[Freeciv-Dev] (PR#9799) PATCH: rewrited adjust_map()
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Subject: |
[Freeciv-Dev] (PR#9799) PATCH: rewrited adjust_map() |
From: |
"Marcelo Burda" <mburda@xxxxxxxxx> |
Date: |
Wed, 1 Sep 2004 02:40:54 -0700 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=9799 >
Best comment and names
diff -ruN -Xfreeciv/diff_ignore freeciv/common/map.h freeciv_/common/map.h
--- freeciv/common/map.h 2004-08-26 20:37:52.000000000 +0200
+++ freeciv_/common/map.h 2004-09-01 09:00:52.100705080 +0200
@@ -229,7 +229,7 @@
void reset_move_costs(int x, int y);
/* Maximum value of index (for sanity checks and allocations) */
-#define MAX_MAP_INDEX map.xsize * map.ysize
+#define MAX_MAP_INDEX (map.xsize * map.ysize)
#ifdef DEBUG
#define CHECK_MAP_POS(x,y) assert(is_normal_map_pos((x),(y)))
diff -ruN -Xfreeciv/diff_ignore freeciv/server/mapgen.c freeciv_/server/mapgen.c
--- freeciv/server/mapgen.c 2004-08-28 18:50:49.000000000 +0200
+++ freeciv_/server/mapgen.c 2004-09-01 09:28:54.889882240 +0200
@@ -63,7 +63,7 @@
static void mapgenerator4(void);
static void mapgenerator5(void);
static void smooth_map(void);
-static void adjust_map(void);
+static void adjust_hmap(void);
static void adjust_terrain_param(void);
#define RIVERS_MAXTRIES 32767
@@ -75,8 +75,18 @@
A value of 2 means river. -Erik Sigra */
static int *river_map;
+/*******************************************************************
+ * Height map information
+ ******************************************************************/
static int *height_map;
-static int maxval=0;
+/* maximum value for height_map after be adjusted */
+static const int hmap_max_level = 1000;
+/* after call make_land(), this is the level of sea in height_map */
+static int hmap_shore_level = 0;
+/* after call make_mountains(), this the minimum level where mountains and hill
+ probably will placed */
+static int hmap_mountain_level = 0;
+
static int forests=0;
struct isledata {
@@ -106,6 +116,17 @@
? MAX_TEMP * (3 + 2 * SQSIZE) / (100 * SQSIZE) \
: 5 * MAX_TEMP / 100 /* 5% for all maps */)
+/********************************************************************
+ * used to initialize a array with some value
+ ********************************************************************/
+#define INITIALIZE_ARRAY(_a, _size, _val) \
+ { \
+ int _ini_index = 0; \
+ for(; _ini_index < (_size);_ini_index++) { \
+ (_a)[_ini_index] = (_val); \
+ } \
+ }
+
/****************************************************************************
Returns the temperature of this map position. This is a value in the
range of 0 to MAX_TEMP (inclusive).
@@ -293,28 +314,12 @@
the map.mountains value, so increase map.mountains and you'll get more
hills and mountains (and vice versa).
**************************************************************************/
-static void make_mountains(int thill)
+static void make_mountains(void)
{
- int mount;
- int j;
-
- for (j = 0; j < 10; j++) {
- mount = 0;
- whole_map_iterate(x, y) {
- if (hmap(x, y) > thill) {
- mount++;
- }
- } whole_map_iterate_end;
- if (mount < (map_num_tiles() * map.mountains) / 1000) {
- thill *= 95;
- } else {
- thill *= 105;
- }
- thill /= 100;
- }
-
+ hmap_mountain_level = ((hmap_max_level - hmap_shore_level)
+ * (100 - map.mountains)) / 100 + hmap_shore_level;
whole_map_iterate(x, y) {
- if (hmap(x, y) > thill && !is_ocean(map_get_terrain(x,y))) {
+ if (hmap(x, y) > hmap_mountain_level && !is_ocean(map_get_terrain(x,y))) {
/* Randomly place hills and mountains on "high" tiles. But don't
* put hills near the poles (they're too green). */
if (myrand(100) > 75
@@ -527,7 +532,7 @@
}
rand_map_pos(&x, &y);
if (not_placed(x, y)
- && hmap(x, y) < (maxval * 60) / 100) {
+ && hmap(x, y) < (hmap_max_level * 60) / 100) {
map_set_terrain(x, y, T_SWAMP);
cardinal_adjc_iterate(x, y, x1, y1) {
if (myrand(10) > 5 && !is_ocean(map_get_terrain(x1, y1))
@@ -1135,37 +1140,20 @@
**************************************************************************/
static void make_land(void)
{
- int tres;
- int count=0;
- int total = (map_num_tiles() * map.landpercent) / 100;
- int forever=0;
-
- adjust_map();
+ adjust_hmap();
normalize_hmap_poles();
- tres = (maxval * map.landpercent) / 100;
-
- do {
- forever++;
- if (forever>50) break; /* loop elimination */
- count=0;
- whole_map_iterate(x, y) {
- if (hmap(x, y) < tres)
- map_set_terrain(x, y, T_OCEAN);
- else {
- map_set_terrain(x, y, T_NOT_PLACED);
- count++;
- }
- } whole_map_iterate_end;
- if (count>total)
- tres*=11;
- else
- tres*=9;
- tres/=10;
- } while (abs(total-count)> maxval/40);
+ hmap_shore_level = (hmap_max_level *(100 - map.landpercent)) / 100;
+ whole_map_iterate(x, y) {
+ if (hmap(x, y) < hmap_shore_level) {
+ map_set_terrain(x, y, T_OCEAN);
+ } else {
+ map_set_terrain(x, y, T_NOT_PLACED);
+ }
+ } whole_map_iterate_end;
renormalize_hmap_poles();
make_polar_land(); /* make extra land at poles*/
- make_mountains(maxval*8/10);
+ make_mountains();
make_arctic();
make_tundra();
make_forests();
@@ -1643,25 +1631,47 @@
}
/**************************************************************************
- Adjust the map so that its minimum height is 0. This raises or lowers
- every position by a fixed amount and sets the "maxval" global variable
- to hold the maximum height.
+ Change the values of height map, so that they contain ranking of each
+ tile scaled to [0 .. hmap_max_level].
+ The lowest 20% of tiles will have values lower than 0.2 * hmap_max_level.
+ slope can globaly be estiamted as
+ hmap_max_level * sqrt(number_of_islands) / linear_size_of_map
**************************************************************************/
-static void adjust_map(void)
+static void adjust_hmap(void)
{
- int minval = maxval = hnat(0, 0);
+ int min = hnat(0, 0), max = min;
/* Determine minimum and maximum heights. */
whole_map_iterate(x, y) {
- maxval = MAX(maxval, hmap(x, y));
- minval = MIN(minval, hmap(x, y));
+ max = MAX(max, hmap(x, y));
+ min = MIN(min, hmap(x, y));
} whole_map_iterate_end;
- /* Translate heights so the minimum height is 0. */
- maxval -= minval;
- whole_map_iterate(x, y) {
- hmap(x, y) -= minval;
- } whole_map_iterate_end;
+ {
+ int const size = 1 + max - min;
+ int i, count = 0, frequencies[size];
+
+ INITIALIZE_ARRAY(frequencies, size, 0);
+
+ /* Translate heights so the minimum height is 0
+ and count the number of accurnecies in all values to initialise the
+ frequencies[] (frequency is the right word in probability for it) */
+ whole_map_iterate(x, y) {
+ hmap(x, y) = (hmap(x, y) - min);
+ frequencies[hmap(x, y)]++;
+ } whole_map_iterate_end;
+
+ /* create the linearize function as "incremental" frequencies */
+ for(i = 0; i < size; i++) {
+ count += frequencies[i];
+ frequencies[i] = (count * hmap_max_level ) / MAX_MAP_INDEX;
+ }
+
+ /* apply the linearize function */
+ whole_map_iterate(x, y) {
+ hmap(x, y) = frequencies[hmap(x, y)];
+ } whole_map_iterate_end;
+ }
}
/**************************************************************************
- [Freeciv-Dev] Re: (PR#9799) PATCH: rewrited adjust_map(), Marcelo Burda, 2004/09/01
- [Freeciv-Dev] Re: (PR#9799) PATCH: rewrited adjust_map(), Marcelo Burda, 2004/09/01
- [Freeciv-Dev] (PR#9799) PATCH: rewrited adjust_map(),
Marcelo Burda <=
- [Freeciv-Dev] Re: (PR#9799) PATCH: rewrited adjust_map(), Jason Short, 2004/09/01
- [Freeciv-Dev] Re: (PR#9799) PATCH: rewrited adjust_map(), Marcelo Burda, 2004/09/01
- [Freeciv-Dev] Re: (PR#9799) PATCH: rewrited adjust_map(), Marcelo Burda, 2004/09/01
- [Freeciv-Dev] Re: (PR#9799) PATCH: rewrited adjust_map(), Jason Short, 2004/09/01
- [Freeciv-Dev] Re: (PR#9799) PATCH: rewrited adjust_map(), Marcelo Burda, 2004/09/01
- [Freeciv-Dev] (PR#9799) PATCH: rewrited adjust_map(), Marcelo Burda via RT, 2004/09/01
- [Freeciv-Dev] (PR#9799) ITC: PATCH: rewrited adjust_map(), Mateusz Stefek, 2004/09/01
- [Freeciv-Dev] Re: (PR#9799) ITC: PATCH: rewrited adjust_map(), Jason Short, 2004/09/01
- [Freeciv-Dev] Re: (PR#9799) ITC: PATCH: rewrited adjust_map(), Marcelo Burda, 2004/09/02
- [Freeciv-Dev] (PR#9799) PATCH: adjust_map rewritten, Mateusz Stefek, 2004/09/02
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