| 1 |
#include <stdio.h> |
| 2 |
#include <stdlib.h> |
| 3 |
|
| 4 |
#define MAX_SIZE 3000 |
| 5 |
#define MAX(x,y) ((x)>(y)?(x):(y)) |
| 6 |
|
| 7 |
#define BASE_ALT -100 |
| 8 |
|
| 9 |
/* make this a global to avoid stack overflow */ |
| 10 |
int altitude[MAX_SIZE][MAX_SIZE]; |
| 11 |
|
| 12 |
/* This function writes out the crossfire maps. So shoot me for |
| 13 |
* using compiled in constants - I'm not going to use this so much |
| 14 |
* that I wanted to do anything too easy. |
| 15 |
*/ |
| 16 |
|
| 17 |
#define MAP_FORMAT "world_%03d_%03d" |
| 18 |
|
| 19 |
/* Maps are square */ |
| 20 |
|
| 21 |
#define MAP_SIZE 50 |
| 22 |
|
| 23 |
/* There will be a total of 2500 maps (eek) - 50 in |
| 24 |
* each diretion. STARTX and STARTY are where to start |
| 25 |
* numbering from. I chose 100 for a few reasons - 1) it |
| 26 |
* gives room to the left and above to add some things (another |
| 27 |
* continent for that matter), and 2) since the format allows |
| 28 |
* for up to 1000 in each direction, this seemed reasonable. |
| 29 |
* Note - if you do the math, and have 1000 * 1000 maps, each |
| 30 |
* with 50*50 spaces, you have a total of 2.5 billion spaces. |
| 31 |
* So hopefully that should be large enough. |
| 32 |
*/ |
| 33 |
|
| 34 |
#define STARTX 100 |
| 35 |
#define STARTY 100 |
| 36 |
|
| 37 |
typedef enum { |
| 38 |
None=0, |
| 39 |
DeepWater=1, |
| 40 |
MediumWater=2, |
| 41 |
ShallowWater=3, |
| 42 |
Swamp=4, |
| 43 |
DeepSwamp=5, |
| 44 |
Grass=6, |
| 45 |
Desert=7, |
| 46 |
Brush=8, |
| 47 |
EverGreens=9, |
| 48 |
Jungle=10, |
| 49 |
Tree1=11, |
| 50 |
Tree2=12, |
| 51 |
Woods1=13, |
| 52 |
Woods2=14, |
| 53 |
Woods3=15, |
| 54 |
Hills=16, |
| 55 |
HillsRocky=17, |
| 56 |
Steppe=17, |
| 57 |
Mountain=19, |
| 58 |
HighMountain=20, |
| 59 |
WasteLand=21 |
| 60 |
} Terrain_Types; |
| 61 |
|
| 62 |
char *Terrain_Names[][2] = { |
| 63 |
/* these are the archetype names. They are in the same order |
| 64 |
* as the Terrain_Types above. Note many terrain types are not |
| 65 |
* included because handling them would be too difficult. |
| 66 |
*/ |
| 67 |
{"None", "0, 0, 0 "}, |
| 68 |
{"deep_sea", "0 0 127 "}, |
| 69 |
{"sea", "0 0 192 "}, |
| 70 |
{"shallow_sea", "0 0 255 "}, /* wading depth */ |
| 71 |
{"swamp", "12 161 64 "}, |
| 72 |
{"deep_swamp", "155 175 164 "}, |
| 73 |
{"grass", "0 255 0 "}, |
| 74 |
{"desert", "222 218 135 "}, |
| 75 |
{"brush", "1 144 1 "}, |
| 76 |
{"evergreens", "0 128 0 "}, |
| 77 |
{"jungle_1", "0 176 0 "}, |
| 78 |
{"tree", "4 133 01 "}, |
| 79 |
{"evergreen", "20 209 0 "}, |
| 80 |
{"woods", "4 115 01 "}, |
| 81 |
{"woods_2", "1 182 02 "}, |
| 82 |
{"woods_3", "4 153 02 "}, |
| 83 |
{"hills", "166 160 70 "}, |
| 84 |
{"hills_rocky", "166 155 70 "}, |
| 85 |
{"steppe", "150 97 34 "}, |
| 86 |
{"mountain", "183 190 190 "}, |
| 87 |
{"mountain2", "191 196 185 "}, |
| 88 |
{"wasteland", "255 255 255 "}, |
| 89 |
}; |
| 90 |
|
| 91 |
|
| 92 |
|
| 93 |
void write_crossfire_maps(int mapx, int mapy) |
| 94 |
{ |
| 95 |
int x, y,n,q, nx, ny,r1,r2,ax=0,ay=0, j, k; |
| 96 |
char name[512]; |
| 97 |
FILE *fp; |
| 98 |
Terrain_Types *terrain; |
| 99 |
|
| 100 |
terrain = calloc(mapx * mapy * sizeof(Terrain_Types), sizeof(Terrain_Types)); |
| 101 |
|
| 102 |
/* First fill in the water and the highest of peaks */ |
| 103 |
for (x=0; x<mapx; x++) { |
| 104 |
for (y=0; y<mapy; y++) { |
| 105 |
if (altitude[y][x] < -5000) { |
| 106 |
terrain[x + y * mapx] = DeepWater; |
| 107 |
} else if (altitude[y][x] < -99) { |
| 108 |
terrain[x + y * mapx] = MediumWater; |
| 109 |
} else if (altitude[y][x] < 1) { |
| 110 |
terrain[x + y * mapx] = ShallowWater; |
| 111 |
} else if (altitude[y][x] >=12000) { |
| 112 |
/* Not really precisely wasteland, but wastelands are impassable */ |
| 113 |
terrain[x + y * mapx] = WasteLand; |
| 114 |
} |
| 115 |
} |
| 116 |
} |
| 117 |
/* Basically, take a random bit and populate the area with terrain. |
| 118 |
* We do this so it won't be totally monolythic (have several forest types |
| 119 |
* for example), yet patches will be the same thing, eg, a stretch of |
| 120 |
* desert, which wouldn't work very well if we just chose randomly |
| 121 |
* for each space. |
| 122 |
*/ |
| 123 |
|
| 124 |
for (n=0; n<(mapx * mapy) / 100; n++) { |
| 125 |
do { |
| 126 |
x = random() % mapx; |
| 127 |
y = random() % mapy; |
| 128 |
} while ( terrain[x + y * mapx] == None); |
| 129 |
|
| 130 |
nx = x + 40; |
| 131 |
if (nx > mapx) nx=mapx; |
| 132 |
ny = y + 40; |
| 133 |
if (ny > mapy) ny = mapy; |
| 134 |
r1 = random(); |
| 135 |
r2 = random(); |
| 136 |
for (x = nx-40; x<nx; x++) { |
| 137 |
for (y=ny-40; y<ny; y++) { |
| 138 |
if (terrain[x + y * mapx] != None) continue; |
| 139 |
|
| 140 |
/* near the edges, don't always fill in so that hopefully something |
| 141 |
* else will fill in and smooth these out some |
| 142 |
*/ |
| 143 |
if ( (x < (nx -30) || y < (ny - 30) || x > (nx -10) || y > (ny - 10)) && |
| 144 |
random() % 2) continue; |
| 145 |
|
| 146 |
if (altitude[y][x] < 10) { |
| 147 |
terrain[x + y * mapx] = Swamp + (r1 % 2); |
| 148 |
} |
| 149 |
else if (altitude[y][x] < 1000) { |
| 150 |
terrain[x + y * mapx] = Grass + (r1 % 3); |
| 151 |
} else if (altitude[y][x] < 3000) { |
| 152 |
terrain[x + y * mapx] = EverGreens + (r1 % 9); |
| 153 |
} else if (altitude[y][x] < 5000) { |
| 154 |
terrain[x + y * mapx] = Hills + (r2 % 3); |
| 155 |
} else if (altitude[y][x] < 9000) { |
| 156 |
terrain[x + y * mapx] = Mountain; |
| 157 |
} else if (altitude[y][x] < 12000) { |
| 158 |
terrain[x + y * mapx] = HighMountain; |
| 159 |
} |
| 160 |
else fprintf(stderr,"altitude %d did not get filled in?\n", altitude[y][x]); |
| 161 |
} |
| 162 |
} |
| 163 |
} |
| 164 |
/* Now just fill in the spaces randomly. */ |
| 165 |
n=0; |
| 166 |
r1 = random(); |
| 167 |
r2 = random(); |
| 168 |
for (x=0; x<mapx; x++) { |
| 169 |
for (y=0; y<mapy; y++) { |
| 170 |
if (terrain[x + y * mapx] != None) continue; |
| 171 |
n++; |
| 172 |
if (altitude[y][x] < 10) { |
| 173 |
terrain[x + y * mapx] = Swamp + (r1 % 2); |
| 174 |
} |
| 175 |
if (altitude[y][x] < 1000) { |
| 176 |
terrain[x + y * mapx] = Grass + (r1 % 3); |
| 177 |
} else if (altitude[y][x] < 3000) { |
| 178 |
terrain[x + y * mapx] = EverGreens + (r2 % 9); |
| 179 |
} else if (altitude[y][x] < 5000) { |
| 180 |
terrain[x + y * mapx] = Hills + (r2 % 3); |
| 181 |
} else if (altitude[y][x] < 9000) { |
| 182 |
terrain[x + y * mapx] = Mountain; |
| 183 |
} else if (altitude[y][x] < 12000) { |
| 184 |
terrain[x + y * mapx] = HighMountain; |
| 185 |
} |
| 186 |
} |
| 187 |
} |
| 188 |
fprintf(stderr,"Filled in %d spaces\n",n); |
| 189 |
if ((mapx / MAP_SIZE) * MAP_SIZE != mapx || |
| 190 |
(mapy / MAP_SIZE) * MAP_SIZE != mapy) { |
| 191 |
fprintf(stderr,"Warning - generated map does not evenly tile.\n"); |
| 192 |
} |
| 193 |
for (nx= STARTX; nx<(STARTX + (mapx/ MAP_SIZE)); nx++) { |
| 194 |
for (ny= STARTY; ny<(STARTY + (mapy/ MAP_SIZE)); ny++) { |
| 195 |
ax = (nx - STARTX) * MAP_SIZE; |
| 196 |
ay = (ny - STARTY) * MAP_SIZE; |
| 197 |
|
| 198 |
sprintf(name,MAP_FORMAT,nx,ny); |
| 199 |
if ((fp=fopen(name, "w"))==NULL) { |
| 200 |
fprintf(stderr,"unable to open %s\n", name); |
| 201 |
} |
| 202 |
/* Write the header for the map */ |
| 203 |
fprintf(fp,"arch map\n"); |
| 204 |
fprintf(fp,"name %s\n", name); |
| 205 |
fprintf(fp,"width %d\n", MAP_SIZE); |
| 206 |
fprintf(fp,"height %d\n", MAP_SIZE); |
| 207 |
/* Not used right now, but useful to include */ |
| 208 |
fprintf(fp,"outdoor 1\n", MAP_SIZE); |
| 209 |
|
| 210 |
/* don't do difficult, reset time, or enter coordinates */ |
| 211 |
/* Set up the tile paths */ |
| 212 |
if (ny != STARTY) { |
| 213 |
fprintf(fp,"tile_path_1 "); |
| 214 |
fprintf(fp,MAP_FORMAT,nx, ny-1); |
| 215 |
fprintf(fp,"\n"); |
| 216 |
} |
| 217 |
if ((nx+1) < STARTX + (mapx/ MAP_SIZE)) { |
| 218 |
fprintf(fp,"tile_path_2 "); |
| 219 |
fprintf(fp,MAP_FORMAT,nx+1, ny); |
| 220 |
fprintf(fp,"\n"); |
| 221 |
} |
| 222 |
if ((ny+1) < STARTY + (mapy/ MAP_SIZE)) { |
| 223 |
fprintf(fp,"tile_path_3 "); |
| 224 |
fprintf(fp,MAP_FORMAT,nx, ny+1); |
| 225 |
fprintf(fp,"\n"); |
| 226 |
} |
| 227 |
if (nx != STARTX) { |
| 228 |
fprintf(fp,"tile_path_4 "); |
| 229 |
fprintf(fp,MAP_FORMAT,nx-1, ny); |
| 230 |
fprintf(fp,"\n"); |
| 231 |
} |
| 232 |
fprintf(fp,"end\n"); |
| 233 |
for (x = 0; x<50; x++) { |
| 234 |
for (y = 0; y < 50; y++) { |
| 235 |
q = terrain[x + ax + (y + ay)* mapx]; |
| 236 |
fprintf(fp, "arch %s\n",Terrain_Names[q][0]); |
| 237 |
fprintf(fp,"x %d\n", x); |
| 238 |
fprintf(fp,"y %d\n", y); |
| 239 |
q = altitude[y + ay ][x + ax]; |
| 240 |
if (q< -32000) q = -32000; |
| 241 |
if (q > 32000) q = 32000; |
| 242 |
fprintf(fp,"elevation %d\n", q); |
| 243 |
fprintf(fp,"end\n"); |
| 244 |
} |
| 245 |
} |
| 246 |
fclose(fp); |
| 247 |
} |
| 248 |
} |
| 249 |
|
| 250 |
fp = fopen("cmap", "w"); |
| 251 |
fprintf(fp, "P3 %d %d 255\n", mapy, mapx); |
| 252 |
for (y=0; y < mapy; y++) { |
| 253 |
for (x=0; x < mapx; x++) { |
| 254 |
fprintf(fp, Terrain_Names[terrain[x + y * mapx]][1]); |
| 255 |
} |
| 256 |
fprintf(fp, "\n"); |
| 257 |
} |
| 258 |
exit(0); |
| 259 |
} |
| 260 |
|
| 261 |
|
| 262 |
|
| 263 |
main(int argc, char *argv) |
| 264 |
{ |
| 265 |
int x, y, max_x=500, max_y=500, seed, land=300000, npasses=40, newalt, wpasses=50, water=50000; |
| 266 |
int n, i, j, k, l, z, w, r, a, write_maps=0; |
| 267 |
FILE *fp, *lp; |
| 268 |
int junk; |
| 269 |
char c; |
| 270 |
extern char *optarg; |
| 271 |
|
| 272 |
seed = time(NULL); |
| 273 |
while ((c = getopt(argc, argv,"x:y:s:l:n:w:p:m"))!=-1) { |
| 274 |
switch (c) { |
| 275 |
case 'l': |
| 276 |
land = atoi(optarg); |
| 277 |
if (land < 11 ) { |
| 278 |
fprintf(stderr,"-l must be at least 11\n"); |
| 279 |
exit(1); |
| 280 |
} |
| 281 |
break; |
| 282 |
|
| 283 |
case 'w': |
| 284 |
water = atoi(optarg); |
| 285 |
if (water < 1 ) { |
| 286 |
fprintf(stderr,"-w must be at least 1\n"); |
| 287 |
exit(1); |
| 288 |
} |
| 289 |
break; |
| 290 |
|
| 291 |
case 'p': |
| 292 |
wpasses = atoi(optarg); |
| 293 |
if (wpasses < 1 ) { |
| 294 |
fprintf(stderr,"-w must be at least 1\n"); |
| 295 |
exit(1); |
| 296 |
} |
| 297 |
break; |
| 298 |
|
| 299 |
case 'n': |
| 300 |
npasses = atoi(optarg); |
| 301 |
if (npasses < 10 ) { |
| 302 |
fprintf(stderr,"-n must be at least 10\n"); |
| 303 |
exit(1); |
| 304 |
} |
| 305 |
break; |
| 306 |
|
| 307 |
case 'x': |
| 308 |
max_x = atoi(optarg); |
| 309 |
break; |
| 310 |
|
| 311 |
case 'y': |
| 312 |
max_y = atoi(optarg); |
| 313 |
break; |
| 314 |
|
| 315 |
case 's': |
| 316 |
seed = atoi(optarg); |
| 317 |
break; |
| 318 |
|
| 319 |
case 'm': |
| 320 |
write_maps=1; |
| 321 |
break; |
| 322 |
} |
| 323 |
} |
| 324 |
if (max_x > MAX_SIZE || max_y > MAX_SIZE) { |
| 325 |
fprintf(stderr,"Max X and Y size is %d\n", MAX_SIZE); |
| 326 |
exit(1); |
| 327 |
} |
| 328 |
|
| 329 |
fprintf(stderr,"Making %d X %d map, seed %d, land %d, passes = %d\n", max_x, max_y, seed, land, npasses); |
| 330 |
fprintf(stderr,"wpasses =%d, water=%d\n", wpasses, water); |
| 331 |
fprintf(stderr,"-x %d -y %d -s %d -p %d -n %d -w %d -l %d\n", |
| 332 |
max_x, max_y, seed, wpasses, npasses, water, land); |
| 333 |
|
| 334 |
srandom(seed); |
| 335 |
|
| 336 |
for (x=20; x < max_x-20; x++) |
| 337 |
for (y=20; y < max_y-20; y++) |
| 338 |
altitude[x][y] = BASE_ALT; |
| 339 |
|
| 340 |
for (x=0; x<max_x; x++) { |
| 341 |
for (y=0; y<20; y++) { |
| 342 |
altitude[x][y] = (y -20 ) * 100; |
| 343 |
altitude[x][max_y - y] = (y -20 ) * 100; |
| 344 |
} |
| 345 |
} |
| 346 |
|
| 347 |
for (y=10; y<max_y-10; y++) { |
| 348 |
for (x=0; x<20; x++) { |
| 349 |
altitude[x][y] = (x - 20) * 100; |
| 350 |
altitude[max_x - x][y] = (x - 20) * 100; |
| 351 |
} |
| 352 |
} |
| 353 |
|
| 354 |
/* This basically produces areas of high varience (eg, islands, peaks, valleys, etc) */ |
| 355 |
|
| 356 |
for (l=0; l<npasses; l++) { |
| 357 |
x = random()%max_x; |
| 358 |
y = random()%max_y; |
| 359 |
/* Weigh our selected starting position a little more towards the center |
| 360 |
* so the continent is more in the center |
| 361 |
*/ |
| 362 |
if (random() % 2) { |
| 363 |
x += random()%max_x; |
| 364 |
y += random()%max_y; |
| 365 |
x /=2; |
| 366 |
y /=2; |
| 367 |
} |
| 368 |
n = random()%500+800; |
| 369 |
|
| 370 |
/* 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 |
} |