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root |
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#include <stdio.h> |
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#include <stdlib.h> |
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#define MAX_SIZE 3000 |
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#define MAX(x,y) ((x)>(y)?(x):(y)) |
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#define BASE_ALT -100 |
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/* make this a global to avoid stack overflow */ |
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int altitude[MAX_SIZE][MAX_SIZE]; |
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/* This function writes out the crossfire maps. So shoot me for |
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* using compiled in constants - I'm not going to use this so much |
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* that I wanted to do anything too easy. |
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*/ |
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#define MAP_FORMAT "world_%03d_%03d" |
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/* Maps are square */ |
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#define MAP_SIZE 50 |
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/* There will be a total of 2500 maps (eek) - 50 in |
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* each diretion. STARTX and STARTY are where to start |
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* numbering from. I chose 100 for a few reasons - 1) it |
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* gives room to the left and above to add some things (another |
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* continent for that matter), and 2) since the format allows |
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* for up to 1000 in each direction, this seemed reasonable. |
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* Note - if you do the math, and have 1000 * 1000 maps, each |
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* with 50*50 spaces, you have a total of 2.5 billion spaces. |
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* So hopefully that should be large enough. |
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*/ |
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#define STARTX 100 |
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#define STARTY 100 |
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typedef enum { |
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None=0, |
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DeepWater=1, |
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MediumWater=2, |
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ShallowWater=3, |
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Swamp=4, |
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DeepSwamp=5, |
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Grass=6, |
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Desert=7, |
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Brush=8, |
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EverGreens=9, |
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Jungle=10, |
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Tree1=11, |
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Tree2=12, |
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Woods1=13, |
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Woods2=14, |
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Woods3=15, |
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Hills=16, |
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HillsRocky=17, |
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Steppe=17, |
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Mountain=19, |
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HighMountain=20, |
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WasteLand=21 |
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} Terrain_Types; |
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char *Terrain_Names[][2] = { |
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/* these are the archetype names. They are in the same order |
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* as the Terrain_Types above. Note many terrain types are not |
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* included because handling them would be too difficult. |
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*/ |
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{"None", "0, 0, 0 "}, |
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{"deep_sea", "0 0 127 "}, |
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{"sea", "0 0 192 "}, |
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{"shallow_sea", "0 0 255 "}, /* wading depth */ |
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{"swamp", "12 161 64 "}, |
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{"deep_swamp", "155 175 164 "}, |
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{"grass", "0 255 0 "}, |
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{"desert", "222 218 135 "}, |
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{"brush", "1 144 1 "}, |
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{"evergreens", "0 128 0 "}, |
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{"jungle_1", "0 176 0 "}, |
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{"tree", "4 133 01 "}, |
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{"evergreen", "20 209 0 "}, |
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{"woods", "4 115 01 "}, |
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{"woods_2", "1 182 02 "}, |
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{"woods_3", "4 153 02 "}, |
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{"hills", "166 160 70 "}, |
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{"hills_rocky", "166 155 70 "}, |
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{"steppe", "150 97 34 "}, |
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{"mountain", "183 190 190 "}, |
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{"mountain2", "191 196 185 "}, |
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{"wasteland", "255 255 255 "}, |
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}; |
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void write_crossfire_maps(int mapx, int mapy) |
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{ |
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int x, y,n,q, nx, ny,r1,r2,ax=0,ay=0, j, k; |
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char name[512]; |
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FILE *fp; |
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Terrain_Types *terrain; |
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terrain = calloc(mapx * mapy * sizeof(Terrain_Types), sizeof(Terrain_Types)); |
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/* First fill in the water and the highest of peaks */ |
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for (x=0; x<mapx; x++) { |
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for (y=0; y<mapy; y++) { |
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if (altitude[y][x] < -5000) { |
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terrain[x + y * mapx] = DeepWater; |
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} else if (altitude[y][x] < -99) { |
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terrain[x + y * mapx] = MediumWater; |
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} else if (altitude[y][x] < 1) { |
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terrain[x + y * mapx] = ShallowWater; |
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} else if (altitude[y][x] >=12000) { |
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/* Not really precisely wasteland, but wastelands are impassable */ |
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terrain[x + y * mapx] = WasteLand; |
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} |
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} |
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} |
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/* Basically, take a random bit and populate the area with terrain. |
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* We do this so it won't be totally monolythic (have several forest types |
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* for example), yet patches will be the same thing, eg, a stretch of |
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* desert, which wouldn't work very well if we just chose randomly |
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* for each space. |
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*/ |
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for (n=0; n<(mapx * mapy) / 100; n++) { |
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do { |
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x = random() % mapx; |
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y = random() % mapy; |
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} while ( terrain[x + y * mapx] == None); |
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nx = x + 40; |
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if (nx > mapx) nx=mapx; |
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ny = y + 40; |
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if (ny > mapy) ny = mapy; |
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r1 = random(); |
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r2 = random(); |
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for (x = nx-40; x<nx; x++) { |
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for (y=ny-40; y<ny; y++) { |
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if (terrain[x + y * mapx] != None) continue; |
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/* near the edges, don't always fill in so that hopefully something |
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* else will fill in and smooth these out some |
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*/ |
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if ( (x < (nx -30) || y < (ny - 30) || x > (nx -10) || y > (ny - 10)) && |
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random() % 2) continue; |
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if (altitude[y][x] < 10) { |
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terrain[x + y * mapx] = Swamp + (r1 % 2); |
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} |
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else if (altitude[y][x] < 1000) { |
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terrain[x + y * mapx] = Grass + (r1 % 3); |
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} else if (altitude[y][x] < 3000) { |
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terrain[x + y * mapx] = EverGreens + (r1 % 9); |
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} else if (altitude[y][x] < 5000) { |
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terrain[x + y * mapx] = Hills + (r2 % 3); |
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} else if (altitude[y][x] < 9000) { |
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terrain[x + y * mapx] = Mountain; |
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} else if (altitude[y][x] < 12000) { |
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terrain[x + y * mapx] = HighMountain; |
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} |
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else fprintf(stderr,"altitude %d did not get filled in?\n", altitude[y][x]); |
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} |
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} |
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} |
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/* Now just fill in the spaces randomly. */ |
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n=0; |
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r1 = random(); |
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r2 = random(); |
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for (x=0; x<mapx; x++) { |
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for (y=0; y<mapy; y++) { |
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if (terrain[x + y * mapx] != None) continue; |
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n++; |
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if (altitude[y][x] < 10) { |
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terrain[x + y * mapx] = Swamp + (r1 % 2); |
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} |
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if (altitude[y][x] < 1000) { |
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terrain[x + y * mapx] = Grass + (r1 % 3); |
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} else if (altitude[y][x] < 3000) { |
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terrain[x + y * mapx] = EverGreens + (r2 % 9); |
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} else if (altitude[y][x] < 5000) { |
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terrain[x + y * mapx] = Hills + (r2 % 3); |
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} else if (altitude[y][x] < 9000) { |
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terrain[x + y * mapx] = Mountain; |
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} else if (altitude[y][x] < 12000) { |
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terrain[x + y * mapx] = HighMountain; |
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} |
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} |
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} |
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fprintf(stderr,"Filled in %d spaces\n",n); |
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if ((mapx / MAP_SIZE) * MAP_SIZE != mapx || |
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(mapy / MAP_SIZE) * MAP_SIZE != mapy) { |
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fprintf(stderr,"Warning - generated map does not evenly tile.\n"); |
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} |
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for (nx= STARTX; nx<(STARTX + (mapx/ MAP_SIZE)); nx++) { |
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for (ny= STARTY; ny<(STARTY + (mapy/ MAP_SIZE)); ny++) { |
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ax = (nx - STARTX) * MAP_SIZE; |
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ay = (ny - STARTY) * MAP_SIZE; |
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sprintf(name,MAP_FORMAT,nx,ny); |
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if ((fp=fopen(name, "w"))==NULL) { |
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fprintf(stderr,"unable to open %s\n", name); |
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} |
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/* Write the header for the map */ |
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fprintf(fp,"arch map\n"); |
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fprintf(fp,"name %s\n", name); |
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fprintf(fp,"width %d\n", MAP_SIZE); |
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fprintf(fp,"height %d\n", MAP_SIZE); |
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/* Not used right now, but useful to include */ |
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fprintf(fp,"outdoor 1\n", MAP_SIZE); |
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/* don't do difficult, reset time, or enter coordinates */ |
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/* Set up the tile paths */ |
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if (ny != STARTY) { |
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fprintf(fp,"tile_path_1 "); |
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fprintf(fp,MAP_FORMAT,nx, ny-1); |
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fprintf(fp,"\n"); |
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} |
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if ((nx+1) < STARTX + (mapx/ MAP_SIZE)) { |
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fprintf(fp,"tile_path_2 "); |
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fprintf(fp,MAP_FORMAT,nx+1, ny); |
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fprintf(fp,"\n"); |
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} |
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if ((ny+1) < STARTY + (mapy/ MAP_SIZE)) { |
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fprintf(fp,"tile_path_3 "); |
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fprintf(fp,MAP_FORMAT,nx, ny+1); |
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fprintf(fp,"\n"); |
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} |
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if (nx != STARTX) { |
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fprintf(fp,"tile_path_4 "); |
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fprintf(fp,MAP_FORMAT,nx-1, ny); |
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fprintf(fp,"\n"); |
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} |
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fprintf(fp,"end\n"); |
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for (x = 0; x<50; x++) { |
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for (y = 0; y < 50; y++) { |
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q = terrain[x + ax + (y + ay)* mapx]; |
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fprintf(fp, "arch %s\n",Terrain_Names[q][0]); |
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fprintf(fp,"x %d\n", x); |
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fprintf(fp,"y %d\n", y); |
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q = altitude[y + ay ][x + ax]; |
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if (q< -32000) q = -32000; |
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if (q > 32000) q = 32000; |
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fprintf(fp,"elevation %d\n", q); |
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fprintf(fp,"end\n"); |
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} |
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} |
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fclose(fp); |
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} |
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} |
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fp = fopen("cmap", "w"); |
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fprintf(fp, "P3 %d %d 255\n", mapy, mapx); |
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for (y=0; y < mapy; y++) { |
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for (x=0; x < mapx; x++) { |
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fprintf(fp, Terrain_Names[terrain[x + y * mapx]][1]); |
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} |
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fprintf(fp, "\n"); |
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} |
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exit(0); |
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} |
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main(int argc, char *argv) |
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{ |
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int x, y, max_x=500, max_y=500, seed, land=300000, npasses=40, newalt, wpasses=50, water=50000; |
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int n, i, j, k, l, z, w, r, a, write_maps=0; |
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FILE *fp, *lp; |
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int junk; |
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char c; |
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extern char *optarg; |
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seed = time(NULL); |
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while ((c = getopt(argc, argv,"x:y:s:l:n:w:p:m"))!=-1) { |
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switch (c) { |
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case 'l': |
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land = atoi(optarg); |
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if (land < 11 ) { |
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fprintf(stderr,"-l must be at least 11\n"); |
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exit(1); |
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} |
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break; |
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283 |
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case 'w': |
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water = atoi(optarg); |
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if (water < 1 ) { |
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fprintf(stderr,"-w must be at least 1\n"); |
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exit(1); |
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} |
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break; |
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291 |
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case 'p': |
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wpasses = atoi(optarg); |
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if (wpasses < 1 ) { |
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fprintf(stderr,"-w must be at least 1\n"); |
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exit(1); |
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} |
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break; |
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299 |
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case 'n': |
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npasses = atoi(optarg); |
301 |
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if (npasses < 10 ) { |
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fprintf(stderr,"-n must be at least 10\n"); |
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exit(1); |
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} |
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break; |
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307 |
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case 'x': |
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max_x = atoi(optarg); |
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break; |
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case 'y': |
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max_y = atoi(optarg); |
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break; |
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case 's': |
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seed = atoi(optarg); |
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break; |
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case 'm': |
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write_maps=1; |
321 |
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break; |
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} |
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} |
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if (max_x > MAX_SIZE || max_y > MAX_SIZE) { |
325 |
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fprintf(stderr,"Max X and Y size is %d\n", MAX_SIZE); |
326 |
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exit(1); |
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} |
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329 |
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fprintf(stderr,"Making %d X %d map, seed %d, land %d, passes = %d\n", max_x, max_y, seed, land, npasses); |
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fprintf(stderr,"wpasses =%d, water=%d\n", wpasses, water); |
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fprintf(stderr,"-x %d -y %d -s %d -p %d -n %d -w %d -l %d\n", |
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max_x, max_y, seed, wpasses, npasses, water, land); |
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334 |
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srandom(seed); |
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for (x=20; x < max_x-20; x++) |
337 |
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for (y=20; y < max_y-20; y++) |
338 |
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altitude[x][y] = BASE_ALT; |
339 |
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340 |
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for (x=0; x<max_x; x++) { |
341 |
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for (y=0; y<20; y++) { |
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altitude[x][y] = (y -20 ) * 100; |
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altitude[x][max_y - y] = (y -20 ) * 100; |
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} |
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} |
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347 |
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for (y=10; y<max_y-10; y++) { |
348 |
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for (x=0; x<20; x++) { |
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altitude[x][y] = (x - 20) * 100; |
350 |
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altitude[max_x - x][y] = (x - 20) * 100; |
351 |
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} |
352 |
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} |
353 |
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354 |
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/* This basically produces areas of high varience (eg, islands, peaks, valleys, etc) */ |
355 |
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356 |
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for (l=0; l<npasses; l++) { |
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x = random()%max_x; |
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y = random()%max_y; |
359 |
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/* Weigh our selected starting position a little more towards the center |
360 |
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* so the continent is more in the center |
361 |
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*/ |
362 |
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if (random() % 2) { |
363 |
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x += random()%max_x; |
364 |
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y += random()%max_y; |
365 |
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x /=2; |
366 |
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y /=2; |
367 |
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} |
368 |
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n = random()%500+800; |
369 |
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370 |
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/* For some portion, try to find a pixel we have yet to modify */ |
371 |
|
|
if (l> (npasses * 15) / 20) { |
372 |
|
|
int tries=0; |
373 |
|
|
while (altitude[x][y] == BASE_ALT) { |
374 |
|
|
x = random()%max_x; |
375 |
|
|
y = random()%max_y; |
376 |
|
|
if (random() % 2) { |
377 |
|
|
x += random()%max_x; |
378 |
|
|
y += random()%max_y; |
379 |
|
|
x /=2; |
380 |
|
|
y /=2; |
381 |
|
|
} |
382 |
|
|
tries++; |
383 |
|
|
if (tries > 50) { |
384 |
|
|
fprintf(stderr,"did not find free space within %d tries\n", tries); |
385 |
|
|
break; |
386 |
|
|
} |
387 |
|
|
} |
388 |
|
|
|
389 |
|
|
} |
390 |
|
|
|
391 |
|
|
for (k=1; k< land ; k++) { |
392 |
|
|
r = random()%4; |
393 |
|
|
switch (r) { |
394 |
|
|
case 0: if (x<max_x-1) x++; else x -= random() % (max_x/2); break; |
395 |
|
|
case 1: if (y<max_y-1) y++; else y -= random() % (max_y/2); break; |
396 |
|
|
case 2: if (x) x--; else x+= random() % (max_x/2); break; |
397 |
|
|
case 3: if (y) y--; else y+= random() % (max_y/2); break; |
398 |
|
|
} |
399 |
|
|
altitude[x][y] += n; |
400 |
|
|
if (random()%k < 100) |
401 |
|
|
n -= 1; |
402 |
|
|
} |
403 |
|
|
} |
404 |
|
|
|
405 |
|
|
/* Make lakes and ocean trenches. |
406 |
|
|
* General note - it works better to have more passes, but each |
407 |
|
|
* pass doing less working - this results in more consistent lakes |
408 |
|
|
* and ocen trenching. |
409 |
|
|
*/ |
410 |
|
|
for (l=0; l<wpasses; l++) { |
411 |
|
|
/* for a small portion, we lower the area we make */ |
412 |
|
|
n = random()%1500-2000; |
413 |
|
|
|
414 |
|
|
x = random()% max_x; |
415 |
|
|
y = random()% max_y; |
416 |
|
|
|
417 |
|
|
while (altitude[x][y] > BASE_ALT || altitude[x][y]<-7000) { |
418 |
|
|
x = random()% max_x; |
419 |
|
|
y = random()% max_y; |
420 |
|
|
} |
421 |
|
|
for (k=1; k< water ; k++) { |
422 |
|
|
r = random()%4; |
423 |
|
|
switch (r) { |
424 |
|
|
case 0: if (x<max_x-1) x++; break; |
425 |
|
|
case 1: if (y<max_y-1) y++; break; |
426 |
|
|
case 2: if (x) x--; break; |
427 |
|
|
case 3: if (y) y--; break; |
428 |
|
|
} |
429 |
|
|
altitude[x][y] += n; |
430 |
|
|
if (random()%k < 100) |
431 |
|
|
n += 1; /*less dramatic as things go on */ |
432 |
|
|
} |
433 |
|
|
} |
434 |
|
|
|
435 |
|
|
|
436 |
|
|
/* This block seems to average out the spaces somewhat to prevent |
437 |
|
|
* cliffs and the like. |
438 |
|
|
*/ |
439 |
|
|
#define NUM_PASSES 3 |
440 |
|
|
r = 10; |
441 |
|
|
for (k=0; k<NUM_PASSES; k++) { |
442 |
|
|
for (x=2; x<max_x-2; x++) { |
443 |
|
|
for (y=2; y<max_y - 2; y++) { |
444 |
|
|
newalt = (altitude[x][y] * r + altitude[x-1][y] + |
445 |
|
|
altitude[x][y-1] + altitude[x-1][y-1] + |
446 |
|
|
altitude[x+1][y] + altitude[x][y+1] + |
447 |
|
|
altitude[x+1][y+1] + altitude[x+1][y-1] + |
448 |
|
|
altitude[x-1][y+1]) / (r+8); |
449 |
|
|
if (altitude[x][y] < 10 || altitude[x][y] > newalt) altitude[x][y] = newalt; |
450 |
|
|
} |
451 |
|
|
} |
452 |
|
|
for (x=max_x-2; x>2; x--) { |
453 |
|
|
for (y=max_y-2; y>2; y--) { |
454 |
|
|
newalt = (altitude[x][y] * r + altitude[x-1][y] + |
455 |
|
|
altitude[x][y-1] + altitude[x-1][y-1] + |
456 |
|
|
altitude[x+1][y] + altitude[x][y+1] + |
457 |
|
|
altitude[x+1][y+1] + altitude[x+1][y-1] + |
458 |
|
|
altitude[x-1][y+1]) / (r+8); |
459 |
|
|
if (altitude[x][y] < 10 || altitude[x][y] > newalt) altitude[x][y] = newalt; |
460 |
|
|
} |
461 |
|
|
} |
462 |
|
|
} |
463 |
|
|
|
464 |
|
|
/* Make this 100 so that we eliminate/reduce the lakiness of |
465 |
|
|
* the map that is otherwise generated - otherwise, the map |
466 |
|
|
* looks like an archipelligo |
467 |
|
|
*/ |
468 |
|
|
#define AVG_PT -10 |
469 |
|
|
|
470 |
|
|
/* water - does the same as above, but try to more equally balnace the spaces*/ |
471 |
|
|
r = 1; |
472 |
|
|
for (k=0; k<40; k++) { |
473 |
|
|
for (x=2; x<max_x-2; x++) { |
474 |
|
|
for (y=2; y<max_y -2; y++) { |
475 |
|
|
if (altitude[x][y] < AVG_PT) |
476 |
|
|
altitude[x][y] = (altitude[x][y] * r + altitude[x-1][y] + |
477 |
|
|
altitude[x][y-1] + altitude[x-1][y-1] + |
478 |
|
|
altitude[x+1][y] + altitude[x][y+1] + |
479 |
|
|
altitude[x+1][y+1] + altitude[x+1][y-1] + |
480 |
|
|
altitude[x-1][y+1]) / (r+8); |
481 |
|
|
} |
482 |
|
|
} |
483 |
|
|
for (x=max_x-2; x>2; x--) { |
484 |
|
|
for (y=max_y-2; y>2; y--) { |
485 |
|
|
if (altitude[x][y] < AVG_PT) |
486 |
|
|
altitude[x][y] = (altitude[x][y] * r + altitude[x-1][y] + |
487 |
|
|
altitude[x][y-1] + altitude[x-1][y-1] + |
488 |
|
|
altitude[x+1][y] + altitude[x][y+1] + |
489 |
|
|
altitude[x+1][y+1] + altitude[x+1][y-1] + |
490 |
|
|
altitude[x-1][y+1]) / (r+8); |
491 |
|
|
} |
492 |
|
|
} |
493 |
|
|
} |
494 |
|
|
if (write_maps) |
495 |
|
|
write_crossfire_maps(max_x, max_y); |
496 |
|
|
|
497 |
|
|
/* Now write the data out */ |
498 |
|
|
|
499 |
|
|
fp = fopen("lmap", "w"); |
500 |
|
|
lp = fopen("pmap", "w"); |
501 |
|
|
fprintf(fp, "P3 %d %d 255\n", max_y, max_x); |
502 |
|
|
for (j=0; j < max_x; j++) { |
503 |
|
|
for (k=0; k < max_y; k++) { |
504 |
|
|
junk = altitude[j][k]; |
505 |
|
|
fprintf(lp, "%d ", altitude[j][k]); |
506 |
|
|
if (junk < -5000) |
507 |
|
|
fprintf(fp, "0 0 127 "); |
508 |
|
|
/* Shallow water should really be just at the coastal |
509 |
|
|
* area, so put a big gap between shallow and deep. |
510 |
|
|
* this also evens out the occurance of the different types |
511 |
|
|
* to be more equal |
512 |
|
|
*/ |
513 |
|
|
else if (junk < -99) |
514 |
|
|
fprintf(fp, "0 0 192 "); |
515 |
|
|
else if (junk < 1) |
516 |
|
|
fprintf(fp, "0 0 255 "); |
517 |
|
|
else if (junk < 1000) |
518 |
|
|
fprintf(fp, "0 240 0 "); |
519 |
|
|
else if (junk < 2000) |
520 |
|
|
fprintf(fp, "0 220 0 "); |
521 |
|
|
else if (junk < 3000) |
522 |
|
|
fprintf(fp, "0 200 0 "); |
523 |
|
|
else if (junk < 4000) |
524 |
|
|
fprintf(fp, "0 180 0 "); |
525 |
|
|
else if (junk < 5000) |
526 |
|
|
fprintf(fp, "0 160 0 "); |
527 |
|
|
else if (junk < 6000) |
528 |
|
|
fprintf(fp, "255 130 71 "); |
529 |
|
|
else if (junk < 8000) |
530 |
|
|
fprintf(fp, "238 121 66 "); |
531 |
|
|
else if (junk < 10000) |
532 |
|
|
fprintf(fp, "205 104 57 "); |
533 |
|
|
else if (junk < 12000) |
534 |
|
|
fprintf(fp, "139 71 38 "); |
535 |
|
|
else |
536 |
|
|
fprintf(fp, "255 255 255 "); |
537 |
|
|
} |
538 |
|
|
fprintf(fp, "\n"); |
539 |
|
|
} |
540 |
|
|
exit(0); |
541 |
|
|
} |