[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: |
Mon, 24 May 2004 09:09:46 -0700 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=8624 >
Le dim 23/05/2004 à 10:01, Jason Short a écrit :
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8624 >
>
> Marcelo Burda wrote:
>
> >>2. Clima isn't an english word. I guess it's French or Flemish? What
> >>can we call this function in english? Or maybe we can invent a new term
> >>(at least that way it's unique), but in that case we have to make sure
> >>it's well defined.
> >
> > french-spanish clima is translated to climates/climes, you think
> > temperature is best?
>
> Temperature is okay. Or we can keep clima and define it in the docs
> somewhere.
>
done (temperature)
> >> Also x_2 is not a good
> >>name.
>
done
> >>5.
> >>
> >>+ return 150 * (x * x * y + x * y * y) - 50 * (x * x * x + y * y * y) +
> >>+ 150 * (x * x + y * y);
> >>
> >>This needs some explanation. Does this come from the Pierce projection?
> >>
done
> >
> > This is symplt a mathematical equation to make poles as 2 separate
> > cercles and equator whit a shape of squere, this whit a area
> > proportionality.
> > i am create it to be exatly i want.
>
> Well, I understand that it does what you want it to :-). But I need
> some explanation of the math. A picture would be especially nice.
>
> >>9. In this code:
> >>
> >>- 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 */
> >>
> >>why? And can you avoid the reference to T_ARCTIC here?
> >
> > simply there is not posible to make big rivers on poles, i can define a
> > class of tiles ice and chek for it to make rivers end at poles, ice is
> > water.
> > if i avoid this very long rivers are create on circle poles, and the
> > number of rivers on land is reduced, very bad!
>
> This should be fixed in the ruleset by removing rivers from arctic
> entirely. See the CanHavePoles terrain flag.
>
> Maybe this should be done for civ1 and civ2 also, I dunno.
>
not done.
this force me to modify too mach for a litle change, i think make best
thing later
intrucing some diff types of ice (as ocean - sea)
> >>13. The poles are very large. Particularly in the standard case it's
> >>just wasteful to put lots of arctic tiles up there. I'm really not sure
> >>what to do about this.
> >
> > mmmm poles are 20%, we can reduce it to 10%(or less) if separate poles
> > option is actived for clasical topologies, the poles are less
> > interesting in clasical topos spetialy when separated.
> > for circle poles i think we can make somethig interesting, spetial
> > wonders as "Scott voayage" to reduce lost danger, create spetialist
> > civilizations than can expand on these climes. probably we can whait a
> > litle befor reduce poles less than a 20% exept for the separatepoles
> > classic topos
>
> For cylinder maps the poles should generally be 1-2 tiles in size (like
> they are now). This is hard to measure as a percentage. Several
> choices come to mind:
>
done
> - Calculate the polar percentage based on the map size. So if
> ysize==100 then you have 2% to 4% poles.
>
> - Clip off some of the poles, based on the map size.
>
> The second choice may be hard to understand, but think of it like this:
> in the hagworld scenario (included in CVS) Antarctica is huge. Although
> realistic this isn't helpful for gameplay. You could cut off the bottom
> 3 rows of tiles and nobody would notice.
>
> In a torus this isn't a problem because the poles are actually done to
> scale.
>
> ---
>
> There's another minor problem because your temperature value only has
> 100 possible choices. But on a large map you can have xsize==200. So
> there's not as much resolution to the temperature measurement as there
> is to the map.
>
> So maybe the temperature value should either be a double, or should be
> on a 0-1000 scale.
>
> I doubt anyone would ever notice this problem but if mapgen starts using
> finer gradients they wouldn't work right.
>
> jason
this code make nice result, i am thinking in furter tuning
i need to think who make best playables poles, wonders and specific tech
and units!?
separate poles work but is not rigourus, that simply is not needed
has_poles is used as !alltemperate map this will change to a server
option if wanted
--
. / . ' , . (*) ' ` ' ` .
| , | ` , . , ' 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 2004-05-24 13:00:27.000000000 +0200
@@ -1547,3 +1547,23 @@
map_distance_vector(&diff_x, &diff_y, start_x, start_y, end_x, end_y);
return (diff_x == 0) || (diff_y == 0);
}
+
+/****************************************************************************
+ A "SINGULAR position" is any map position that have a anormal number of
+ tiles in the radius of dist
+ arg need to be normalized_map_pos
+****************************************************************************/
+bool is_singular_map_pos(int map_x, int map_y, int dist)
+{
+ CHECK_MAP_POS(map_x, map_y);
+ do_in_natural_pos(ntl_x, ntl_y, map_x, map_y) {
+ /* in natural coordinates dist from borders are / 2 */
+ dist = topo_has_flag(TF_ISO) ? (2 * dist) : dist;
+
+ return (!topo_has_flag(TF_WRAPX)
+ && (ntl_x < dist || ntl_x >= NATURAL_WIDTH - dist))
+ ||
+ (!topo_has_flag(TF_WRAPY)
+ && (ntl_y < dist || ntl_y >= NATURAL_HEIGHT - dist));
+ } do_in_natural_pos_end;
+}
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 2004-05-23 15:45:00.000000000 +0200
@@ -312,7 +312,7 @@
bool contains_special(enum tile_special_type all,
enum tile_special_type to_test_for);
-
+bool is_singular_map_pos(int map_x, int map_y, int dist);
bool normalize_map_pos(int *x, int *y);
void nearest_real_pos(int *x, int *y);
void map_distance_vector(int *dx, int *dy, int x0, int y0, int x1, int y1);
@@ -734,4 +734,5 @@
} 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 2004-05-24 19:46:53.000000000 +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 +88,171 @@
/* 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
+ *************************************************************************/
+
+static int map_temperature(int map_x, int map_y)
+{
+ double x, y;
+
+ if(!has_poles) { return 50; } /* is a all temperate map */
+
+ 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
+ */
+
+ /* we fold the map to get the base symetries
+ ......
+ :c__c:
+ :____:
+ :____:
+ :c__c:
+ ......
+
+
+ x, y vars form 0.0 to 1.0 map a folded representation of the map
+ were C are all corners
+ ...>x
+ :C_
+ :__
+ V
+ y
+
+ */
+
+ x = ( ntl_x > (NATURAL_WIDTH / 2 - 1)
+ ? NATURAL_WIDTH - 1.0 - (double)ntl_x
+ : (double)ntl_x)
+ / ((NATURAL_WIDTH / 2 - 1));
+ y = ( ntl_y > (NATURAL_HEIGHT / 2 - 1)
+ ? NATURAL_HEIGHT - 1.0 - (double)ntl_y
+ : (double)ntl_y)
+ / (NATURAL_HEIGHT / 2 - 1);
+ } 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 ( /,\)
+ ........
+ :N /\ N:
+ : / \ :
+ :/ SS \:
+ :\ SS /: .....
+ : \ / :
+ :N \/ N:
+ ''''''''
+ */
+ /* generator 2 work best if the center of the map is free of island(poles)*/
+ x = 1.0 - x;
+ /* poles (N,S) and equator ( /,\)
+ ........
+ :\ NN /:
+ : \ / :
+ :S \/ S:
+ :S /\ S: .....
+ : / \ :
+ :/ NN \:
+ ''''''''
+ */
+
+ /*
+ then we can fold it in diagonal:
+ */
+
+ if (x + y > 1.0) {
+ x = 1.0 - x;
+ y = 1.0 - y;
+ }
+
+ /* now the x and y variables work in 1/8 of the maps
+ .....
+ :P /
+ : /
+ :/
+ where P is N and S poles
+ */
+
+ /*
+ these math make poles with a shapes of 1/4circle on "P"
+ and equator as shape of rifht line on "/"
+ */
+ return 150.0 * (x * x * y + x * y * y) - 50.0 * (x * x * x + y * y * y) +
+ 150.0 * (x * x + y * y);
+
+}
+
+/* **************************************************************
+ * return random map coordinates where climate 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 temperature_filter(int map_x, int map_y, void *T_)
+{
+
+ const int T = map_temperature( map_x, map_y);
+ return T >= ((int *)T_)[0] && T <= ((int *)T_)[1] ;
+}
+
+static bool rand_map_pos_temperature( int *map_x, int *map_y,
+ int T_min, int T_max)
+{
+ int T_[2];
+
+ /* no poles, all temperate */
+ if(!has_poles) {
+ rand_map_pos( map_x, map_y);
+ return T_min <= 50 && 50 <= T_max;
+ }
+
+ T_[0] = T_min;
+ T_[1] = T_max;
+ return rand_map_pos_filtered( map_x, map_y, T_, temperature_filter);
+}
+
+
+/* ************************************************************
+ * Return TRUE if the map in a city radius 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, CITY_MAP_RADIUS) ;
+}
+
/**************************************************************************
make_mountains() will convert all squares that are higher than thill to
mountains and hills. Notice that thill will be adjusted according to
@@ -113,9 +278,9 @@
whole_map_iterate(x, y) {
if (hmap(x, y) > thill && !is_ocean(map_get_terrain(x,y))) {
- if (myrand(100)>75)
+ if (myrand(100)>75 || map_temperature(x, y) <= 10 )
map_set_terrain(x, y, T_MOUNTAINS);
- else if (myrand(100)>25)
+ else if (myrand(100)>25)
map_set_terrain(x, y, T_HILLS);
}
} whole_map_iterate_end;
@@ -123,54 +288,75 @@
/**************************************************************************
add arctic and tundra squares in the arctic zone.
- (that is the top 10%, and low 10% of the map)
-**************************************************************************/
-static void make_polar(void)
-{
- 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);
+ (that is the coolest 10% of the map)
+ if make_polar(TRUE) we texture the pole (tundra and mount)
+ (hmap not exist or flated to separate poles ))
+ if false we only make a basse terrains to be texture later
+**************************************************************************/
+#define SQSIZE MAX(1, sqrt( map.xsize * map.ysize / 1000))
+#define ICE_BASE_LEVEL (/* if poles are strips */ \
+ (!topo_has_flag(TF_WRAPX) || !topo_has_flag(TF_WRAPY)) \
+ ? (3 + 2 * SQSIZE) / SQSIZE /* 5% for litle maps 2% for bigs */ \
+ /* else */ \
+ : 5 /* 5% for all maps */)
+static void make_polar(bool texture )
+{
+ struct tile *ptile;
+ int T;
+ if(texture) {
+ whole_map_iterate(map_x, map_y) {
+ T = map_temperature(map_x, map_y); /* temperature parameter */
+ ptile = map_get_tile(map_x, map_y);
+ if (T < ICE_BASE_LEVEL) { /* get the coldest part of the map */
+ if (ptile->terrain != T_MOUNTAINS)
+ ptile->terrain = T_ARCTIC;
+ } else if ((T <= 1.5 * ICE_BASE_LEVEL)
+ && (ptile->terrain == T_OCEAN) ) {
+ ptile->terrain = T_ARCTIC;
+ } else if (T <= 2 * ICE_BASE_LEVEL) {
+ if (ptile->terrain == T_OCEAN) {
+ if (myrand(10) > 5) {
+ ptile->terrain = T_ARCTIC;
+ } else if (myrand(10) > 6) {
+ ptile->terrain = T_TUNDRA;
+ }
+ } else if (myrand(10) > 0 && ptile->terrain != T_MOUNTAINS) {
+ 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;
+ } else {
+ whole_map_iterate(map_x, map_y) {
+ T = map_temperature(map_x, map_y); /* temperature parameter */
+ ptile = map_get_tile(map_x, map_y);
+ if (T < 1.5 *ICE_BASE_LEVEL) {
+ ptile->terrain = T_GRASSLAND;
+ } else if ((T <= 2 * ICE_BASE_LEVEL) && myrand(10) > 4 ) {
+ ptile->terrain = T_GRASSLAND;
+ }
+ } whole_map_iterate_end;
}
}
+/*************************************************************************
+ create tundra and artic in cold zones
+*************************************************************************/
+static void make_tundra(void)
+{
+ whole_map_iterate(x, y) {
+ int T = map_temperature(x, y);
+ if (map_get_terrain(x, y) == T_GRASSLAND && myrand(20) > T)
+ map_set_terrain(x, y, T_TUNDRA);
+ } whole_map_iterate_end;
+}
+static void make_arctic(void)
+{
+ whole_map_iterate(x, y) {
+ int T = map_temperature(x, y);
+ if (map_get_terrain(x, y) == T_GRASSLAND
+ && myrand(15) > T - ICE_BASE_LEVEL && T <= 3 * ICE_BASE_LEVEL )
+ map_set_terrain(x, y, T_ARCTIC);
+ } whole_map_iterate_end;
+}
/**************************************************************************
recursively generate deserts, i use the heights of the map, to make the
@@ -199,16 +385,12 @@
**************************************************************************/
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_temperature(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 > 80 && myrand(100) > 50 - 3 * (T - 80)) {
map_set_terrain(map_x, map_y, T_JUNGLE);
} else {
map_set_terrain(map_x, map_y, T_FOREST);
@@ -236,19 +418,19 @@
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) {
- make_forest(x, y, hmap(x, y), 25);
- } do_in_map_pos_end;
+ if( rand_map_pos_temperature(&x, &y, 10, 90)) {
+ if (map_get_terrain(x, y) == T_GRASSLAND) {
+ make_forest(x, y, hmap(x, y), 25);
+ }
+ } else {
+ return;/* if rand_map_pos_temperature is false this never will be true*/
+ }
+ if( rand_map_pos_temperature(&x, &y, 20, 80) ) {
+ if (map_get_terrain(x, y) == T_GRASSLAND) {
+ make_forest(x, y, hmap(x, y), 25);
}
+ } else {
+ /* noting there first if as larger temp range */
}
} while (forests < forestsize);
}
@@ -270,10 +452,11 @@
if (map_get_terrain(x, y)==T_GRASSLAND && hmap(x, y)<(maxval*60)/100) {
map_set_terrain(x, y, T_SWAMP);
cartesian_adjacent_iterate(x, y, x1, y1) {
- if (myrand(10) > 5 && !is_ocean(map_get_terrain(x1, y1))) {
- map_set_terrain(x1, y1, T_SWAMP);
+ if (myrand(10) > 5 && !is_ocean(map_get_terrain(x1, y1))
+ && map_get_terrain(x1, y1) != T_SWAMP ) {
+ map_set_terrain(x1, y1, T_SWAMP);
+ swamps++;
}
- /* maybe this should increment i too? */
} cartesian_adjacent_iterate_end;
swamps++;
}
@@ -286,30 +469,23 @@
static void make_deserts(void)
{
int x,y,i,j;
- i=map.deserts;
- j=0;
+ i = map.deserts;
+ j = 0;
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_map_pos_temperature(&x, &y, 65, 80)){
/* If there are no poles we can pick any location to be a desert. */
rand_map_pos(&x, &y);
}
/* If it's a grassland square call make_desert here. We loop repeatedly
* since we may not always find grassland. */
- if (map_get_terrain(x, y)==T_GRASSLAND) {
+ if (map_get_terrain(x, y) == T_GRASSLAND) {
make_desert(x,y, hmap(x, y), 50);
i--;
}
@@ -561,8 +737,10 @@
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_temperature(x, y) < 8)) { /*rivers end at poles */
freelog(LOG_DEBUG,
"The river ended at (%d, %d).\n", x, y);
return TRUE;
@@ -678,7 +856,7 @@
* 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
@@ -798,41 +976,6 @@
map_set_terrain(x, y, T_PLAINS);
} 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
@@ -901,17 +1044,15 @@
tres*=9;
tres/=10;
} while (abs(total-count)> maxval/40);
- if (map.separatepoles && has_poles) {
- make_passable();
- }
+ make_polar(map.separatepoles); /* make extra land at poles, add texture
+ if separated else make base land*/
make_mountains(maxval*8/10);
+ make_arctic();
+ make_tundra();
make_forests();
make_swamps();
make_deserts();
make_plains();
- if (has_poles) {
- make_polar();
- }
make_fair();
make_rivers();
}
@@ -975,8 +1116,6 @@
/**************************************************************************
Assign continent numbers to all tiles.
- 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, and continents
have numbers 1 to map.num_continents _inclusive_).
Note this is not used by generators 2,3 or 4 at map creation
@@ -984,34 +1123,20 @@
**************************************************************************/
void assign_continent_numbers(void)
{
- int isle = 1;
-
+ map.num_continents = 0;
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;
- }
-
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 +1185,13 @@
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) */
@@ -1087,8 +1205,9 @@
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) {
- /* (x1, y1) belongs to a non-startable continent */
+ if (map_get_continent(x1, y1) < 1
+ || map_temperature(x1, y1) <= 2 * ICE_BASE_LEVEL) {
+ /* (x1, y1) too cold*/
continue;
}
for (j = 0; j < seen_conts; j++) {
@@ -1118,7 +1237,7 @@
/* 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 +1249,7 @@
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 +1278,7 @@
"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 +1413,8 @@
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 +1479,10 @@
{
whole_map_iterate(x, y) {
hmap(x, y) -= minval;
+
+ if(near_singularity(x, y)) {
+ hmap(x, y) = 0;
+ }
} whole_map_iterate_end;
}
@@ -1374,6 +1493,7 @@
{
int i;
int minval=5000000;
+
height_map=fc_malloc (sizeof(int)*map.xsize*map.ysize);
whole_map_iterate(x, y) {
@@ -1384,7 +1504,13 @@
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_temperature(x, y) <= 2 * ICE_BASE_LEVEL)) {
+ hmap(x, y) -= myrand(5000);
+ } else {
+ hmap(x, y) += myrand(5000);
+ }
if ((i % 100) == 0) {
smooth_map();
}
@@ -1484,21 +1610,18 @@
**************************************************************************/
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_map_pos_temperature(&x, &y, 2 * ICE_BASE_LEVEL + 1, 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 +1646,24 @@
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 +1944,8 @@
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) {
@@ -1999,8 +2115,6 @@
**************************************************************************/
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));
@@ -2011,31 +2125,8 @@
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;
- }
- }
- map.num_continents = 2;
- } else {
- map.num_continents = 0;
+ make_polar(TRUE);
+ assign_continent_numbers(); /* set poles numbers */
}
make_island(0, 0, pstate, 0);
islands[2].starters = 0;
@@ -2315,29 +2406,27 @@
/* 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 +2464,8 @@
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 +2481,23 @@
/* 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_temperature(x, y);
+ if (map.separatepoles && T <= 2 * ICE_BASE_LEVEL) {
+ 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] (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, 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., 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 <=
- [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
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/27
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/27
- [Freeciv-Dev] (PR#8624) New clima function to best handle terrain place, used to place poles., Jason Short, 2004/05/27
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/28
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/29
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Jason Short, 2004/05/29
- [Freeciv-Dev] Re: (PR#8624) New clima function to best handle terrain place, used to place poles., Marcelo Burda, 2004/05/29
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