Mercurial > hg > openttd
annotate src/tgp.cpp @ 11436:caf4456fbbf3 draft
(svn r15794) -Codechange: remove the DoDrawString part of the old text drawing API
author | rubidium <rubidium@openttd.org> |
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date | Sat, 21 Mar 2009 22:46:17 +0000 |
parents | 10653704cdaa |
children | d1ed749a9ce5 |
rev | line source |
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1 /* $Id$ */ |
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2 |
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3 /** @file tgp.cpp OTTD Perlin Noise Landscape Generator, aka TerraGenesis Perlin */ |
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4 |
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5 #include "stdafx.h" |
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6 #include <math.h> |
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7 #include "clear_map.h" |
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8 #include "void_map.h" |
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9 #include "genworld.h" |
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10 #include "core/alloc_func.hpp" |
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11 #include "core/random_func.hpp" |
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12 #include "landscape_type.h" |
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13 #include "settings_type.h" |
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14 |
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15 /* |
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16 * |
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17 * Quickie guide to Perlin Noise |
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18 * Perlin noise is a predictable pseudo random number sequence. By generating |
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19 * it in 2 dimensions, it becomes a useful random map, that for a given seed |
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20 * and starting X & Y is entirely predictable. On the face of it, that may not |
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21 * be useful. However, it means that if you want to replay a map in a different |
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22 * terrain, or just vary the sea level, you just re-run the generator with the |
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23 * same seed. The seed is an int32, and is randomised on each run of New Game. |
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24 * The Scenario Generator does not randomise the value, so that you can |
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25 * experiment with one terrain until you are happy, or click "Random" for a new |
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26 * random seed. |
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27 * |
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28 * Perlin Noise is a series of "octaves" of random noise added together. By |
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29 * reducing the amplitude of the noise with each octave, the first octave of |
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30 * noise defines the main terrain sweep, the next the ripples on that, and the |
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31 * next the ripples on that. I use 6 octaves, with the amplitude controlled by |
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32 * a power ratio, usually known as a persistence or p value. This I vary by the |
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33 * smoothness selection, as can be seen in the table below. The closer to 1, |
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34 * the more of that octave is added. Each octave is however raised to the power |
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35 * of its position in the list, so the last entry in the "smooth" row, 0.35, is |
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36 * raised to the power of 6, so can only add 0.001838... of the amplitude to |
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37 * the running total. |
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38 * |
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39 * In other words; the first p value sets the general shape of the terrain, the |
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40 * second sets the major variations to that, ... until finally the smallest |
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41 * bumps are added. |
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42 * |
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43 * Usefully, this routine is totally scaleable; so when 32bpp comes along, the |
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44 * terrain can be as bumpy as you like! It is also infinitely expandable; a |
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45 * single random seed terrain continues in X & Y as far as you care to |
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46 * calculate. In theory, we could use just one seed value, but randomly select |
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47 * where in the Perlin XY space we use for the terrain. Personally I prefer |
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48 * using a simple (0, 0) to (X, Y), with a varying seed. |
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49 * |
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50 * |
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51 * Other things i have had to do: mountainous wasnt mountainous enough, and |
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52 * since we only have 0..15 heights available, I add a second generated map |
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53 * (with a modified seed), onto the original. This generally raises the |
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54 * terrain, which then needs scaling back down. Overall effect is a general |
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55 * uplift. |
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56 * |
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57 * However, the values on the top of mountains are then almost guaranteed to go |
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58 * too high, so large flat plateaus appeared at height 15. To counter this, I |
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59 * scale all heights above 12 to proportion up to 15. It still makes the |
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60 * mountains have flatish tops, rather than craggy peaks, but at least they |
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61 * arent smooth as glass. |
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62 * |
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63 * |
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64 * For a full discussion of Perlin Noise, please visit: |
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65 * http://freespace.virgin.net/hugo.elias/models/m_perlin.htm |
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66 * |
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67 * |
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68 * Evolution II |
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69 * |
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70 * The algorithm as described in the above link suggests to compute each tile height |
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71 * as composition of several noise waves. Some of them are computed directly by |
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72 * noise(x, y) function, some are calculated using linear approximation. Our |
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73 * first implementation of perlin_noise_2D() used 4 noise(x, y) calls plus |
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74 * 3 linear interpolations. It was called 6 times for each tile. This was a bit |
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75 * CPU expensive. |
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76 * |
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77 * The following implementation uses optimized algorithm that should produce |
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78 * the same quality result with much less computations, but more memory accesses. |
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79 * The overal speedup should be 300% to 800% depending on CPU and memory speed. |
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80 * |
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81 * I will try to explain it on the example below: |
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82 * |
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83 * Have a map of 4 x 4 tiles, our simplifiead noise generator produces only two |
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84 * values -1 and +1, use 3 octaves with wave lenght 1, 2 and 4, with amplitudes |
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85 * 3, 2, 1. Original algorithm produces: |
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86 * |
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87 * h00 = lerp(lerp(-3, 3, 0/4), lerp(3, -3, 0/4), 0/4) + lerp(lerp(-2, 2, 0/2), lerp( 2, -2, 0/2), 0/2) + -1 = lerp(-3.0, 3.0, 0/4) + lerp(-2, 2, 0/2) + -1 = -3.0 + -2 + -1 = -6.0 |
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88 * h01 = lerp(lerp(-3, 3, 1/4), lerp(3, -3, 1/4), 0/4) + lerp(lerp(-2, 2, 1/2), lerp( 2, -2, 1/2), 0/2) + 1 = lerp(-1.5, 1.5, 0/4) + lerp( 0, 0, 0/2) + 1 = -1.5 + 0 + 1 = -0.5 |
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89 * h02 = lerp(lerp(-3, 3, 2/4), lerp(3, -3, 2/4), 0/4) + lerp(lerp( 2, -2, 0/2), lerp(-2, 2, 0/2), 0/2) + -1 = lerp( 0, 0, 0/4) + lerp( 2, -2, 0/2) + -1 = 0 + 2 + -1 = 1.0 |
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90 * h03 = lerp(lerp(-3, 3, 3/4), lerp(3, -3, 3/4), 0/4) + lerp(lerp( 2, -2, 1/2), lerp(-2, 2, 1/2), 0/2) + 1 = lerp( 1.5, -1.5, 0/4) + lerp( 0, 0, 0/2) + 1 = 1.5 + 0 + 1 = 2.5 |
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91 * |
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92 * h10 = lerp(lerp(-3, 3, 0/4), lerp(3, -3, 0/4), 1/4) + lerp(lerp(-2, 2, 0/2), lerp( 2, -2, 0/2), 1/2) + 1 = lerp(-3.0, 3.0, 1/4) + lerp(-2, 2, 1/2) + 1 = -1.5 + 0 + 1 = -0.5 |
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93 * h11 = lerp(lerp(-3, 3, 1/4), lerp(3, -3, 1/4), 1/4) + lerp(lerp(-2, 2, 1/2), lerp( 2, -2, 1/2), 1/2) + -1 = lerp(-1.5, 1.5, 1/4) + lerp( 0, 0, 1/2) + -1 = -0.75 + 0 + -1 = -1.75 |
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94 * h12 = lerp(lerp(-3, 3, 2/4), lerp(3, -3, 2/4), 1/4) + lerp(lerp( 2, -2, 0/2), lerp(-2, 2, 0/2), 1/2) + 1 = lerp( 0, 0, 1/4) + lerp( 2, -2, 1/2) + 1 = 0 + 0 + 1 = 1.0 |
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95 * h13 = lerp(lerp(-3, 3, 3/4), lerp(3, -3, 3/4), 1/4) + lerp(lerp( 2, -2, 1/2), lerp(-2, 2, 1/2), 1/2) + -1 = lerp( 1.5, -1.5, 1/4) + lerp( 0, 0, 1/2) + -1 = 0.75 + 0 + -1 = -0.25 |
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96 * |
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97 * |
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98 * Optimization 1: |
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99 * |
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100 * 1) we need to allocate a bit more tiles: (size_x + 1) * (size_y + 1) = (5 * 5): |
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101 * |
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102 * 2) setup corner values using amplitude 3 |
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103 * { -3.0 X X X 3.0 } |
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104 * { X X X X X } |
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105 * { X X X X X } |
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106 * { X X X X X } |
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107 * { 3.0 X X X -3.0 } |
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108 * |
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109 * 3a) interpolate values in the middle |
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110 * { -3.0 X 0.0 X 3.0 } |
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111 * { X X X X X } |
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112 * { 0.0 X 0.0 X 0.0 } |
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113 * { X X X X X } |
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114 * { 3.0 X 0.0 X -3.0 } |
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115 * |
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116 * 3b) add patches with amplitude 2 to them |
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117 * { -5.0 X 2.0 X 1.0 } |
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118 * { X X X X X } |
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119 * { 2.0 X -2.0 X 2.0 } |
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120 * { X X X X X } |
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121 * { 1.0 X 2.0 X -5.0 } |
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122 * |
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123 * 4a) interpolate values in the middle |
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124 * { -5.0 -1.5 2.0 1.5 1.0 } |
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125 * { -1.5 -0.75 0.0 0.75 1.5 } |
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126 * { 2.0 0.0 -2.0 0.0 2.0 } |
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127 * { 1.5 0.75 0.0 -0.75 -1.5 } |
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128 * { 1.0 1.5 2.0 -1.5 -5.0 } |
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129 * |
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130 * 4b) add patches with amplitude 1 to them |
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131 * { -6.0 -0.5 1.0 2.5 0.0 } |
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132 * { -0.5 -1.75 1.0 -0.25 2.5 } |
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133 * { 1.0 1.0 -3.0 1.0 1.0 } |
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134 * { 2.5 -0.25 1.0 -1.75 -0.5 } |
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135 * { 0.0 2.5 1.0 -0.5 -6.0 } |
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136 * |
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137 * |
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138 * |
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139 * Optimization 2: |
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140 * |
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141 * As you can see above, each noise function was called just once. Therefore |
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142 * we don't need to use noise function that calculates the noise from x, y and |
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143 * some prime. The same quality result we can obtain using standard Random() |
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144 * function instead. |
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145 * |
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146 */ |
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147 |
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148 #ifndef M_PI_2 |
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149 #define M_PI_2 1.57079632679489661923 |
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150 #define M_PI 3.14159265358979323846 |
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151 #endif /* M_PI_2 */ |
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152 |
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153 /** Fixed point type for heights */ |
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154 typedef int16 height_t; |
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155 static const int height_decimal_bits = 4; |
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156 static const height_t _invalid_height = -32768; |
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157 |
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158 /** Fixed point array for amplitudes (and percent values) */ |
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159 typedef int amplitude_t; |
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160 static const int amplitude_decimal_bits = 10; |
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161 |
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162 /** Height map - allocated array of heights (MapSizeX() + 1) x (MapSizeY() + 1) */ |
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163 struct HeightMap |
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164 { |
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165 height_t *h; //< array of heights |
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166 uint dim_x; //< height map size_x MapSizeX() + 1 |
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167 uint total_size; //< height map total size |
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168 uint size_x; //< MapSizeX() |
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169 uint size_y; //< MapSizeY() |
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170 |
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171 /** |
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172 * Height map accessor |
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173 * @param x X position |
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174 * @param y Y position |
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175 * @return height as fixed point number |
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176 */ |
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177 inline height_t &height(uint x, uint y) { |
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178 return h[x + y * dim_x]; |
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179 } |
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180 }; |
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181 |
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182 /** Global height map instance */ |
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183 static HeightMap _height_map = {NULL, 0, 0, 0, 0}; |
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184 |
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185 /** Conversion: int to height_t */ |
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186 #define I2H(i) ((i) << height_decimal_bits) |
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187 /** Conversion: height_t to int */ |
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188 #define H2I(i) ((i) >> height_decimal_bits) |
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189 |
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190 /** Conversion: int to amplitude_t */ |
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191 #define I2A(i) ((i) << amplitude_decimal_bits) |
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192 /** Conversion: amplitude_t to int */ |
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193 #define A2I(i) ((i) >> amplitude_decimal_bits) |
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194 |
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195 /** Conversion: amplitude_t to height_t */ |
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196 #define A2H(a) ((a) >> (amplitude_decimal_bits - height_decimal_bits)) |
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197 |
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198 |
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199 /** Walk through all items of _height_map.h */ |
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200 #define FOR_ALL_TILES_IN_HEIGHT(h) for (h = _height_map.h; h < &_height_map.h[_height_map.total_size]; h++) |
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201 |
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202 /** Maximum index into array of noise amplitudes */ |
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203 static const int TGP_FREQUENCY_MAX = 6; |
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204 |
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205 /** Noise amplitudes (multiplied by 1024) |
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206 * - indexed by "smoothness setting" and log2(frequency) */ |
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207 static const amplitude_t _amplitudes_by_smoothness_and_frequency[4][TGP_FREQUENCY_MAX + 1] = { |
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208 /* lowest frequncy.... ...highest (every corner) */ |
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209 /* Very smooth */ |
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210 {16000, 5600, 1968, 688, 240, 16, 16}, |
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211 /* Smooth */ |
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212 {16000, 16000, 6448, 3200, 1024, 128, 16}, |
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213 /* Rough */ |
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214 {16000, 19200, 12800, 8000, 3200, 256, 64}, |
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215 /* Very Rough */ |
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216 {24000, 16000, 19200, 16000, 8000, 512, 320}, |
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217 }; |
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218 |
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219 /** Desired water percentage (100% == 1024) - indexed by _settings_game.difficulty.quantity_sea_lakes */ |
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220 static const amplitude_t _water_percent[4] = {20, 80, 250, 400}; |
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221 |
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222 /** Desired maximum height - indexed by _settings_game.difficulty.terrain_type */ |
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223 static const int8 _max_height[4] = { |
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224 6, ///< Very flat |
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225 9, ///< Flat |
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226 12, ///< Hilly |
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227 15 ///< Mountainous |
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228 }; |
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229 |
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230 /** Check if a X/Y set are within the map. |
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231 * @param x coordinate x |
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232 * @param y coordinate y |
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233 * @return true if within the map |
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234 */ |
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235 static inline bool IsValidXY(uint x, uint y) |
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236 { |
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237 return ((int)x) >= 0 && x < _height_map.size_x && ((int)y) >= 0 && y < _height_map.size_y; |
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238 } |
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239 |
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240 |
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241 /** |
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242 * Allocate array of (MapSizeX()+1)*(MapSizeY()+1) heights and init the _height_map structure members |
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243 * @return true on success |
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244 */ |
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245 static inline bool AllocHeightMap() |
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246 { |
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247 height_t *h; |
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248 |
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249 _height_map.size_x = MapSizeX(); |
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250 _height_map.size_y = MapSizeY(); |
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251 |
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252 /* Allocate memory block for height map row pointers */ |
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253 _height_map.total_size = (_height_map.size_x + 1) * (_height_map.size_y + 1); |
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254 _height_map.dim_x = _height_map.size_x + 1; |
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255 _height_map.h = CallocT<height_t>(_height_map.total_size); |
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256 |
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257 /* Iterate through height map initialize values */ |
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258 FOR_ALL_TILES_IN_HEIGHT(h) *h = _invalid_height; |
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259 |
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260 return true; |
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261 } |
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262 |
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263 /** Free height map */ |
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264 static inline void FreeHeightMap() |
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265 { |
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266 if (_height_map.h == NULL) return; |
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267 free(_height_map.h); |
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268 _height_map.h = NULL; |
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269 } |
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270 |
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271 /** |
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272 * Generates new random height in given amplitude (generated numbers will range from - amplitude to + amplitude) |
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273 * @param rMax Limit of result |
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274 * @return generated height |
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275 */ |
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276 static inline height_t RandomHeight(amplitude_t rMax) |
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277 { |
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278 amplitude_t ra = (Random() << 16) | (Random() & 0x0000FFFF); |
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279 height_t rh; |
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280 /* Spread height into range -rMax..+rMax */ |
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281 rh = A2H(ra % (2 * rMax + 1) - rMax); |
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282 return rh; |
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283 } |
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284 |
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285 /** |
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286 * One interpolation and noise round |
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287 * |
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288 * The heights on the map are generated in an iterative process. |
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289 * We start off with a frequency of 1 (log_frequency == 0), and generate heights only for corners on the most coarsly mesh |
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290 * (i.e. only for x/y coordinates which are multiples of the minimum edge length). |
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291 * |
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292 * After this initial step the frequency is doubled (log_frequency incremented) each iteration to generate corners on the next finer mesh. |
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293 * The heights of the newly added corners are first set by interpolating the heights from the previous iteration. |
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294 * Finally noise with the given amplitude is applied to all corners of the new mesh. |
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295 * |
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296 * Generation terminates, when the frequency has reached the map size. I.e. the mesh is as fine as the map, and every corner height |
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297 * has been set. |
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298 * |
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299 * @param log_frequency frequency (logarithmic) to apply noise for |
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300 * @param amplitude Amplitude for the noise |
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301 * @return false if we are finished (reached the minimal step size / highest frequency) |
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302 */ |
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303 static bool ApplyNoise(uint log_frequency, amplitude_t amplitude) |
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304 { |
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305 uint size_min = min(_height_map.size_x, _height_map.size_y); |
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306 uint step = size_min >> log_frequency; |
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307 uint x, y; |
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308 |
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309 /* Trying to apply noise to uninitialized height map */ |
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310 assert(_height_map.h != NULL); |
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311 |
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312 /* Are we finished? */ |
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313 if (step == 0) return false; |
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314 |
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315 if (log_frequency == 0) { |
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316 /* This is first round, we need to establish base heights with step = size_min */ |
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317 for (y = 0; y <= _height_map.size_y; y += step) { |
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318 for (x = 0; x <= _height_map.size_x; x += step) { |
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319 height_t height = (amplitude > 0) ? RandomHeight(amplitude) : 0; |
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320 _height_map.height(x, y) = height; |
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321 } |
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322 } |
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323 return true; |
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324 } |
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325 |
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326 /* It is regular iteration round. |
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327 * Interpolate height values at odd x, even y tiles */ |
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328 for (y = 0; y <= _height_map.size_y; y += 2 * step) { |
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329 for (x = 0; x < _height_map.size_x; x += 2 * step) { |
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330 height_t h00 = _height_map.height(x + 0 * step, y); |
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331 height_t h02 = _height_map.height(x + 2 * step, y); |
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332 height_t h01 = (h00 + h02) / 2; |
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333 _height_map.height(x + 1 * step, y) = h01; |
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334 } |
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335 } |
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336 |
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337 /* Interpolate height values at odd y tiles */ |
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338 for (y = 0; y < _height_map.size_y; y += 2 * step) { |
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339 for (x = 0; x <= _height_map.size_x; x += step) { |
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340 height_t h00 = _height_map.height(x, y + 0 * step); |
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341 height_t h20 = _height_map.height(x, y + 2 * step); |
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342 height_t h10 = (h00 + h20) / 2; |
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343 _height_map.height(x, y + 1 * step) = h10; |
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344 } |
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345 } |
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346 |
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347 /* Add noise for next higher frequency (smaller steps) */ |
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348 for (y = 0; y <= _height_map.size_y; y += step) { |
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349 for (x = 0; x <= _height_map.size_x; x += step) { |
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350 _height_map.height(x, y) += RandomHeight(amplitude); |
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351 } |
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352 } |
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353 |
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354 return (step > 1); |
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355 } |
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356 |
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357 /** Base Perlin noise generator - fills height map with raw Perlin noise */ |
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358 static void HeightMapGenerate() |
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359 { |
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360 uint size_min = min(_height_map.size_x, _height_map.size_y); |
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361 uint iteration_round = 0; |
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362 amplitude_t amplitude; |
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363 bool continue_iteration; |
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364 int log_size_min, log_frequency_min; |
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365 int log_frequency; |
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366 |
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367 /* Find first power of two that fits, so that later log_frequency == TGP_FREQUENCY_MAX in the last iteration */ |
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368 for (log_size_min = TGP_FREQUENCY_MAX; (1U << log_size_min) < size_min; log_size_min++) { } |
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369 log_frequency_min = log_size_min - TGP_FREQUENCY_MAX; |
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370 |
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371 /* Zero must be part of the iteration, else initialization will fail. */ |
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372 assert(log_frequency_min >= 0); |
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373 |
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374 /* Keep increasing the frequency until we reach the step size equal to one tile */ |
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375 do { |
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376 log_frequency = iteration_round - log_frequency_min; |
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377 if (log_frequency >= 0) { |
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378 /* Apply noise for the next frequency */ |
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379 assert(log_frequency <= TGP_FREQUENCY_MAX); |
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380 amplitude = _amplitudes_by_smoothness_and_frequency[_settings_game.game_creation.tgen_smoothness][log_frequency]; |
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381 } else { |
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382 /* Amplitude for the low frequencies on big maps is 0, i.e. initialise with zero height */ |
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383 amplitude = 0; |
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384 } |
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385 continue_iteration = ApplyNoise(iteration_round, amplitude); |
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386 iteration_round++; |
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387 } while (continue_iteration); |
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388 assert(log_frequency == TGP_FREQUENCY_MAX); |
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389 } |
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390 |
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391 /** Returns min, max and average height from height map */ |
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392 static void HeightMapGetMinMaxAvg(height_t *min_ptr, height_t *max_ptr, height_t *avg_ptr) |
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393 { |
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394 height_t h_min, h_max, h_avg, *h; |
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395 int64 h_accu = 0; |
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396 h_min = h_max = _height_map.height(0, 0); |
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397 |
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398 /* Get h_min, h_max and accumulate heights into h_accu */ |
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399 FOR_ALL_TILES_IN_HEIGHT(h) { |
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400 if (*h < h_min) h_min = *h; |
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401 if (*h > h_max) h_max = *h; |
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402 h_accu += *h; |
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403 } |
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404 |
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405 /* Get average height */ |
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406 h_avg = (height_t)(h_accu / (_height_map.size_x * _height_map.size_y)); |
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407 |
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408 /* Return required results */ |
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409 if (min_ptr != NULL) *min_ptr = h_min; |
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410 if (max_ptr != NULL) *max_ptr = h_max; |
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411 if (avg_ptr != NULL) *avg_ptr = h_avg; |
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412 } |
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413 |
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414 /** Dill histogram and return pointer to its base point - to the count of zero heights */ |
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415 static int *HeightMapMakeHistogram(height_t h_min, height_t h_max, int *hist_buf) |
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416 { |
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417 int *hist = hist_buf - h_min; |
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418 height_t *h; |
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419 |
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420 /* Count the heights and fill the histogram */ |
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421 FOR_ALL_TILES_IN_HEIGHT(h) { |
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422 assert(*h >= h_min); |
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423 assert(*h <= h_max); |
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424 hist[*h]++; |
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425 } |
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426 return hist; |
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427 } |
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428 |
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429 /** Applies sine wave redistribution onto height map */ |
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430 static void HeightMapSineTransform(height_t h_min, height_t h_max) |
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431 { |
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432 height_t *h; |
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433 |
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434 FOR_ALL_TILES_IN_HEIGHT(h) { |
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435 double fheight; |
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436 |
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437 if (*h < h_min) continue; |
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438 |
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439 /* Transform height into 0..1 space */ |
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440 fheight = (double)(*h - h_min) / (double)(h_max - h_min); |
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441 /* Apply sine transform depending on landscape type */ |
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442 switch(_settings_game.game_creation.landscape) { |
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443 case LT_TOYLAND: |
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444 case LT_TEMPERATE: |
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445 /* Move and scale 0..1 into -1..+1 */ |
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446 fheight = 2 * fheight - 1; |
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447 /* Sine transform */ |
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448 fheight = sin(fheight * M_PI_2); |
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449 /* Transform it back from -1..1 into 0..1 space */ |
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450 fheight = 0.5 * (fheight + 1); |
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451 break; |
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452 |
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453 case LT_ARCTIC: |
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454 { |
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455 /* Arctic terrain needs special height distribution. |
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456 * Redistribute heights to have more tiles at highest (75%..100%) range */ |
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457 double sine_upper_limit = 0.75; |
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458 double linear_compression = 2; |
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459 if (fheight >= sine_upper_limit) { |
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460 /* Over the limit we do linear compression up */ |
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461 fheight = 1.0 - (1.0 - fheight) / linear_compression; |
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462 } else { |
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463 double m = 1.0 - (1.0 - sine_upper_limit) / linear_compression; |
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464 /* Get 0..sine_upper_limit into -1..1 */ |
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465 fheight = 2.0 * fheight / sine_upper_limit - 1.0; |
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466 /* Sine wave transform */ |
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467 fheight = sin(fheight * M_PI_2); |
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468 /* Get -1..1 back to 0..(1 - (1 - sine_upper_limit) / linear_compression) == 0.0..m */ |
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469 fheight = 0.5 * (fheight + 1.0) * m; |
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470 } |
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471 } |
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472 break; |
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473 |
6357
96b1652c6011
(svn r9400) -Codechange: Use some more representative enum names for landscape types.
belugas <belugas@openttd.org>
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474 case LT_TROPIC: |
5584
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475 { |
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476 /* Desert terrain needs special height distribution. |
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477 * Half of tiles should be at lowest (0..25%) heights */ |
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478 double sine_lower_limit = 0.5; |
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479 double linear_compression = 2; |
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480 if (fheight <= sine_lower_limit) { |
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481 /* Under the limit we do linear compression down */ |
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482 fheight = fheight / linear_compression; |
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483 } else { |
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484 double m = sine_lower_limit / linear_compression; |
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485 /* Get sine_lower_limit..1 into -1..1 */ |
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486 fheight = 2.0 * ((fheight - sine_lower_limit) / (1.0 - sine_lower_limit)) - 1.0; |
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487 /* Sine wave transform */ |
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488 fheight = sin(fheight * M_PI_2); |
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489 /* Get -1..1 back to (sine_lower_limit / linear_compression)..1.0 */ |
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490 fheight = 0.5 * ((1.0 - m) * fheight + (1.0 + m)); |
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491 } |
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492 } |
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493 break; |
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494 |
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495 default: |
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496 NOT_REACHED(); |
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497 break; |
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498 } |
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499 /* Transform it back into h_min..h_max space */ |
5587
c44c070c5032
(svn r8038) -Merge: the cpp branch. Effort of KUDr, Celestar, glx, Smoovius, stillunknown and pv2b.
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5584
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500 *h = (height_t)(fheight * (h_max - h_min) + h_min); |
5584
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501 if (*h < 0) *h = I2H(0); |
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502 if (*h >= h_max) *h = h_max - 1; |
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503 } |
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504 } |
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505 |
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506 /** Adjusts heights in height map to contain required amount of water tiles */ |
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507 static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_new) |
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508 { |
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509 height_t h_min, h_max, h_avg, h_water_level; |
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510 int water_tiles, desired_water_tiles; |
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511 height_t *h; |
5609
358c07fb3212
(svn r8066) - Codechange: MallocT(), CallocT(), ReallocT() now return the pointer to allocated memory instead of modifying the pointer given as parameter
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512 int *hist; |
5584
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513 |
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514 HeightMapGetMinMaxAvg(&h_min, &h_max, &h_avg); |
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515 |
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516 /* Allocate histogram buffer and clear its cells */ |
5609
358c07fb3212
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517 int *hist_buf = CallocT<int>(h_max - h_min + 1); |
5584
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518 /* Fill histogram */ |
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519 hist = HeightMapMakeHistogram(h_min, h_max, hist_buf); |
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520 |
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521 /* How many water tiles do we want? */ |
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522 desired_water_tiles = (int)(((int64)water_percent) * (int64)(_height_map.size_x * _height_map.size_y)) >> amplitude_decimal_bits; |
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523 |
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524 /* Raise water_level and accumulate values from histogram until we reach required number of water tiles */ |
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525 for (h_water_level = h_min, water_tiles = 0; h_water_level < h_max; h_water_level++) { |
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526 water_tiles += hist[h_water_level]; |
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527 if (water_tiles >= desired_water_tiles) break; |
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528 } |
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parents:
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|
529 |
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|
530 /* We now have the proper water level value. |
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531 * Transform the height map into new (normalized) height map: |
4b26bd55bd24
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parents:
diff
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|
532 * values from range: h_min..h_water_level will become negative so it will be clamped to 0 |
4b26bd55bd24
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533 * values from range: h_water_level..h_max are transformed into 0..h_max_new |
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534 * , where h_max_new is 4, 8, 12 or 16 depending on terrain type (very flat, flat, hilly, mountains) |
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535 */ |
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536 FOR_ALL_TILES_IN_HEIGHT(h) { |
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537 /* Transform height from range h_water_level..h_max into 0..h_max_new range */ |
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538 *h = (height_t)(((int)h_max_new) * (*h - h_water_level) / (h_max - h_water_level)) + I2H(1); |
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539 /* Make sure all values are in the proper range (0..h_max_new) */ |
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540 if (*h < 0) *h = I2H(0); |
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541 if (*h >= h_max_new) *h = h_max_new - 1; |
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542 } |
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|
543 |
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544 free(hist_buf); |
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545 } |
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546 |
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547 static double perlin_coast_noise_2D(const double x, const double y, const double p, const int prime); |
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548 |
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549 /** |
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550 * This routine sculpts in from the edge a random amount, again a Perlin |
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551 * sequence, to avoid the rigid flat-edge slopes that were present before. The |
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552 * Perlin noise map doesnt know where we are going to slice across, and so we |
4b26bd55bd24
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553 * often cut straight through high terrain. the smoothing routine makes it |
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554 * legal, gradually increasing up from the edge to the original terrain height. |
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555 * By cutting parts of this away, it gives a far more irregular edge to the |
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556 * map-edge. Sometimes it works beautifully with the existing sea & lakes, and |
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557 * creates a very realistic coastline. Other times the variation is less, and |
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558 * the map-edge shows its cliff-like roots. |
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559 * |
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560 * This routine may be extended to randomly sculpt the height of the terrain |
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561 * near the edge. This will have the coast edge at low level (1-3), rising in |
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562 * smoothed steps inland to about 15 tiles in. This should make it look as |
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563 * though the map has been built for the map size, rather than a slice through |
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564 * a larger map. |
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565 * |
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566 * Please note that all the small numbers; 53, 101, 167, etc. are small primes |
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567 * to help give the perlin noise a bit more of a random feel. |
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568 */ |
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569 static void HeightMapCoastLines(uint8 water_borders) |
5584
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570 { |
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(svn r13325) -Codechange: split the client-side only settings from the settings stored in the savegame so there is no need to have a duplicate copy of it for new games.
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571 int smallest_size = min(_settings_game.game_creation.map_x, _settings_game.game_creation.map_y); |
5584
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572 const int margin = 4; |
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573 uint y, x; |
5587
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(svn r8038) -Merge: the cpp branch. Effort of KUDr, Celestar, glx, Smoovius, stillunknown and pv2b.
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574 double max_x; |
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575 double max_y; |
5584
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576 |
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577 /* Lower to sea level */ |
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578 for (y = 0; y <= _height_map.size_y; y++) { |
10855
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579 if (HasBit(water_borders, BORDER_NE)) { |
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580 /* Top right */ |
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581 max_x = abs((perlin_coast_noise_2D(_height_map.size_y - y, y, 0.9, 53) + 0.25) * 5 + (perlin_coast_noise_2D(y, y, 0.35, 179) + 1) * 12); |
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582 max_x = max((smallest_size * smallest_size / 16) + max_x, (smallest_size * smallest_size / 16) + margin - max_x); |
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583 if (smallest_size < 8 && max_x > 5) max_x /= 1.5; |
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584 for (x = 0; x < max_x; x++) { |
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585 _height_map.height(x, y) = 0; |
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586 } |
5584
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587 } |
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588 |
10855
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589 if (HasBit(water_borders, BORDER_SW)) { |
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590 /* Bottom left */ |
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591 max_x = abs((perlin_coast_noise_2D(_height_map.size_y - y, y, 0.85, 101) + 0.3) * 6 + (perlin_coast_noise_2D(y, y, 0.45, 67) + 0.75) * 8); |
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592 max_x = max((smallest_size * smallest_size / 16) + max_x, (smallest_size * smallest_size / 16) + margin - max_x); |
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593 if (smallest_size < 8 && max_x > 5) max_x /= 1.5; |
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594 for (x = _height_map.size_x; x > (_height_map.size_x - 1 - max_x); x--) { |
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595 _height_map.height(x, y) = 0; |
7881d9cd55ab
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596 } |
5584
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597 } |
4b26bd55bd24
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598 } |
4b26bd55bd24
(svn r8033) [cpp] - Prepare for merge from branches/cpp (all .c files renamed to .cpp)
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599 |
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600 /* Lower to sea level */ |
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601 for (x = 0; x <= _height_map.size_x; x++) { |
10855
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602 if (HasBit(water_borders, BORDER_NW)) { |
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603 /* Top left */ |
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604 max_y = abs((perlin_coast_noise_2D(x, _height_map.size_y / 2, 0.9, 167) + 0.4) * 5 + (perlin_coast_noise_2D(x, _height_map.size_y / 3, 0.4, 211) + 0.7) * 9); |
7881d9cd55ab
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605 max_y = max((smallest_size * smallest_size / 16) + max_y, (smallest_size * smallest_size / 16) + margin - max_y); |
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606 if (smallest_size < 8 && max_y > 5) max_y /= 1.5; |
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607 for (y = 0; y < max_y; y++) { |
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608 _height_map.height(x, y) = 0; |
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609 } |
5584
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610 } |
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611 |
10855
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612 if (HasBit(water_borders, BORDER_SE)) { |
7881d9cd55ab
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613 /* Bottom right */ |
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614 max_y = abs((perlin_coast_noise_2D(x, _height_map.size_y / 3, 0.85, 71) + 0.25) * 6 + (perlin_coast_noise_2D(x, _height_map.size_y / 3, 0.35, 193) + 0.75) * 12); |
7881d9cd55ab
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615 max_y = max((smallest_size * smallest_size / 16) + max_y, (smallest_size * smallest_size / 16) + margin - max_y); |
7881d9cd55ab
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616 if (smallest_size < 8 && max_y > 5) max_y /= 1.5; |
7881d9cd55ab
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617 for (y = _height_map.size_y; y > (_height_map.size_y - 1 - max_y); y--) { |
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618 _height_map.height(x, y) = 0; |
7881d9cd55ab
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619 } |
5584
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|
620 } |
4b26bd55bd24
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|
621 } |
4b26bd55bd24
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622 } |
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623 |
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624 /** Start at given point, move in given direction, find and Smooth coast in that direction */ |
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625 static void HeightMapSmoothCoastInDirection(int org_x, int org_y, int dir_x, int dir_y) |
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626 { |
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627 const int max_coast_dist_from_edge = 35; |
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628 const int max_coast_Smooth_depth = 35; |
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|
629 |
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630 int x, y; |
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631 int ed; // coast distance from edge |
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632 int depth; |
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|
633 |
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634 height_t h_prev = 16; |
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635 height_t h; |
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636 |
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|
637 assert(IsValidXY(org_x, org_y)); |
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|
638 |
4b26bd55bd24
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changeset
|
639 /* Search for the coast (first non-water tile) */ |
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640 for (x = org_x, y = org_y, ed = 0; IsValidXY(x, y) && ed < max_coast_dist_from_edge; x += dir_x, y += dir_y, ed++) { |
4b26bd55bd24
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parents:
diff
changeset
|
641 /* Coast found? */ |
9603
366b04ba8cb9
(svn r13645) -Codechange: Convert a macro into an inlined member function.
frosch <frosch@openttd.org>
parents:
9413
diff
changeset
|
642 if (_height_map.height(x, y) > 15) break; |
5584
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|
643 |
4b26bd55bd24
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parents:
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changeset
|
644 /* Coast found in the neighborhood? */ |
9603
366b04ba8cb9
(svn r13645) -Codechange: Convert a macro into an inlined member function.
frosch <frosch@openttd.org>
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diff
changeset
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645 if (IsValidXY(x + dir_y, y + dir_x) && _height_map.height(x + dir_y, y + dir_x) > 0) break; |
5584
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|
646 |
4b26bd55bd24
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parents:
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changeset
|
647 /* Coast found in the neighborhood on the other side */ |
9603
366b04ba8cb9
(svn r13645) -Codechange: Convert a macro into an inlined member function.
frosch <frosch@openttd.org>
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diff
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648 if (IsValidXY(x - dir_y, y - dir_x) && _height_map.height(x - dir_y, y - dir_x) > 0) break; |
5584
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649 } |
4b26bd55bd24
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|
650 |
4b26bd55bd24
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KUDr <KUDr@openttd.org>
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651 /* Coast found or max_coast_dist_from_edge has been reached. |
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|
652 * Soften the coast slope */ |
4b26bd55bd24
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parents:
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changeset
|
653 for (depth = 0; IsValidXY(x, y) && depth <= max_coast_Smooth_depth; depth++, x += dir_x, y += dir_y) { |
9603
366b04ba8cb9
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654 h = _height_map.height(x, y); |
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655 h = min(h, h_prev + (4 + depth)); // coast softening formula |
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656 _height_map.height(x, y) = h; |
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657 h_prev = h; |
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658 } |
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659 } |
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660 |
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661 /** Smooth coasts by modulating height of tiles close to map edges with cosine of distance from edge */ |
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662 static void HeightMapSmoothCoasts(uint8 water_borders) |
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663 { |
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664 uint x, y; |
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665 /* First Smooth NW and SE coasts (y close to 0 and y close to size_y) */ |
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666 for (x = 0; x < _height_map.size_x; x++) { |
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667 if (HasBit(water_borders, BORDER_NW)) HeightMapSmoothCoastInDirection(x, 0, 0, 1); |
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668 if (HasBit(water_borders, BORDER_SE)) HeightMapSmoothCoastInDirection(x, _height_map.size_y - 1, 0, -1); |
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669 } |
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670 /* First Smooth NE and SW coasts (x close to 0 and x close to size_x) */ |
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671 for (y = 0; y < _height_map.size_y; y++) { |
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672 if (HasBit(water_borders, BORDER_NE)) HeightMapSmoothCoastInDirection(0, y, 1, 0); |
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673 if (HasBit(water_borders, BORDER_SW)) HeightMapSmoothCoastInDirection(_height_map.size_x - 1, y, -1, 0); |
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674 } |
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675 } |
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676 |
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677 /** |
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678 * This routine provides the essential cleanup necessary before OTTD can |
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679 * display the terrain. When generated, the terrain heights can jump more than |
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680 * one level between tiles. This routine smooths out those differences so that |
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681 * the most it can change is one level. When OTTD can support cliffs, this |
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682 * routine may not be necessary. |
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683 */ |
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684 static void HeightMapSmoothSlopes(height_t dh_max) |
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685 { |
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686 int x, y; |
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687 for (y = 0; y <= (int)_height_map.size_y; y++) { |
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688 for (x = 0; x <= (int)_height_map.size_x; x++) { |
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689 height_t h_max = min(_height_map.height(x > 0 ? x - 1 : x, y), _height_map.height(x, y > 0 ? y - 1 : y)) + dh_max; |
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690 if (_height_map.height(x, y) > h_max) _height_map.height(x, y) = h_max; |
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691 } |
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692 } |
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693 for (y = _height_map.size_y; y >= 0; y--) { |
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694 for (x = _height_map.size_x; x >= 0; x--) { |
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695 height_t h_max = min(_height_map.height((uint)x < _height_map.size_x ? x + 1 : x, y), _height_map.height(x, (uint)y < _height_map.size_y ? y + 1 : y)) + dh_max; |
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696 if (_height_map.height(x, y) > h_max) _height_map.height(x, y) = h_max; |
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697 } |
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698 } |
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699 } |
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700 |
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701 /** Height map terraform post processing: |
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702 * - water level adjusting |
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703 * - coast Smoothing |
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704 * - slope Smoothing |
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705 * - height histogram redistribution by sine wave transform */ |
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706 static void HeightMapNormalize() |
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707 { |
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708 const amplitude_t water_percent = _water_percent[_settings_game.difficulty.quantity_sea_lakes]; |
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709 const height_t h_max_new = I2H(_max_height[_settings_game.difficulty.terrain_type]); |
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710 const height_t roughness = 7 + 3 * _settings_game.game_creation.tgen_smoothness; |
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711 |
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712 HeightMapAdjustWaterLevel(water_percent, h_max_new); |
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713 |
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714 byte water_borders = _settings_game.construction.freeform_edges ? _settings_game.game_creation.water_borders : 0xF; |
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715 if (water_borders == BORDERS_RANDOM) water_borders = GB(Random(), 0, 4); |
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716 |
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717 HeightMapCoastLines(water_borders); |
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718 HeightMapSmoothSlopes(roughness); |
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719 |
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720 HeightMapSmoothCoasts(water_borders); |
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721 HeightMapSmoothSlopes(roughness); |
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722 |
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723 HeightMapSineTransform(12, h_max_new); |
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724 HeightMapSmoothSlopes(16); |
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725 } |
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726 |
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727 /** |
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728 * The Perlin Noise calculation using large primes |
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729 * The initial number is adjusted by two values; the generation_seed, and the |
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730 * passed parameter; prime. |
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731 * prime is used to allow the perlin noise generator to create useful random |
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732 * numbers from slightly different series. |
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733 */ |
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734 static double int_noise(const long x, const long y, const int prime) |
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735 { |
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736 long n = x + y * prime + _settings_game.game_creation.generation_seed; |
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737 |
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738 n = (n << 13) ^ n; |
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739 |
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740 /* Pseudo-random number generator, using several large primes */ |
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741 return 1.0 - (double)((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0; |
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742 } |
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743 |
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744 |
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745 /** |
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746 * Hj. Malthaner's routine included 2 different noise smoothing methods. |
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747 * We now use the "raw" int_noise one. |
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748 * However, it may be useful to move to the other routine in future. |
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749 * So it is included too. |
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750 */ |
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751 static double smoothed_noise(const int x, const int y, const int prime) |
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752 { |
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753 #if 0 |
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754 /* A hilly world (four corner smooth) */ |
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755 const double sides = int_noise(x - 1, y) + int_noise(x + 1, y) + int_noise(x, y - 1) + int_noise(x, y + 1); |
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756 const double center = int_noise(x, y); |
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757 return (sides + sides + center * 4) / 8.0; |
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758 #endif |
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759 |
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760 /* This gives very hilly world */ |
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761 return int_noise(x, y, prime); |
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762 } |
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763 |
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764 |
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765 /** |
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766 * This routine determines the interpolated value between a and b |
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767 */ |
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768 static inline double linear_interpolate(const double a, const double b, const double x) |
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769 { |
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770 return a + x * (b - a); |
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771 } |
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772 |
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773 |
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774 /** |
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775 * This routine returns the smoothed interpolated noise for an x and y, using |
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776 * the values from the surrounding positions. |
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777 */ |
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778 static double interpolated_noise(const double x, const double y, const int prime) |
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779 { |
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780 const int integer_X = (int)x; |
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781 const int integer_Y = (int)y; |
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782 |
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783 const double fractional_X = x - (double)integer_X; |
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784 const double fractional_Y = y - (double)integer_Y; |
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785 |
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786 const double v1 = smoothed_noise(integer_X, integer_Y, prime); |
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787 const double v2 = smoothed_noise(integer_X + 1, integer_Y, prime); |
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788 const double v3 = smoothed_noise(integer_X, integer_Y + 1, prime); |
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789 const double v4 = smoothed_noise(integer_X + 1, integer_Y + 1, prime); |
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790 |
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791 const double i1 = linear_interpolate(v1, v2, fractional_X); |
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792 const double i2 = linear_interpolate(v3, v4, fractional_X); |
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793 |
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794 return linear_interpolate(i1, i2, fractional_Y); |
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795 } |
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796 |
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797 |
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798 /** |
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799 * This is a similar function to the main perlin noise calculation, but uses |
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800 * the value p passed as a parameter rather than selected from the predefined |
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801 * sequences. as you can guess by its title, i use this to create the indented |
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802 * coastline, which is just another perlin sequence. |
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803 */ |
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804 static double perlin_coast_noise_2D(const double x, const double y, const double p, const int prime) |
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805 { |
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806 double total = 0.0; |
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807 int i; |
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808 |
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809 for (i = 0; i < 6; i++) { |
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810 const double frequency = (double)(1 << i); |
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811 const double amplitude = pow(p, (double)i); |
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812 |
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813 total += interpolated_noise((x * frequency) / 64.0, (y * frequency) / 64.0, prime) * amplitude; |
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814 } |
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815 |
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816 return total; |
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817 } |
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818 |
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819 |
9613
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820 /** A small helper function to initialize the terrain */ |
5584
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821 static void TgenSetTileHeight(TileIndex tile, int height) |
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822 { |
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823 SetTileHeight(tile, height); |
10855
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824 |
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825 /* Only clear the tiles within the map area. */ |
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826 if (TileX(tile) != MapMaxX() && TileY(tile) != MapMaxY() && |
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827 (!_settings_game.construction.freeform_edges || (TileX(tile) != 0 && TileY(tile) != 0))) { |
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828 MakeClear(tile, CLEAR_GRASS, 3); |
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829 } |
5584
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830 } |
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831 |
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832 /** |
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833 * The main new land generator using Perlin noise. Desert landscape is handled |
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834 * different to all others to give a desert valley between two high mountains. |
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835 * Clearly if a low height terrain (flat/very flat) is chosen, then the tropic |
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836 * areas wont be high enough, and there will be very little tropic on the map. |
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837 * Thus Tropic works best on Hilly or Mountainous. |
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838 */ |
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839 void GenerateTerrainPerlin() |
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840 { |
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841 uint x, y; |
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842 |
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843 if (!AllocHeightMap()) return; |
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844 GenerateWorldSetAbortCallback(FreeHeightMap); |
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845 |
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846 HeightMapGenerate(); |
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847 |
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848 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); |
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849 |
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850 HeightMapNormalize(); |
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851 |
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852 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); |
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853 |
10855
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854 /* First make sure the tiles at the north border are void tiles if needed. */ |
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855 if (_settings_game.construction.freeform_edges) { |
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856 for (y = 0; y < _height_map.size_y - 1; y++) MakeVoid(_height_map.size_x * y); |
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857 for (x = 0; x < _height_map.size_x; x++) MakeVoid(x); |
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858 } |
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859 |
5584
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860 /* Transfer height map into OTTD map */ |
10855
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861 for (y = 0; y < _height_map.size_y; y++) { |
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862 for (x = 0; x < _height_map.size_x; x++) { |
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863 int height = H2I(_height_map.height(x, y)); |
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864 if (height < 0) height = 0; |
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865 if (height > 15) height = 15; |
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866 TgenSetTileHeight(TileXY(x, y), height); |
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867 } |
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868 } |
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869 |
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870 IncreaseGeneratingWorldProgress(GWP_LANDSCAPE); |
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871 |
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872 FreeHeightMap(); |
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873 GenerateWorldSetAbortCallback(NULL); |
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874 } |