ } whole_map_iterate_end;
}
/**************************************************************************
@@ -199,16 +293,12 @@
**************************************************************************/
static void make_forest(int map_x, int map_y, int height, int diff)
{
- int nat_x, nat_y;
+ int nat_x, nat_y,T;
map_to_native_pos(&nat_x, &nat_y, map_x, map_y);
- if (has_poles && (nat_y == 0 || nat_y == map.ysize - 1)) {
- return;
- }
-
+ T = map_clima(map_x, map_y);
if (map_get_terrain(map_x, map_y) == T_GRASSLAND) {
- if (has_poles && nat_y > map.ysize * 42 / 100
- && nat_y < map.ysize * 58 / 100 && myrand(100) > 50) {
+ if (T > 42 && T < 58 && myrand(100) > 50) {
map_set_terrain(map_x, map_y, T_JUNGLE);
} else {
map_set_terrain(map_x, map_y, T_FOREST);
@@ -236,18 +326,22 @@
forests = 0;
do {
- rand_map_pos(&x, &y);
- if (map_get_terrain(x, y) == T_GRASSLAND) {
- make_forest(x, y, hmap(x, y), 25);
- }
- if (has_poles && myrand(100) > 75) {
- int yn = myrand(map.ysize * 2 / 10) + map.ysize * 4 / 10;
- int xn = myrand(map.xsize);
-
- if (nat_get_terrain(xn, yn) == T_GRASSLAND) {
- do_in_map_pos(x, y, xn, yn) {
+ if( rand_clima_map_pos(&x, &y, 10, 90)) {
+ if (has_poles && myrand(100) > 75) {
+ if (map_get_terrain(x, y) == T_GRASSLAND) {
make_forest(x, y, hmap(x, y), 25);
- } do_in_map_pos_end;
+ }
+ }
+ } else {
+ /* false inc of count for all temperate planets
+ * for a 10 - 90 this never executed*/
+ forests++;
+ }
+ if( rand_clima_map_pos(&x, &y, 20, 40) && myrand(100) > 75) {
+ if (has_poles && myrand(100) > 75) {
+ if (map_get_terrain(x, y) == T_GRASSLAND) {
+ make_forest(x, y, hmap(x, y), 25);
+ }
}
}
} while (forests < forestsize);
@@ -291,18 +385,11 @@
while (i > 0 && j < 100 * map.deserts) {
j++;
- if (has_poles) {
- /* Choose a random coordinate between 20 and 30 degrees north/south
- * (deserts tend to be between 15 and 35; make_desert will expand
- * them). */
- int xn = myrand(map.xsize);
- int yn = myrand(map.ysize * 10 / 180) + map.ysize * 60 / 180;
+ /* Choose a random coordinate between 20 and 30 degrees north/south
+ * (deserts tend to be between 15 and 35; make_desert will expand
+ * them). */
- if (myrand(2) != 0) {
- yn = map.ysize - 1 - yn;
- }
- native_to_map_pos(&x, &y, xn, yn);
- } else {
+ if(!rand_clima_map_pos(&x, &y, 67, 78)){
/* If there are no poles we can pick any location to be a desert. */
rand_map_pos(&x, &y);
}
@@ -561,8 +648,10 @@
x, y);
/* Test if the river is done. */
- if (adjacent_river_tiles4(x, y) != 0||
- adjacent_ocean_tiles4(x, y) != 0) {
+ if (adjacent_river_tiles4(x, y) != 0 ||
+ adjacent_ocean_tiles4(x, y) != 0 ||
+ (map_get_terrain(x, y) == T_ARCTIC
+ && map_clima(x, y) < 8)) { /*rivers end at poles */
freelog(LOG_DEBUG,
"The river ended at (%d, %d).\n", x, y);
return TRUE;
@@ -678,7 +767,7 @@
* 1000 rather than the current 100 */
10 *
/* The size of the map (poles don't count). */
- (map_num_tiles() - 2 * map.xsize) *
+ map_num_tiles() * (has_poles ? 0.9 : 1.0) *
/* Rivers need to be on land only. */
map.landpercent /
/* Adjustment value. Tested by me. Gives no rivers with 'set
@@ -799,40 +888,6 @@
} whole_map_iterate_end;
}
-/**************************************************************************
- we want the map to be sailable east-west at least at north and south pole
- and make it a bit jagged at the edge as well.
- So this procedure converts the second line and the second last line to
- ocean, and 50% of the 3rd and 3rd last line to ocean.
-**************************************************************************/
-static void make_passable(void)
-{
- int x;
-
- for (x=0;x<map.xsize;x++) {
- nat_set_terrain(x, 2, T_OCEAN);
-
- /* Iso-maps need two lines of ocean. */
- if (myrand(2) != 0 || topo_has_flag(TF_ISO)) {
- nat_set_terrain(x, 1, T_OCEAN);
- }
-
- if (myrand(2) != 0) {
- nat_set_terrain(x, 3, T_OCEAN);
- }
-
- nat_set_terrain(x, map.ysize - 3, T_OCEAN);
-
- if (myrand(2) != 0 || topo_has_flag(TF_ISO)) {
- nat_set_terrain(x, map.ysize - 2, T_OCEAN);
- }
- if (myrand(2) != 0) {
- nat_set_terrain(x, map.ysize - 4, T_OCEAN);
- }
- }
-
-}
-
/****************************************************************************
Return TRUE if the terrain at the given map position is "clean". This
means that all the terrain for 2 squares around it is either grassland or
@@ -901,16 +956,14 @@
tres*=9;
tres/=10;
} while (abs(total-count)> maxval/40);
- if (map.separatepoles && has_poles) {
- make_passable();
- }
+
make_mountains(maxval*8/10);
make_forests();
make_swamps();
make_deserts();
make_plains();
if (has_poles) {
- make_polar();
+ make_polar(map.separatepoles); /* add tundra if pole is separate */
}
make_fair();
make_rivers();
@@ -974,6 +1027,37 @@
}
/**************************************************************************
+ Assign continent numbers to Poles in gen 2,3 or 4
+ (poles are separates island)
+ Numbers 1 and 2 are reserved for polar continents if
+ map.generator != 0; otherwise are not special.
+ Also sets map.num_continents (note 0 is ocean)
+ See the doc/HACKING#Poles
+**************************************************************************/
+
+static void assign_poles_numbers(void)
+{
+ /* Default poles, cilinder(classic or uranus) topology */
+ int map_x, map_y, num_poles = 2;
+
+ /* FLAT TOPOLOGIE (single pole)*/
+ if (!topo_has_flag(TF_WRAPX) && !topo_has_flag(TF_WRAPY) ) {
+ num_poles = 1;
+ }
+
+ /* search and set the poles */
+ map.num_continents = 0;
+ while(map.num_continents < num_poles )
+ {
+ if( !rand_clima_map_pos(&map_x, &map_y, 0, 6)) { return ;}
+ if( map_get_continent(map_x, map_y) == 0 ) {
+ map.num_continents++;
+ assign_continent_flood(map_x, map_y, map.num_continents);
+ }
+ }
+}
+
+/**************************************************************************
Assign continent numbers to all tiles.
Numbers 1 and 2 are reserved for polar continents if
map.generator != 0; otherwise are not special.
@@ -984,34 +1068,21 @@
**************************************************************************/
void assign_continent_numbers(void)
{
- int isle = 1;
-
whole_map_iterate(x, y) {
map_set_continent(x, y, 0);
} whole_map_iterate_end;
- if (map.generator != 0 && has_poles) {
- do_in_map_pos(x, y, 0, 0) {
- assign_continent_flood(x, y, 1);
- } do_in_map_pos_end;
-
- do_in_map_pos(x, y, 0, map.ysize - 1) {
- assign_continent_flood(x, y, 2);
- } do_in_map_pos_end;
- isle = 3;
- }
-
+ assign_poles_numbers();
+
whole_map_iterate(x, y) {
if (map_get_continent(x, y) == 0
&& !is_ocean(map_get_terrain(x, y))) {
- assign_continent_flood(x, y, isle++);
+ assign_continent_flood(x, y, ++map.num_continents);
}
} whole_map_iterate_end;
- map.num_continents = isle-1;
freelog(LOG_VERBOSE, "Map has %d continents", map.num_continents);
}
-
/****************************************************************************
Return an approximation of the goodness of a tile to a civilization.
****************************************************************************/
@@ -1060,20 +1131,13 @@
static void setup_isledata(void)
{
int starters = 0;
- int min, firstcont, i;
+ int min, i;
assert(map.num_continents > 0);
/* allocate + 1 so can use continent number as index */
islands = fc_calloc((map.num_continents + 1), sizeof(struct isledata));
-
- /* the arctic and the antarctic are continents 1 and 2 for generator > 0 */
- if (map.generator > 0 && map.separatepoles && has_poles) {
- firstcont = 3;
- } else {
- firstcont = 1;
- }
-
+
/* add up all the resources of the map */
whole_map_iterate(x, y) {
/* number of different continents seen from (x,y) */
@@ -1087,7 +1151,7 @@
map_city_radius_iterate(x, y, x1, y1) {
/* (x1,y1) is possible location of a future city which will
* be able to get benefit of the tile (x,y) */
- if (map_get_continent(x1, y1) < firstcont) {
+ if (map_get_continent(x1, y1) < 1 || map_clima(x1, y1) < 15) {
/* (x1, y1) belongs to a non-startable continent */
continue;
}
@@ -1118,7 +1182,7 @@
/* set minimum number of resources per starting position to be value of
* the best continent */
min = 0;
- for (i = firstcont; i < map.num_continents + 1; i++) {
+ for (i = 1; i < map.num_continents + 1; i++) {
if (min < islands[i].goodies) {
min = islands[i].goodies;
}
@@ -1130,7 +1194,7 @@
int nextmin = 0;
starters = 0;
- for (i = firstcont; i <= map.num_continents; i++) {
+ for (i = 1; i <= map.num_continents; i++) {
int value = islands[i].goodies;
starters += value / min;
@@ -1159,7 +1223,7 @@
"Please report this bug at " WEBSITE_URL);
abort();
} else {
- for (i = firstcont; i <= map.num_continents; i++) {
+ for (i = 1; i <= map.num_continents; i++) {
islands[i].starters = islands[i].goodies / min;
}
}
@@ -1294,12 +1358,8 @@
mysrand(map.seed);
- /* FIXME: currently the lack of poles is hard-coded for maps that wrap
- * north-south. In the future this could be a server option. It also
- * needs to control the temperature gradient between "poles" and
- * "equator"; e.g., if there are no poles desert and tundra should be
- * equally likely at either end. */
- has_poles = !topo_has_flag(TF_WRAPY);
+ has_poles = TRUE; /* fixed all maps has poles [mburda], this option
+ is used for a all-temperate map, set False */
/* don't generate tiles with mapgen==0 as we've loaded them from file */
/* also, don't delete (the handcrafted!) tiny islands in a scenario */
@@ -1364,6 +1424,10 @@
{
whole_map_iterate(x, y) {
hmap(x, y) -= minval;
+
+ if(near_singularity(x, y)) {
+ hmap(x, y) = 0;
+ }
} whole_map_iterate_end;
}
@@ -1384,7 +1448,12 @@
int x, y;
rand_map_pos(&x, &y);
- hmap(x, y) += myrand(5000);
+ if(near_singularity(x, y) /* avoid land in singularities */
+ || (map.separatepoles && map_clima(x, y) < 10)) {
+ hmap(x, y) -= myrand(5000);
+ } else {
+ hmap(x, y) += myrand(5000);
+ }
if ((i % 100) == 0) {
smooth_map();
}
@@ -1484,21 +1553,17 @@
**************************************************************************/
static void make_huts(int number)
{
- int x,y,l;
+ int x,y;
int count=0;
- while (number * map_num_tiles() >= 2000 && count++ < map_num_tiles() * 2) {
- rand_map_pos(&x, &y);
- l=myrand(6);
- if (!is_ocean(map_get_terrain(x, y)) &&
- ( map_get_terrain(x, y)!=T_ARCTIC || l<3 )
- ) {
- if (!is_hut_close(x,y)) {
+ while (number * map_num_tiles() >= 2000 && count++ < map_num_tiles() * 2) {
+ if( rand_clima_map_pos(&x, &y, 12, 100) /* no hut in poles */
+ && !is_ocean(map_get_terrain(x, y) )/* not hut in oceans ! */
+ && !is_hut_close(x,y)) {
number--;
map_set_special(x, y, S_HUT);
/* Don't add to islands[].goodies because islands[] not
setup at this point, except for generator>1, but they
have pre-set starters anyway. */
- }
}
}
}
@@ -1523,32 +1588,24 @@
Add specials to the map with given probability.
****************************************************************************/
static void add_specials(int prob)
-{
- int xn, yn;
- int ymin = has_poles ? 1 : 0, ymax = has_poles ? map.ysize - 1 : map.ysize;
+{
enum tile_terrain_type ttype;
- for (yn = ymin; yn < ymax; yn++) {
- for (xn = 0; xn < map.xsize; xn++) {
- do_in_map_pos(x, y, xn, yn) {
- ttype = map_get_terrain(x, y);
- if ((is_ocean(ttype) && near_safe_tiles(x,y))
- || !is_ocean(ttype)) {
- if (myrand(1000) < prob) {
- if (!is_special_close(x, y)) {
- if (tile_types[ttype].special_1_name[0] != '\0'
- && (tile_types[ttype].special_2_name[0] == '\0'
- || (myrand(100) < 50))) {
- map_set_special(x, y, S_SPECIAL_1);
- } else if (tile_types[ttype].special_2_name[0] != '\0') {
- map_set_special(x, y, S_SPECIAL_2);
- }
- }
- }
- }
- } do_in_map_pos_end;
+ whole_map_iterate(x, y) {
+ ttype = map_get_terrain(x, y);
+ if (((is_ocean(ttype) && near_safe_tiles(x,y))
+ || !is_ocean(ttype)) && !is_special_close(x, y)
+ && myrand(1000) < prob) {
+ if (tile_types[ttype].special_1_name[0] != '\0'
+ && (tile_types[ttype].special_2_name[0] == '\0'
+ || (myrand(100) < 50))) {
+ map_set_special(x, y, S_SPECIAL_1);
+ } else if (tile_types[ttype].special_2_name[0] != '\0') {
+ map_set_special(x, y, S_SPECIAL_2);
+ }
}
- }
+ } whole_map_iterate_end;
+
map.have_specials = TRUE;
}
@@ -1829,7 +1886,8 @@
while (i > 0 && tries-->0) {
get_random_map_position_from_state(&x, &y, pstate);
map_to_native_pos(&xn, &yn, x, y);
- if (hmap(x, y) == 0 && count_card_adjc_elevated_tiles(x, y) > 0) {
+ if ((!near_singularity(x, y) || myrand(50) < 25 )
+ && hmap(x, y) == 0 && count_card_adjc_elevated_tiles(x, y) > 0) {
hmap(x, y) = 1;
i--;
if (yn >= pstate->s - 1 && pstate->s < map.ysize - 2) {
@@ -1999,11 +2057,10 @@
**************************************************************************/
static void initworld(struct gen234_state *pstate)
{
- int xn;
-
height_map = fc_malloc(sizeof(int) * map.ysize * map.xsize);
islands = fc_malloc((MAP_NCONT+1)*sizeof(struct isledata));
+ map.num_continents = 0;
whole_map_iterate(x, y) {
map_set_terrain(x, y, T_OCEAN);
map_set_continent(x, y, 0);
@@ -2011,31 +2068,15 @@
map_set_owner(x, y, NULL);
} whole_map_iterate_end;
if (has_poles) {
- for (xn = 0; xn < map.xsize; xn++) {
- do_in_map_pos(x, y, xn, 0) {
- map_set_terrain(x, y, myrand(9) > 0 ? T_ARCTIC : T_TUNDRA);
- map_set_continent(x, y, 1);
- } do_in_map_pos_end;
- if (myrand(9) == 0) {
- do_in_map_pos(x, y, xn, 1) {
- map_set_terrain(x, y, myrand(9) > 0 ? T_TUNDRA : T_ARCTIC);
- map_set_continent(x, y, 1);
- } do_in_map_pos_end;
- }
- do_in_map_pos(x, y, xn, map.ysize - 1) {
- map_set_terrain(x, y, myrand(9) > 0 ? T_ARCTIC : T_TUNDRA);
- map_set_continent(x, y, 2);
- } do_in_map_pos_end;
- if (myrand(9) == 0) {
- do_in_map_pos(x, y, xn, map.ysize - 2) {
- map_set_terrain(x, y, myrand(9) > 0 ? T_TUNDRA : T_ARCTIC);
- map_set_continent(x, y, 2);
- } do_in_map_pos_end;
+ make_polar(TRUE);
+ assign_poles_numbers(); /* this set map.num_continents to 1 or 2 too */
+ /* clean no in poles continent island */
+ whole_map_iterate(mx, my) {
+ if (map_get_continent(mx, my) == 0
+ && !is_ocean(map_get_terrain(mx, my))) {
+ map_set_terrain(mx, my, T_OCEAN);
}
- }
- map.num_continents = 2;
- } else {
- map.num_continents = 0;
+ } whole_map_iterate_end;
}
make_island(0, 0, pstate, 0);
islands[2].starters = 0;
@@ -2315,29 +2356,27 @@
/* set midpoints of sides to avg of side's vertices plus a random factor */
/* unset points are zero, don't reset if set */
- if (hnat((x0 + x1) / 2, y0) == 0) {
- hnat((x0 + x1) / 2, y0)
- = (val[0][0] + val[1][0]) / 2 + myrand(step) - step / 2;
- }
- if (hnat((x0 + x1) /2, y1wrap) == 0) {
- hnat((x0 + x1) / 2, y1wrap)
- = (val[0][1] + val[1][1]) / 2 + myrand(step) - step / 2;
- }
- if (hnat(x0, (y0 + y1) / 2) == 0) {
- hnat(x0, (y0 + y1) / 2)
- = (val[0][0] + val[0][1]) / 2 + myrand(step) - step / 2;
- }
- if (hnat(x1wrap, (y0 + y1) / 2) == 0) {
- hnat(x1wrap, (y0 + y1) / 2)
- = (val[1][0] + val[1][1]) / 2 + myrand(step) - step / 2;
- }
+#define set_midpoints(X,Y,V) \
+ do_in_map_pos(map_x, map_y, (X), (Y)) { \
+ if( !near_singularity( map_x, map_y) && hnat((X), (Y)) == 0 ) { \
+ hnat((X), (Y)) = V; } \
+ } do_in_map_pos_end;
+
+ set_midpoints((x0 + x1)/2, y0,
+ (val[0][0] + val[1][0])/2 + myrand(step) - step/2);
+ set_midpoints((x0 + x1)/2, y1wrap,
+ (val[0][1] + val[1][1])/2 + myrand(step) - step/2);
+ set_midpoints(x0, (y0 + y1)/2,
+ (val[0][0] + val[0][1])/2 + myrand(step) - step/2);
+ set_midpoints(x1wrap, (y0 + y1)/2,
+ (val[1][0] + val[1][1])/2 + myrand(step) - step/2);
+
/* set middle to average of midpoints plus a random factor, if not set */
- if (hnat((x0 + x1) / 2, (y0 + y1) / 2) == 0) {
- hnat((x0 + x1) / 2, (y0 + y1) / 2)
- = (val[0][0] + val[0][1] + val[1][0] + val[1][1]) / 4
- + myrand(step) - step / 2;
- }
+ set_midpoints((x0 + x1)/2, (y0 + y1)/2,
+ (val[0][0] + val[0][1] + val[1][0]
+ + val[1][1])/4 + myrand(step) - step/2);
+
/* now call recursively on the four subrectangles */
gen5rec(2 * step / 3, x0, y0, (x1 + x0) / 2, (y1 + y0) / 2);
@@ -2375,6 +2414,8 @@
int xmax = map.xsize - (xnowrap ? 1 : 0);
int ymax = map.ysize - (ynowrap ? 1 : 0);
int xn, yn, minval;
+ int T=0;
+
/* just need something > log(max(xsize, ysize)) for the recursion */
int step = map.xsize + map.ysize;
/* edges are avoided more strongly as this increases */
@@ -2390,36 +2431,23 @@
/* set initial points */
for (xn = 0; xn < xdiv2; xn++) {
for (yn = 0; yn < ydiv2; yn++) {
- hnat(xn * xmax / xdiv, yn * ymax / ydiv)
- = myrand(2 * step) - (2 * step) / 2;
- }
- }
-
- /* if we aren't wrapping stay away from edges to some extent, try
- even harder to avoid the edges naturally if separatepoles is true */
- if (xnowrap) {
- for (yn = 0; yn < ydiv2; yn++) {
- hnat(0, yn * ymax / ydiv) -= avoidedge;
- hnat(xmax, yn * ymax / ydiv) -= avoidedge;
- if (map.separatepoles && has_poles) {
- hnat(2, yn * ymax / ydiv)
- = hnat(0, yn * ymax / ydiv) - myrand(3*avoidedge);
- hnat(xmax - 2, yn * ymax / ydiv)
- = hnat(xmax, yn * ymax / ydiv) - myrand(3 * avoidedge);
- }
- }
- }
-
- if (ynowrap) {
- for (xn = 0; xn < xdiv2; xn++) {
- hnat(xn * xmax / xdiv, 0) -= avoidedge;
- hnat(xn * xmax / xdiv, ymax) -= avoidedge;
- if (map.separatepoles && has_poles) {
- hnat(xn * xmax / xdiv, 2)
- = hnat(xn * xmax / xdiv, 0) - myrand(3 * avoidedge);
- hnat(xn * xmax / xdiv, ymax - 2)
- = hnat(xn * xmax / xdiv, ymax) - myrand(3 * avoidedge);
- }
+ do_in_map_pos(x, y, (xn * xmax / xdiv), (yn * ymax / ydiv)) {
+ /* set initial points */
+ hmap(x, y) =
+ myrand(2 * step) - (2 * step) / 2;
+
+ /* avoid edges (simplest topologicals singularities) */
+ if (near_singularity(x, y))
+ hmap(x, y ) -= avoidedge;
+
+ if (has_poles) {
+ T = map_clima(x, y);
+ if (map.separatepoles && T <= 10) {
+ hmap(x, y) -= myrand(3 * avoidedge);
+ /* separate poles */
+ }
+ }
+ } do_in_map_pos_end;
}
}
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., (continued)
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/07
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/07
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Jason Short, 2004/05/07
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/07
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Jason Short, 2004/05/07
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/07
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Jason Short, 2004/05/07
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/07
- [Freeciv-Dev] (PR#8624) New clima function to best handle terrain place, used to place poles., Jason Short, 2004/05/12
- [Freeciv-Dev] (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/12
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles.,
Marcelo Burda <=
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Jason Short, 2004/05/22
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Jason Short, 2004/05/22
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/23
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Jason Short, 2004/05/23
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/23
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/23
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/24
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/25
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/26
- [Freeciv-Dev] (PR#8624) New clima function to best handle terrain place, used to place poles., Jason Short, 2004/05/27
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