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1 | /* terragen.c: Terrain generator |
2 | * | |
3 | * Micropolis, Unix Version. This game was released for the Unix platform | |
4 | * in or about 1990 and has been modified for inclusion in the One Laptop | |
5 | * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If | |
6 | * you need assistance with this program, you may contact: | |
7 | * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org. | |
8 | * | |
9 | * This program is free software: you can redistribute it and/or modify | |
10 | * it under the terms of the GNU General Public License as published by | |
11 | * the Free Software Foundation, either version 3 of the License, or (at | |
12 | * your option) any later version. | |
13 | * | |
14 | * This program is distributed in the hope that it will be useful, but | |
15 | * WITHOUT ANY WARRANTY; without even the implied warranty of | |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
17 | * General Public License for more details. You should have received a | |
18 | * copy of the GNU General Public License along with this program. If | |
19 | * not, see <http://www.gnu.org/licenses/>. | |
20 | * | |
21 | * ADDITIONAL TERMS per GNU GPL Section 7 | |
22 | * | |
23 | * No trademark or publicity rights are granted. This license does NOT | |
24 | * give you any right, title or interest in the trademark SimCity or any | |
25 | * other Electronic Arts trademark. You may not distribute any | |
26 | * modification of this program using the trademark SimCity or claim any | |
27 | * affliation or association with Electronic Arts Inc. or its employees. | |
28 | * | |
29 | * Any propagation or conveyance of this program must include this | |
30 | * copyright notice and these terms. | |
31 | * | |
32 | * If you convey this program (or any modifications of it) and assume | |
33 | * contractual liability for the program to recipients of it, you agree | |
34 | * to indemnify Electronic Arts for any liability that those contractual | |
35 | * assumptions impose on Electronic Arts. | |
36 | * | |
37 | * You may not misrepresent the origins of this program; modified | |
38 | * versions of the program must be marked as such and not identified as | |
39 | * the original program. | |
40 | * | |
41 | * This disclaimer supplements the one included in the General Public | |
42 | * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS | |
43 | * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY | |
44 | * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF | |
45 | * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS | |
46 | * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES, | |
47 | * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY, | |
48 | * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY | |
49 | * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING, | |
50 | * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST | |
51 | * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL | |
52 | * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE | |
53 | * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE | |
54 | * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE | |
55 | * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR | |
56 | * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME | |
57 | * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED | |
58 | * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A | |
59 | * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY | |
60 | * NOT APPLY TO YOU. | |
61 | */ | |
62 | ||
63 | /* Micropolis simulator code. Copyright 1988, 1989 Maxis, Will Wright */ | |
64 | /* modified by Paul Schmidt 10-89 to implement terrain editor quickly... - rax */ | |
65 | ||
66 | #include "..\sim\sim.h" | |
67 | ||
68 | #define TRUE 1 | |
69 | #define FALSE 0 | |
70 | #define WORLD_X 120 | |
71 | #define WORLD_Y 100 | |
72 | #define RIVER 2 | |
73 | #define REDGE 3 | |
74 | #define CHANNEL 4 | |
75 | #define WOODS 37 | |
76 | #define BL 4096 | |
77 | #define BN 8192 | |
78 | #define BLN BL+BN | |
79 | ||
80 | #define WATER_LOW 2 /* range for water */ | |
81 | #define WATER_HIGH 20 | |
82 | #define WOODS_LOW 21 /* range for woods */ | |
83 | #define WOODS_HIGH 39 | |
84 | ||
85 | static int XStart, YStart; | |
86 | static int Dir, LastDir; | |
87 | ||
88 | /* trash values for GRand() */ | |
89 | static int GRanArray[5] = { 1018,4521,202,419,3 }; | |
90 | ||
91 | extern int treeLevel; /* level for tree creation (terra.c) */ | |
92 | extern int lakeLevel; /* level for lake creation (terra.c) */ | |
93 | extern int curvLevel; /* level for river curviness (terra.c) */ | |
94 | ||
95 | rax_ClearMap() | |
96 | { | |
97 | register int x, y; | |
98 | ||
99 | for (x=0; x<WORLD_X; x++) | |
100 | for (y=0; y<WORLD_Y; y++) | |
101 | Map[x][y] = 0; | |
102 | } | |
103 | ||
104 | rax_WaterEdges() /* set water edges */ | |
105 | { | |
106 | register int x,y; /* temporary counters */ | |
107 | ||
108 | for(x=0;x < WORLD_X;x++) { | |
109 | for(y=0;y < WORLD_Y;y++) { | |
110 | if((Map[x][y]&LOMASK) >= WATER_LOW && (Map[x][y]&LOMASK) <= WATER_HIGH) { /* if water */ | |
111 | if(x > 0) { | |
112 | if((Map[x-1][y]&LOMASK) < WATER_LOW || (Map[x-1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ | |
113 | goto edge; | |
114 | } | |
115 | } | |
116 | if(x < WORLD_X-1) { | |
117 | if((Map[x+1][y]&LOMASK) < WATER_LOW || (Map[x+1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ | |
118 | goto edge; | |
119 | } | |
120 | } | |
121 | if(y > 0) { | |
122 | if((Map[x][y-1]&LOMASK) < WATER_LOW || (Map[x][y-1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ | |
123 | goto edge; | |
124 | } | |
125 | } | |
126 | if(y < WORLD_Y-1) { | |
127 | if((Map[x][y+1]&LOMASK) < WATER_LOW || (Map[x][y+1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ | |
128 | edge: | |
129 | Map[x][y]=REDGE; /* set river edge */ | |
130 | continue; | |
131 | } | |
132 | } | |
133 | } | |
134 | } | |
135 | } | |
136 | for(x=0;x < WORLD_X;x++) { | |
137 | for(y=0;y < WORLD_Y;y++) { | |
138 | if((Map[x][y]&LOMASK) != CHANNEL && (Map[x][y]&LOMASK) >= WATER_LOW && (Map[x][y]&LOMASK) <= WATER_HIGH) { /* if water which is not a channel */ | |
139 | if(x > 0) { | |
140 | if((Map[x-1][y]&LOMASK) < WATER_LOW || (Map[x-1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ | |
141 | continue; | |
142 | } | |
143 | } | |
144 | if(x < WORLD_X-1) { | |
145 | if((Map[x+1][y]&LOMASK) < WATER_LOW || (Map[x+1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ | |
146 | continue; | |
147 | } | |
148 | } | |
149 | if(y > 0) { | |
150 | if((Map[x][y-1]&LOMASK) < WATER_LOW || (Map[x][y-1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ | |
151 | continue; | |
152 | } | |
153 | } | |
154 | if(y < WORLD_Y-1) { | |
155 | if((Map[x][y+1]&LOMASK) < WATER_LOW || (Map[x][y+1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ | |
156 | continue; | |
157 | } | |
158 | } | |
159 | Map[x][y]=RIVER; /* make it a river */ | |
160 | } | |
161 | } | |
162 | } | |
163 | for(x=0;x < WORLD_X;x++) { | |
164 | for(y=0;y < WORLD_Y;y++) { | |
165 | if((Map[x][y]&LOMASK) >= WOODS_LOW && (Map[x][y]&LOMASK) <= WOODS_HIGH) { /* if woods */ | |
166 | if(x > 0) { | |
167 | if(Map[x-1][y] == RIVER || Map[x-1][y] == CHANNEL) { /* if nearest object is water */ | |
168 | Map[x][y]=REDGE; /* make it water's edge */ | |
169 | continue; | |
170 | } | |
171 | } | |
172 | if(x < WORLD_X-1) { | |
173 | if(Map[x+1][y] == RIVER || Map[x+1][y] == CHANNEL) { /* if nearest object is water */ | |
174 | Map[x][y]=REDGE; /* make it water's edge */ | |
175 | continue; | |
176 | } | |
177 | } | |
178 | if(y > 0) { | |
179 | if(Map[x][y-1] == RIVER || Map[x][y-1] == CHANNEL) { /* if nearest object is water */ | |
180 | Map[x][y]=REDGE; /* make it water's edge */ | |
181 | continue; | |
182 | } | |
183 | } | |
184 | if(y < WORLD_Y-1) { | |
185 | if(Map[x][y+1] == RIVER || Map[x][y+1] == CHANNEL) { /* if nearest object is water */ | |
186 | Map[x][y]=REDGE; /* make it water's edge */ | |
187 | continue; | |
188 | } | |
189 | } | |
190 | } | |
191 | } | |
192 | } | |
193 | } | |
194 | ||
195 | #define RADIUS 18 | |
196 | ||
197 | rax_MakeIsland() | |
198 | { | |
199 | register int x,y,z; | |
200 | ||
201 | for (x=0; x<WORLD_X; x++) | |
202 | for (y=0; y<WORLD_Y; y++) | |
203 | Map[x][y] = RIVER; | |
204 | for (x=5; x<WORLD_X-5; x++) | |
205 | for (y=5; y<WORLD_Y-5; y++) | |
206 | Map[x][y] = 0; | |
207 | for (x=0; x<WORLD_X-5; x+=2) { | |
208 | MapX= x ; | |
209 | MapY= rax_EGRand(RADIUS); | |
210 | rax_BRivPlop(); | |
211 | MapY= 90-rax_EGRand(RADIUS); | |
212 | rax_BRivPlop(); | |
213 | MapY= 0; | |
214 | rax_SRivPlop(); | |
215 | MapY= 94; | |
216 | rax_SRivPlop(); | |
217 | } | |
218 | for (y=0; y<WORLD_Y-5; y+=2) { | |
219 | MapY= y ; | |
220 | MapX= rax_EGRand(RADIUS); | |
221 | rax_BRivPlop(); | |
222 | MapX= 110-rax_EGRand(RADIUS); | |
223 | rax_BRivPlop(); | |
224 | MapX= 0; | |
225 | rax_SRivPlop(); | |
226 | MapX= 114; | |
227 | rax_SRivPlop(); | |
228 | } | |
229 | } | |
230 | ||
231 | rax_MakeLakes() | |
232 | { | |
233 | int Lim1, Lim2, t, z; | |
234 | register int x, y; | |
235 | ||
236 | /* Lim1 = rax_GRand(10); /**/ | |
237 | Lim1=lakeLevel/2; | |
238 | for (t = 0; t < Lim1; t++) { | |
239 | x = rax_GRand(99) + 10; | |
240 | y = rax_GRand(80) + 10; | |
241 | Lim2 = rax_GRand(12)+2; | |
242 | for (z = 0; z < Lim2; z++) { | |
243 | MapX = x - 6 + rax_GRand(12); | |
244 | MapY = y - 6 + rax_GRand(12); | |
245 | if (rax_GRand(4)) rax_SRivPlop(); | |
246 | else rax_BRivPlop(); | |
247 | } | |
248 | } | |
249 | } | |
250 | ||
251 | rax_GetRandStart() | |
252 | { | |
253 | XStart = 40 + rax_GRand(40); | |
254 | YStart = 33 + rax_GRand(33); | |
255 | MapX = XStart; | |
256 | MapY = YStart; | |
257 | } | |
258 | ||
259 | rax_DoTrees() | |
260 | { | |
261 | int x,xloc,yloc; | |
262 | ||
263 | for(x=0;x < (treeLevel*3);x++) { | |
264 | xloc=rax_GRand(119); | |
265 | yloc=rax_GRand(99); | |
266 | rax_TreeSplash(xloc,yloc); | |
267 | } | |
268 | rax_SmoothTrees(); | |
269 | rax_SmoothTrees(); | |
270 | } | |
271 | ||
272 | rax_TreeSplash(xloc,yloc) | |
273 | int xloc,yloc; | |
274 | { | |
275 | int Dis, Dir; | |
276 | register int xoff, yoff,z; | |
277 | ||
278 | Dis = rax_GRand(100+(treeLevel*2))+50; | |
279 | MapX = xloc; | |
280 | MapY = yloc; | |
281 | for (z=0; z<Dis; z++) { | |
282 | Dir = rax_GRand(7); | |
283 | rax_MoveMap(Dir); | |
284 | if (!(rax_TestBounds(MapX,MapY))) return; | |
285 | if (Map[MapX][MapY] == 0) Map[MapX][MapY] = WOODS+ BLN; | |
286 | } | |
287 | } | |
288 | ||
289 | rax_SmoothRiver() | |
290 | { | |
291 | static int DX[4] = {-1, 0, 1, 0}; | |
292 | static int DY[4] = { 0, 1, 0,-1}; | |
293 | static int REdTab[16] = { 13+BL,13+BL,17+BL,15+BL,5+BL,2,19+BL, | |
294 | 17+BL,9+BL,11+BL,2,13+BL,7+BL,9+BL,5+BL,2}; | |
295 | int bitindex, z,Xtem,Ytem; | |
296 | register int temp,MapX,MapY; | |
297 | ||
298 | for (MapX = 0; MapX < WORLD_X; MapX++) | |
299 | for (MapY = 0; MapY < WORLD_Y; MapY++) | |
300 | if (Map[MapX][MapY] == REDGE) { | |
301 | bitindex = 0; | |
302 | for (z=0; z<4; z++) { | |
303 | bitindex = bitindex << 1; | |
304 | Xtem = MapX + DX[z]; | |
305 | Ytem = MapY + DY[z]; | |
306 | if (rax_TestBounds(Xtem, Ytem)) | |
307 | /* if(Map[Xtem][Ytem]) bitindex++; /* original code */ | |
308 | if((Map[Xtem][Ytem]&LOMASK) && ((Map[Xtem][Ytem]&LOMASK) < WOODS_LOW || (Map[Xtem][Ytem]&LOMASK) > WOODS_HIGH)) bitindex++; /* new code - rax */ | |
309 | } | |
310 | temp = REdTab[bitindex & 15]; | |
311 | if ((temp != 2) && (rax_GRand(1))) temp++; | |
312 | Map[MapX][MapY] = temp; | |
313 | } | |
314 | } | |
315 | ||
316 | IsTree(cell) /* return TRUE or FALSE if cell value is a tree cell */ | |
317 | register int cell; | |
318 | { | |
319 | if((cell&LOMASK) >= WOODS_LOW && (cell&LOMASK) <= WOODS_HIGH) return TRUE; else return FALSE; | |
320 | } | |
321 | ||
322 | rax_SmoothTrees() | |
323 | { | |
324 | static int DX[4] = {-1, 0, 1, 0}; | |
325 | static int DY[4] = { 0, 1, 0,-1}; | |
326 | static int TEdTab[16] = {0,0,0,34,0,0,36,35,0,32,0,33,30,31,29,37}; | |
327 | int bitindex, z,Xtem,Ytem; | |
328 | register int temp,MapX,MapY; | |
329 | ||
330 | for (MapX = 0; MapX < WORLD_X; MapX++) | |
331 | for (MapY = 0; MapY < WORLD_Y; MapY++) | |
332 | if (IsTree(Map[MapX][MapY])) { | |
333 | bitindex = 0; | |
334 | for (z=0; z<4; z++) { | |
335 | bitindex = bitindex << 1; | |
336 | Xtem = MapX + DX[z]; | |
337 | Ytem = MapY + DY[z]; | |
338 | if (rax_TestBounds(Xtem, Ytem)) | |
339 | if(IsTree(Map[Xtem][Ytem])) bitindex++; | |
340 | ||
341 | } | |
342 | temp = TEdTab[bitindex & 15]; | |
343 | if (temp) { | |
344 | if (temp != 37) | |
345 | if ((MapX+MapY) & 1) | |
346 | temp = temp-8; | |
347 | Map[MapX][MapY] = temp+BLN; | |
348 | } | |
349 | else Map[MapX][MapY] = temp; | |
350 | } | |
351 | } | |
352 | ||
353 | rax_DoRivers() | |
354 | { | |
355 | LastDir = rax_GRand(3); | |
356 | Dir = LastDir; | |
357 | rax_DoBRiv(); | |
358 | MapX = XStart; | |
359 | MapY = YStart; | |
360 | LastDir = LastDir ^ 4; | |
361 | Dir = LastDir; | |
362 | rax_DoBRiv(); | |
363 | MapX = XStart; | |
364 | MapY = YStart; | |
365 | LastDir = rax_GRand(3); | |
366 | rax_DoSRiv(); | |
367 | } | |
368 | ||
369 | rax_DoBRiv() | |
370 | { | |
371 | while(rax_TestBounds (MapX+4, MapY+4)) { | |
372 | rax_BRivPlop(); | |
373 | if(rax_GRand(curvLevel+10) < 10) { | |
374 | Dir=LastDir; | |
375 | } else { | |
376 | if(rax_GRand(curvLevel+100) > 90) { | |
377 | Dir++; | |
378 | } | |
379 | if(rax_GRand(curvLevel+100) > 90) { | |
380 | Dir--; | |
381 | } | |
382 | } | |
383 | rax_MoveMap(Dir); | |
384 | } | |
385 | } | |
386 | ||
387 | rax_DoSRiv() | |
388 | { | |
389 | while(rax_TestBounds (MapX+3, MapY+3)) { | |
390 | rax_SRivPlop(); | |
391 | if(rax_GRand(curvLevel+10) < 10) { | |
392 | Dir=LastDir; | |
393 | } else { | |
394 | if(rax_GRand(curvLevel+100) > 90) { | |
395 | Dir++; | |
396 | } | |
397 | if(rax_GRand(curvLevel+100) > 90) { | |
398 | Dir--; | |
399 | } | |
400 | } | |
401 | rax_MoveMap(Dir); | |
402 | } | |
403 | } | |
404 | ||
405 | rax_MoveMap (dir) | |
406 | int dir; | |
407 | { | |
408 | static int DirTab[2][8] ={ { 0, 1, 1, 1, 0, -1, -1, -1}, | |
409 | {-1,-1, 0, 1, 1, 1, 0, -1} }; | |
410 | dir = dir & 7; | |
411 | MapX += DirTab[0][dir]; | |
412 | MapY += DirTab[1][dir]; | |
413 | } | |
414 | ||
415 | ||
416 | ||
417 | ||
418 | rax_BRivPlop() | |
419 | { | |
420 | static int BRMatrix[9][9] ={ | |
421 | {0,0,0,3,3,3,0,0,0}, | |
422 | {0,0,3,2,2,2,3,0,0}, | |
423 | {0,3,2,2,2,2,2,3,0}, | |
424 | {3,2,2,2,2,2,2,2,3}, | |
425 | {3,2,2,2,4,2,2,2,3}, | |
426 | {3,2,2,2,2,2,2,2,3}, | |
427 | {0,3,2,2,2,2,2,3,0}, | |
428 | {0,0,3,2,2,2,3,0,0}, | |
429 | {0,0,0,3,3,3,0,0,0} }; | |
430 | int x, y; | |
431 | ||
432 | for (x=0; x<9; x++) | |
433 | for (y=0; y<9; y++) | |
434 | rax_PutOnMap (BRMatrix[y][x], x, y); | |
435 | } | |
436 | ||
437 | rax_SRivPlop() | |
438 | { | |
439 | static int SRMatrix[6][6] ={ | |
440 | {0,0,3,3,0,0}, | |
441 | {0,3,2,2,3,0}, | |
442 | {3,2,2,2,2,3}, | |
443 | {3,2,2,2,2,3}, | |
444 | {0,3,2,2,3,0}, | |
445 | {0,0,3,3,0,0} }; | |
446 | int x, y; | |
447 | ||
448 | for (x=0; x<6; x++) | |
449 | for (y=0; y<6; y++) | |
450 | rax_PutOnMap (SRMatrix[y][x], x, y); | |
451 | } | |
452 | ||
453 | rax_PutOnMap (Mchar, Xoff, Yoff) | |
454 | int Mchar, Xoff, Yoff; | |
455 | { | |
456 | register int Xloc, Yloc, temp; | |
457 | ||
458 | if (Mchar == 0) return; | |
459 | Xloc = MapX + Xoff; | |
460 | Yloc = MapY + Yoff; | |
461 | if (rax_TestBounds (Xloc, Yloc) == FALSE) return (FALSE); | |
462 | if (temp = Map [Xloc][Yloc]) { | |
463 | temp = temp & 1023; | |
464 | if (temp == RIVER) | |
465 | if (Mchar != CHANNEL) | |
466 | return (FALSE); | |
467 | if (temp == CHANNEL) return (FALSE); | |
468 | } | |
469 | Map [Xloc][Yloc] = Mchar; | |
470 | } | |
471 | ||
472 | rax_TestBounds(x, y) | |
473 | register int x, y; | |
474 | { | |
475 | if ((( x >= 0) && (x < WORLD_X)) && (( y >= 0) && (y < WORLD_Y))) | |
476 | return (TRUE); | |
477 | return (FALSE); | |
478 | } | |
479 | ||
480 | ||
481 | ||
482 | rax_EGRand(limit) | |
483 | int limit; | |
484 | { | |
485 | int x,z; | |
486 | ||
487 | z= rax_GRand(limit); | |
488 | x= rax_GRand(limit); | |
489 | if (z < x) return(z); | |
490 | return(x); | |
491 | } | |
492 | ||
493 | #define RANMASK 32767 | |
494 | ||
495 | rax_GRand(range) /* stupid but works */ | |
496 | int range; | |
497 | { | |
498 | register x, newv, divisor; | |
499 | ||
500 | divisor = RANMASK/ (range+1); | |
501 | newv = 0; | |
502 | for (x=4; x!=0; x--) | |
503 | newv += (GRanArray[x] = GRanArray[x-1]); | |
504 | GRanArray[0] = newv; | |
505 | x = (newv & RANMASK) / divisor; | |
506 | if (x > range) return(range); | |
507 | return(x); | |
508 | } |