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1 | /* s_gen.c | |
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 | #include "sim.h" | |
63 | ||
64 | ||
65 | /* Generate Map */ | |
66 | ||
67 | ||
68 | #define WATER_LOW RIVER /* 2 */ | |
69 | #define WATER_HIGH LASTRIVEDGE /* 20 */ | |
70 | #define WOODS_LOW TREEBASE /* 21 */ | |
71 | #define WOODS_HIGH UNUSED_TRASH2 /* 39 */ | |
72 | ||
73 | ||
74 | short XStart, YStart, MapX, MapY; | |
75 | short Dir, LastDir; | |
76 | int TreeLevel = -1; /* level for tree creation */ | |
77 | int LakeLevel = -1; /* level for lake creation */ | |
78 | int CurveLevel = -1; /* level for river curviness */ | |
79 | int CreateIsland = -1; /* -1 => 10%, 0 => never, 1 => always */ | |
80 | ||
81 | ||
82 | GenerateNewCity(void) | |
83 | { | |
84 | GenerateSomeCity(Rand16()); | |
85 | } | |
86 | ||
87 | ||
88 | GenerateSomeCity(int r) | |
89 | { | |
90 | if (CityFileName != NULL) { | |
91 | ckfree(CityFileName); | |
92 | CityFileName = NULL; | |
93 | } | |
94 | ||
95 | gettimeofday(&start_time, NULL); | |
96 | ||
97 | GenerateMap(r); | |
98 | ScenarioID = 0; | |
99 | CityTime = 0; | |
100 | InitSimLoad = 2; | |
101 | DoInitialEval = 0; | |
102 | ||
103 | InitWillStuff(); | |
104 | ResetMapState(); | |
105 | ResetEditorState(); | |
106 | InvalidateEditors(); | |
107 | InvalidateMaps(); | |
108 | UpdateFunds(); | |
109 | DoSimInit(); | |
110 | Eval("UIDidGenerateNewCity"); | |
111 | Kick(); | |
112 | } | |
113 | ||
114 | ||
115 | ERand(short limit) | |
116 | { | |
117 | short x, z; | |
118 | ||
119 | z = Rand(limit); | |
120 | x = Rand(limit); | |
121 | if (z < x) | |
122 | return (z); | |
123 | return (x); | |
124 | } | |
125 | ||
126 | ||
127 | GenerateMap(int r) | |
128 | { | |
129 | SeedRand(r); | |
130 | ||
131 | if (CreateIsland < 0) { | |
132 | if (Rand(100) < 10) { /* chance that island is generated */ | |
133 | MakeIsland(); | |
134 | return; | |
135 | } | |
136 | } | |
137 | if (CreateIsland == 1) { | |
138 | MakeNakedIsland(); | |
139 | } else { | |
140 | ClearMap(); | |
141 | } | |
142 | GetRandStart(); | |
143 | if (CurveLevel != 0) { | |
144 | DoRivers(); | |
145 | } | |
146 | if (LakeLevel != 0) { | |
147 | MakeLakes(); | |
148 | } | |
149 | SmoothRiver(); | |
150 | if (TreeLevel != 0) { | |
151 | DoTrees(); | |
152 | } | |
153 | RandomlySeedRand(); | |
154 | } | |
155 | ||
156 | ||
157 | ClearMap(void) | |
158 | { | |
159 | register short x, y; | |
160 | ||
161 | for (x = 0; x < WORLD_X; x++) | |
162 | for (y = 0; y < WORLD_Y; y++) | |
163 | Map[x][y] = DIRT; | |
164 | } | |
165 | ||
166 | ||
167 | ClearUnnatural(void) | |
168 | { | |
169 | register short x, y; | |
170 | ||
171 | for (x = 0; x < WORLD_X; x++) { | |
172 | for (y = 0; y < WORLD_Y; y++) { | |
173 | if (Map[x][y] > WOODS) { | |
174 | Map[x][y] = DIRT; | |
175 | } | |
176 | } | |
177 | } | |
178 | } | |
179 | ||
180 | ||
181 | #define RADIUS 18 | |
182 | ||
183 | MakeNakedIsland() | |
184 | { | |
185 | register int x, y; | |
186 | ||
187 | for (x = 0; x < WORLD_X; x++) | |
188 | for (y = 0; y < WORLD_Y; y++) | |
189 | Map[x][y] = RIVER; | |
190 | for (x = 5; x < WORLD_X - 5; x++) | |
191 | for (y = 5; y < WORLD_Y - 5; y++) | |
192 | Map[x][y] = DIRT; | |
193 | for (x = 0; x < WORLD_X - 5; x += 2) { | |
194 | MapX = x ; | |
195 | MapY = ERand(RADIUS); | |
196 | BRivPlop(); | |
197 | MapY = (WORLD_Y - 10) - ERand(RADIUS); | |
198 | BRivPlop(); | |
199 | MapY = 0; | |
200 | SRivPlop(); | |
201 | MapY = (WORLD_Y - 6); | |
202 | SRivPlop(); | |
203 | } | |
204 | for (y = 0; y < WORLD_Y - 5; y += 2) { | |
205 | MapY = y ; | |
206 | MapX = ERand(RADIUS); | |
207 | BRivPlop(); | |
208 | MapX = (WORLD_X - 10) - ERand(RADIUS); | |
209 | BRivPlop(); | |
210 | MapX = 0; | |
211 | SRivPlop(); | |
212 | MapX = (WORLD_X - 6); | |
213 | SRivPlop(); | |
214 | } | |
215 | } | |
216 | ||
217 | ||
218 | MakeIsland(void) | |
219 | { | |
220 | MakeNakedIsland(); | |
221 | SmoothRiver(); | |
222 | DoTrees(); | |
223 | } | |
224 | ||
225 | ||
226 | MakeLakes(void) | |
227 | { | |
228 | short Lim1, Lim2, t, z; | |
229 | register short x, y; | |
230 | ||
231 | if (LakeLevel < 0) { | |
232 | Lim1 = Rand(10); | |
233 | } else { | |
234 | Lim1 = LakeLevel / 2; | |
235 | } | |
236 | for (t = 0; t < Lim1; t++) { | |
237 | x = Rand(WORLD_X - 21) + 10; | |
238 | y = Rand(WORLD_Y - 20) + 10; | |
239 | Lim2 = Rand(12) + 2; | |
240 | for (z = 0; z < Lim2; z++) { | |
241 | MapX = x - 6 + Rand(12); | |
242 | MapY = y - 6 + Rand(12); | |
243 | if (Rand(4)) | |
244 | SRivPlop(); | |
245 | else | |
246 | BRivPlop(); | |
247 | } | |
248 | } | |
249 | } | |
250 | ||
251 | ||
252 | GetRandStart(void) | |
253 | { | |
254 | XStart = 40 + Rand(WORLD_X - 80); | |
255 | YStart = 33 + Rand(WORLD_Y - 67); | |
256 | MapX = XStart; | |
257 | MapY = YStart; | |
258 | } | |
259 | ||
260 | ||
261 | MoveMap(short dir) | |
262 | { | |
263 | static short DirTab[2][8] = { { 0, 1, 1, 1, 0, -1, -1, -1}, | |
264 | {-1,-1, 0, 1, 1, 1, 0, -1} }; | |
265 | dir = dir & 7; | |
266 | MapX += DirTab[0][dir]; | |
267 | MapY += DirTab[1][dir]; | |
268 | } | |
269 | ||
270 | ||
271 | TreeSplash(short xloc, short yloc) | |
272 | { | |
273 | short dis, dir; | |
274 | register short xoff, yoff, z; | |
275 | ||
276 | if (TreeLevel < 0) { | |
277 | dis = Rand(150) + 50; | |
278 | } else { | |
279 | dis = Rand(100 + (TreeLevel * 2)) + 50; | |
280 | } | |
281 | MapX = xloc; | |
282 | MapY = yloc; | |
283 | for (z = 0; z < dis; z++) { | |
284 | dir = Rand(7); | |
285 | MoveMap(dir); | |
286 | if (!(TestBounds(MapX, MapY))) | |
287 | return; | |
288 | if ((Map[MapX][MapY] & LOMASK) == DIRT) | |
289 | Map[MapX][MapY] = WOODS + BLBNBIT; | |
290 | } | |
291 | } | |
292 | ||
293 | ||
294 | DoTrees(void) | |
295 | { | |
296 | short Amount, x, xloc, yloc; | |
297 | ||
298 | if (TreeLevel < 0) { | |
299 | Amount = Rand(100) + 50; | |
300 | } else { | |
301 | Amount = TreeLevel + 3; | |
302 | } | |
303 | for(x = 0; x < Amount; x++) { | |
304 | xloc = Rand(WORLD_X - 1); | |
305 | yloc = Rand(WORLD_Y - 1); | |
306 | TreeSplash(xloc, yloc); | |
307 | } | |
308 | SmoothTrees(); | |
309 | SmoothTrees(); | |
310 | } | |
311 | ||
312 | ||
313 | SmoothRiver(void) | |
314 | { | |
315 | static short DX[4] = {-1, 0, 1, 0}; | |
316 | static short DY[4] = { 0, 1, 0,-1}; | |
317 | static short REdTab[16] = { | |
318 | 13+BULLBIT, 13+BULLBIT, 17+BULLBIT, 15+BULLBIT, | |
319 | 5+BULLBIT, 2, 19+BULLBIT, 17+BULLBIT, | |
320 | 9+BULLBIT, 11+BULLBIT, 2, 13+BULLBIT, | |
321 | 7+BULLBIT, 9+BULLBIT, 5+BULLBIT, 2 }; | |
322 | short bitindex, z, Xtem, Ytem; | |
323 | register short temp, MapX, MapY; | |
324 | ||
325 | for (MapX = 0; MapX < WORLD_X; MapX++) { | |
326 | for (MapY = 0; MapY < WORLD_Y; MapY++) { | |
327 | if (Map[MapX][MapY] == REDGE) { | |
328 | bitindex = 0; | |
329 | for (z = 0; z < 4; z++) { | |
330 | bitindex = bitindex << 1; | |
331 | Xtem = MapX + DX[z]; | |
332 | Ytem = MapY + DY[z]; | |
333 | if (TestBounds(Xtem, Ytem) && | |
334 | ((Map[Xtem][Ytem] & LOMASK) != DIRT) && | |
335 | (((Map[Xtem][Ytem]&LOMASK) < WOODS_LOW) || | |
336 | ((Map[Xtem][Ytem]&LOMASK) > WOODS_HIGH))) | |
337 | bitindex++; | |
338 | } | |
339 | temp = REdTab[bitindex & 15]; | |
340 | if ((temp != RIVER) && (Rand(1))) | |
341 | temp++; | |
342 | Map[MapX][MapY] = temp; | |
343 | } | |
344 | } | |
345 | } | |
346 | } | |
347 | ||
348 | ||
349 | IsTree(int cell) | |
350 | { | |
351 | if (((cell & LOMASK) >= WOODS_LOW) && | |
352 | ((cell & LOMASK) <= WOODS_HIGH)) | |
353 | return TRUE; | |
354 | return FALSE; | |
355 | } | |
356 | ||
357 | ||
358 | SmoothTrees(void) | |
359 | { | |
360 | static short DX[4] = {-1, 0, 1, 0}; | |
361 | static short DY[4] = { 0, 1, 0,-1}; | |
362 | static short TEdTab[16] = { 0, 0, 0, 34, | |
363 | 0, 0, 36, 35, | |
364 | 0, 32, 0, 33, | |
365 | 30, 31, 29, 37 }; | |
366 | short bitindex, z, Xtem, Ytem; | |
367 | register short temp, MapX, MapY; | |
368 | ||
369 | for (MapX = 0; MapX < WORLD_X; MapX++) { | |
370 | for (MapY = 0; MapY < WORLD_Y; MapY++) { | |
371 | if (IsTree(Map[MapX][MapY])) { | |
372 | bitindex = 0; | |
373 | for (z = 0; z < 4; z++) { | |
374 | bitindex = bitindex << 1; | |
375 | Xtem = MapX + DX[z]; | |
376 | Ytem = MapY + DY[z]; | |
377 | if (TestBounds(Xtem, Ytem) && | |
378 | IsTree(Map[Xtem][Ytem])) { | |
379 | bitindex++; | |
380 | } | |
381 | } | |
382 | temp = TEdTab[bitindex & 15]; | |
383 | if (temp) { | |
384 | if (temp != WOODS) | |
385 | if ((MapX + MapY) & 1) | |
386 | temp = temp - 8; | |
387 | Map[MapX][MapY] = temp + BLBNBIT; | |
388 | } | |
389 | else Map[MapX][MapY] = temp; | |
390 | } | |
391 | } | |
392 | } | |
393 | } | |
394 | ||
395 | ||
396 | DoRivers(void) | |
397 | { | |
398 | ||
399 | LastDir = Rand(3); | |
400 | Dir = LastDir; | |
401 | DoBRiv(); | |
402 | MapX = XStart; | |
403 | MapY = YStart; | |
404 | LastDir = LastDir ^ 4; | |
405 | Dir = LastDir; | |
406 | DoBRiv(); | |
407 | MapX = XStart; | |
408 | MapY = YStart; | |
409 | LastDir = Rand(3); | |
410 | DoSRiv(); | |
411 | } | |
412 | ||
413 | ||
414 | DoBRiv(void) | |
415 | { | |
416 | int r1, r2; | |
417 | ||
418 | if (CurveLevel < 0) { | |
419 | r1 = 100; | |
420 | r2 = 200; | |
421 | } else { | |
422 | r1 = CurveLevel + 10; | |
423 | r2 = CurveLevel + 100; | |
424 | } | |
425 | ||
426 | while (TestBounds (MapX + 4, MapY + 4)) { | |
427 | BRivPlop(); | |
428 | if (Rand(r1) < 10) { | |
429 | Dir = LastDir; | |
430 | } else { | |
431 | if (Rand(r2) > 90) Dir++; | |
432 | if (Rand(r2) > 90) Dir--; | |
433 | } | |
434 | MoveMap(Dir); | |
435 | } | |
436 | } | |
437 | ||
438 | ||
439 | DoSRiv(void) | |
440 | { | |
441 | int r1, r2; | |
442 | ||
443 | if (CurveLevel < 0) { | |
444 | r1 = 100; | |
445 | r2 = 200; | |
446 | } else { | |
447 | r1 = CurveLevel + 10; | |
448 | r2 = CurveLevel + 100; | |
449 | } | |
450 | ||
451 | while (TestBounds (MapX + 3, MapY + 3)) { | |
452 | SRivPlop(); | |
453 | if (Rand(r1) < 10) { | |
454 | Dir = LastDir; | |
455 | } else { | |
456 | if (Rand(r2) > 90) Dir++; | |
457 | if (Rand(r2) > 90) Dir--; | |
458 | } | |
459 | MoveMap(Dir); | |
460 | } | |
461 | } | |
462 | ||
463 | ||
464 | PutOnMap(short Mchar, short Xoff, short Yoff) | |
465 | { | |
466 | register short Xloc, Yloc, temp; | |
467 | ||
468 | if (Mchar == 0) | |
469 | return; | |
470 | Xloc = MapX + Xoff; | |
471 | Yloc = MapY + Yoff; | |
472 | if (TestBounds(Xloc, Yloc) == FALSE) | |
473 | return; | |
474 | if (temp = Map[Xloc][Yloc]) { | |
475 | temp = temp & LOMASK; | |
476 | if (temp == RIVER) | |
477 | if (Mchar != CHANNEL) | |
478 | return; | |
479 | if (temp == CHANNEL) | |
480 | return; | |
481 | } | |
482 | Map[Xloc][Yloc] = Mchar; | |
483 | } | |
484 | ||
485 | ||
486 | BRivPlop(void) | |
487 | { | |
488 | static short BRMatrix[9][9] = { | |
489 | { 0, 0, 0, 3, 3, 3, 0, 0, 0 }, | |
490 | { 0, 0, 3, 2, 2, 2, 3, 0, 0 }, | |
491 | { 0, 3, 2, 2, 2, 2, 2, 3, 0 }, | |
492 | { 3, 2, 2, 2, 2, 2, 2, 2, 3 }, | |
493 | { 3, 2, 2, 2, 4, 2, 2, 2, 3 }, | |
494 | { 3, 2, 2, 2, 2, 2, 2, 2, 3 }, | |
495 | { 0, 3, 2, 2, 2, 2, 2, 3, 0 }, | |
496 | { 0, 0, 3, 2, 2, 2, 3, 0, 0 }, | |
497 | { 0, 0, 0, 3, 3, 3, 0, 0, 0 } }; | |
498 | short x, y; | |
499 | ||
500 | for (x = 0; x < 9; x++) | |
501 | for (y = 0; y < 9; y++) | |
502 | PutOnMap(BRMatrix[y][x], x, y); | |
503 | } | |
504 | ||
505 | ||
506 | SRivPlop(void) | |
507 | { | |
508 | static short SRMatrix[6][6] = { | |
509 | { 0, 0, 3, 3, 0, 0 }, | |
510 | { 0, 3, 2, 2, 3, 0 }, | |
511 | { 3, 2, 2, 2, 2, 3 }, | |
512 | { 3, 2, 2, 2, 2, 3 }, | |
513 | { 0, 3, 2, 2, 3, 0 }, | |
514 | { 0, 0, 3, 3, 0, 0 } }; | |
515 | short x, y; | |
516 | ||
517 | for (x = 0; x < 6; x++) | |
518 | for (y = 0; y < 6; y++) | |
519 | PutOnMap(SRMatrix[y][x], x, y); | |
520 | } | |
521 | ||
522 | ||
523 | SmoothWater() | |
524 | { | |
525 | int x, y; | |
526 | ||
527 | for(x = 0; x < WORLD_X; x++) { | |
528 | for(y = 0; y < WORLD_Y; y++) { | |
529 | /* If water: */ | |
530 | if (((Map[x][y] & LOMASK) >= WATER_LOW) && | |
531 | ((Map[x][y] & LOMASK) <= WATER_HIGH)) { | |
532 | if (x > 0) { | |
533 | /* If nearest object is not water: */ | |
534 | if (((Map[x - 1][y] & LOMASK) < WATER_LOW) || | |
535 | ((Map[x - 1][y] & LOMASK) > WATER_HIGH)) { | |
536 | goto edge; | |
537 | } | |
538 | } | |
539 | if (x < (WORLD_X - 1)) { | |
540 | /* If nearest object is not water: */ | |
541 | if (((Map[x+1][y]&LOMASK) < WATER_LOW) || | |
542 | ((Map[x+1][y]&LOMASK) > WATER_HIGH)) { | |
543 | goto edge; | |
544 | } | |
545 | } | |
546 | if (y > 0) { | |
547 | /* If nearest object is not water: */ | |
548 | if (((Map[x][y - 1] & LOMASK) < WATER_LOW) || | |
549 | ((Map[x][y-1]&LOMASK) > WATER_HIGH)) { | |
550 | goto edge; | |
551 | } | |
552 | } | |
553 | if (y < (WORLD_Y - 1)) { | |
554 | /* If nearest object is not water: */ | |
555 | if (((Map[x][y + 1] & LOMASK) < WATER_LOW) || | |
556 | ((Map[x][y + 1] & LOMASK) > WATER_HIGH)) { | |
557 | edge: | |
558 | Map[x][y]=REDGE; /* set river edge */ | |
559 | continue; | |
560 | } | |
561 | } | |
562 | } | |
563 | } | |
564 | } | |
565 | for (x = 0; x < WORLD_X; x++) { | |
566 | for (y = 0; y < WORLD_Y; y++) { | |
567 | /* If water which is not a channel: */ | |
568 | if (((Map[x][y] & LOMASK) != CHANNEL) && | |
569 | ((Map[x][y] & LOMASK) >= WATER_LOW) && | |
570 | ((Map[x][y] & LOMASK) <= WATER_HIGH)) { | |
571 | if (x > 0) { | |
572 | /* If nearest object is not water; */ | |
573 | if (((Map[x - 1][y] & LOMASK) < WATER_LOW) || | |
574 | ((Map[x - 1][y] & LOMASK) > WATER_HIGH)) { | |
575 | continue; | |
576 | } | |
577 | } | |
578 | if (x < (WORLD_X - 1)) { | |
579 | /* If nearest object is not water: */ | |
580 | if (((Map[x + 1][y] & LOMASK) < WATER_LOW) || | |
581 | ((Map[x + 1][y] & LOMASK) > WATER_HIGH)) { | |
582 | continue; | |
583 | } | |
584 | } | |
585 | if (y > 0) { | |
586 | /* If nearest object is not water: */ | |
587 | if (((Map[x][y - 1] & LOMASK) < WATER_LOW) || | |
588 | ((Map[x][y - 1] & LOMASK) > WATER_HIGH)) { | |
589 | continue; | |
590 | } | |
591 | } | |
592 | if (y < (WORLD_Y - 1)) { | |
593 | /* If nearest object is not water: */ | |
594 | if (((Map[x][y + 1] & LOMASK) < WATER_LOW) || | |
595 | ((Map[x][y + 1] & LOMASK) > WATER_HIGH)) { | |
596 | continue; | |
597 | } | |
598 | } | |
599 | Map[x][y] = RIVER; /* make it a river */ | |
600 | } | |
601 | } | |
602 | } | |
603 | for (x = 0; x < WORLD_X; x++) { | |
604 | for (y = 0; y < WORLD_Y; y++) { | |
605 | /* If woods: */ | |
606 | if (((Map[x][y] & LOMASK) >= WOODS_LOW) && | |
607 | ((Map[x][y] & LOMASK) <= WOODS_HIGH)) { | |
608 | if (x > 0) { | |
609 | /* If nearest object is water: */ | |
610 | if ((Map[x - 1][y] == RIVER) || | |
611 | (Map[x - 1][y] == CHANNEL)) { | |
612 | Map[x][y] = REDGE; /* make it water's edge */ | |
613 | continue; | |
614 | } | |
615 | } | |
616 | if (x < (WORLD_X - 1)) { | |
617 | /* If nearest object is water: */ | |
618 | if ((Map[x + 1][y] == RIVER) || | |
619 | (Map[x + 1][y] == CHANNEL)) { | |
620 | Map[x][y] = REDGE; /* make it water's edge */ | |
621 | continue; | |
622 | } | |
623 | } | |
624 | if (y > 0) { | |
625 | /* If nearest object is water: */ | |
626 | if ((Map[x][y - 1] == RIVER) || | |
627 | (Map[x][y - 1] == CHANNEL)) { | |
628 | Map[x][y] = REDGE; /* make it water's edge */ | |
629 | continue; | |
630 | } | |
631 | } | |
632 | if (y < (WORLD_Y - 1)) { | |
633 | /* If nearest object is water; */ | |
634 | if ((Map[x][y + 1] == RIVER) || | |
635 | (Map[x][y + 1] == CHANNEL)) { | |
636 | Map[x][y] = REDGE; /* make it water's edge */ | |
637 | continue; | |
638 | } | |
639 | } | |
640 | } | |
641 | } | |
642 | } | |
643 | } |