/* s_gen.c * * Micropolis, Unix Version. This game was released for the Unix platform * in or about 1990 and has been modified for inclusion in the One Laptop * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If * you need assistance with this program, you may contact: * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. You should have received a * copy of the GNU General Public License along with this program. If * not, see . * * ADDITIONAL TERMS per GNU GPL Section 7 * * No trademark or publicity rights are granted. This license does NOT * give you any right, title or interest in the trademark SimCity or any * other Electronic Arts trademark. You may not distribute any * modification of this program using the trademark SimCity or claim any * affliation or association with Electronic Arts Inc. or its employees. * * Any propagation or conveyance of this program must include this * copyright notice and these terms. * * If you convey this program (or any modifications of it) and assume * contractual liability for the program to recipients of it, you agree * to indemnify Electronic Arts for any liability that those contractual * assumptions impose on Electronic Arts. * * You may not misrepresent the origins of this program; modified * versions of the program must be marked as such and not identified as * the original program. * * This disclaimer supplements the one included in the General Public * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES, * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY, * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING, * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY * NOT APPLY TO YOU. */ #include "sim.h" /* Generate Map */ #define WATER_LOW RIVER /* 2 */ #define WATER_HIGH LASTRIVEDGE /* 20 */ #define WOODS_LOW TREEBASE /* 21 */ #define WOODS_HIGH UNUSED_TRASH2 /* 39 */ short XStart, YStart, MapX, MapY; short Dir, LastDir; int TreeLevel = -1; /* level for tree creation */ int LakeLevel = -1; /* level for lake creation */ int CurveLevel = -1; /* level for river curviness */ int CreateIsland = -1; /* -1 => 10%, 0 => never, 1 => always */ GenerateNewCity(void) { GenerateSomeCity(Rand16()); } GenerateSomeCity(int r) { if (CityFileName != NULL) { ckfree(CityFileName); CityFileName = NULL; } gettimeofday(&start_time, NULL); GenerateMap(r); ScenarioID = 0; CityTime = 0; InitSimLoad = 2; DoInitialEval = 0; InitWillStuff(); ResetMapState(); ResetEditorState(); InvalidateEditors(); InvalidateMaps(); UpdateFunds(); DoSimInit(); Eval("UIDidGenerateNewCity"); Kick(); } ERand(short limit) { short x, z; z = Rand(limit); x = Rand(limit); if (z < x) return (z); return (x); } GenerateMap(int r) { SeedRand(r); if (CreateIsland < 0) { if (Rand(100) < 10) { /* chance that island is generated */ MakeIsland(); return; } } if (CreateIsland == 1) { MakeNakedIsland(); } else { ClearMap(); } GetRandStart(); if (CurveLevel != 0) { DoRivers(); } if (LakeLevel != 0) { MakeLakes(); } SmoothRiver(); if (TreeLevel != 0) { DoTrees(); } RandomlySeedRand(); } ClearMap(void) { register short x, y; for (x = 0; x < WORLD_X; x++) for (y = 0; y < WORLD_Y; y++) Map[x][y] = DIRT; } ClearUnnatural(void) { register short x, y; for (x = 0; x < WORLD_X; x++) { for (y = 0; y < WORLD_Y; y++) { if (Map[x][y] > WOODS) { Map[x][y] = DIRT; } } } } #define RADIUS 18 MakeNakedIsland() { register int x, y; for (x = 0; x < WORLD_X; x++) for (y = 0; y < WORLD_Y; y++) Map[x][y] = RIVER; for (x = 5; x < WORLD_X - 5; x++) for (y = 5; y < WORLD_Y - 5; y++) Map[x][y] = DIRT; for (x = 0; x < WORLD_X - 5; x += 2) { MapX = x ; MapY = ERand(RADIUS); BRivPlop(); MapY = (WORLD_Y - 10) - ERand(RADIUS); BRivPlop(); MapY = 0; SRivPlop(); MapY = (WORLD_Y - 6); SRivPlop(); } for (y = 0; y < WORLD_Y - 5; y += 2) { MapY = y ; MapX = ERand(RADIUS); BRivPlop(); MapX = (WORLD_X - 10) - ERand(RADIUS); BRivPlop(); MapX = 0; SRivPlop(); MapX = (WORLD_X - 6); SRivPlop(); } } MakeIsland(void) { MakeNakedIsland(); SmoothRiver(); DoTrees(); } MakeLakes(void) { short Lim1, Lim2, t, z; register short x, y; if (LakeLevel < 0) { Lim1 = Rand(10); } else { Lim1 = LakeLevel / 2; } for (t = 0; t < Lim1; t++) { x = Rand(WORLD_X - 21) + 10; y = Rand(WORLD_Y - 20) + 10; Lim2 = Rand(12) + 2; for (z = 0; z < Lim2; z++) { MapX = x - 6 + Rand(12); MapY = y - 6 + Rand(12); if (Rand(4)) SRivPlop(); else BRivPlop(); } } } GetRandStart(void) { XStart = 40 + Rand(WORLD_X - 80); YStart = 33 + Rand(WORLD_Y - 67); MapX = XStart; MapY = YStart; } MoveMap(short dir) { static short DirTab[2][8] = { { 0, 1, 1, 1, 0, -1, -1, -1}, {-1,-1, 0, 1, 1, 1, 0, -1} }; dir = dir & 7; MapX += DirTab[0][dir]; MapY += DirTab[1][dir]; } TreeSplash(short xloc, short yloc) { short dis, dir; register short xoff, yoff, z; if (TreeLevel < 0) { dis = Rand(150) + 50; } else { dis = Rand(100 + (TreeLevel * 2)) + 50; } MapX = xloc; MapY = yloc; for (z = 0; z < dis; z++) { dir = Rand(7); MoveMap(dir); if (!(TestBounds(MapX, MapY))) return; if ((Map[MapX][MapY] & LOMASK) == DIRT) Map[MapX][MapY] = WOODS + BLBNBIT; } } DoTrees(void) { short Amount, x, xloc, yloc; if (TreeLevel < 0) { Amount = Rand(100) + 50; } else { Amount = TreeLevel + 3; } for(x = 0; x < Amount; x++) { xloc = Rand(WORLD_X - 1); yloc = Rand(WORLD_Y - 1); TreeSplash(xloc, yloc); } SmoothTrees(); SmoothTrees(); } SmoothRiver(void) { static short DX[4] = {-1, 0, 1, 0}; static short DY[4] = { 0, 1, 0,-1}; static short REdTab[16] = { 13+BULLBIT, 13+BULLBIT, 17+BULLBIT, 15+BULLBIT, 5+BULLBIT, 2, 19+BULLBIT, 17+BULLBIT, 9+BULLBIT, 11+BULLBIT, 2, 13+BULLBIT, 7+BULLBIT, 9+BULLBIT, 5+BULLBIT, 2 }; short bitindex, z, Xtem, Ytem; register short temp, MapX, MapY; for (MapX = 0; MapX < WORLD_X; MapX++) { for (MapY = 0; MapY < WORLD_Y; MapY++) { if (Map[MapX][MapY] == REDGE) { bitindex = 0; for (z = 0; z < 4; z++) { bitindex = bitindex << 1; Xtem = MapX + DX[z]; Ytem = MapY + DY[z]; if (TestBounds(Xtem, Ytem) && ((Map[Xtem][Ytem] & LOMASK) != DIRT) && (((Map[Xtem][Ytem]&LOMASK) < WOODS_LOW) || ((Map[Xtem][Ytem]&LOMASK) > WOODS_HIGH))) bitindex++; } temp = REdTab[bitindex & 15]; if ((temp != RIVER) && (Rand(1))) temp++; Map[MapX][MapY] = temp; } } } } IsTree(int cell) { if (((cell & LOMASK) >= WOODS_LOW) && ((cell & LOMASK) <= WOODS_HIGH)) return TRUE; return FALSE; } SmoothTrees(void) { static short DX[4] = {-1, 0, 1, 0}; static short DY[4] = { 0, 1, 0,-1}; static short TEdTab[16] = { 0, 0, 0, 34, 0, 0, 36, 35, 0, 32, 0, 33, 30, 31, 29, 37 }; short bitindex, z, Xtem, Ytem; register short temp, MapX, MapY; for (MapX = 0; MapX < WORLD_X; MapX++) { for (MapY = 0; MapY < WORLD_Y; MapY++) { if (IsTree(Map[MapX][MapY])) { bitindex = 0; for (z = 0; z < 4; z++) { bitindex = bitindex << 1; Xtem = MapX + DX[z]; Ytem = MapY + DY[z]; if (TestBounds(Xtem, Ytem) && IsTree(Map[Xtem][Ytem])) { bitindex++; } } temp = TEdTab[bitindex & 15]; if (temp) { if (temp != WOODS) if ((MapX + MapY) & 1) temp = temp - 8; Map[MapX][MapY] = temp + BLBNBIT; } else Map[MapX][MapY] = temp; } } } } DoRivers(void) { LastDir = Rand(3); Dir = LastDir; DoBRiv(); MapX = XStart; MapY = YStart; LastDir = LastDir ^ 4; Dir = LastDir; DoBRiv(); MapX = XStart; MapY = YStart; LastDir = Rand(3); DoSRiv(); } DoBRiv(void) { int r1, r2; if (CurveLevel < 0) { r1 = 100; r2 = 200; } else { r1 = CurveLevel + 10; r2 = CurveLevel + 100; } while (TestBounds (MapX + 4, MapY + 4)) { BRivPlop(); if (Rand(r1) < 10) { Dir = LastDir; } else { if (Rand(r2) > 90) Dir++; if (Rand(r2) > 90) Dir--; } MoveMap(Dir); } } DoSRiv(void) { int r1, r2; if (CurveLevel < 0) { r1 = 100; r2 = 200; } else { r1 = CurveLevel + 10; r2 = CurveLevel + 100; } while (TestBounds (MapX + 3, MapY + 3)) { SRivPlop(); if (Rand(r1) < 10) { Dir = LastDir; } else { if (Rand(r2) > 90) Dir++; if (Rand(r2) > 90) Dir--; } MoveMap(Dir); } } PutOnMap(short Mchar, short Xoff, short Yoff) { register short Xloc, Yloc, temp; if (Mchar == 0) return; Xloc = MapX + Xoff; Yloc = MapY + Yoff; if (TestBounds(Xloc, Yloc) == FALSE) return; if (temp = Map[Xloc][Yloc]) { temp = temp & LOMASK; if (temp == RIVER) if (Mchar != CHANNEL) return; if (temp == CHANNEL) return; } Map[Xloc][Yloc] = Mchar; } BRivPlop(void) { static short BRMatrix[9][9] = { { 0, 0, 0, 3, 3, 3, 0, 0, 0 }, { 0, 0, 3, 2, 2, 2, 3, 0, 0 }, { 0, 3, 2, 2, 2, 2, 2, 3, 0 }, { 3, 2, 2, 2, 2, 2, 2, 2, 3 }, { 3, 2, 2, 2, 4, 2, 2, 2, 3 }, { 3, 2, 2, 2, 2, 2, 2, 2, 3 }, { 0, 3, 2, 2, 2, 2, 2, 3, 0 }, { 0, 0, 3, 2, 2, 2, 3, 0, 0 }, { 0, 0, 0, 3, 3, 3, 0, 0, 0 } }; short x, y; for (x = 0; x < 9; x++) for (y = 0; y < 9; y++) PutOnMap(BRMatrix[y][x], x, y); } SRivPlop(void) { static short SRMatrix[6][6] = { { 0, 0, 3, 3, 0, 0 }, { 0, 3, 2, 2, 3, 0 }, { 3, 2, 2, 2, 2, 3 }, { 3, 2, 2, 2, 2, 3 }, { 0, 3, 2, 2, 3, 0 }, { 0, 0, 3, 3, 0, 0 } }; short x, y; for (x = 0; x < 6; x++) for (y = 0; y < 6; y++) PutOnMap(SRMatrix[y][x], x, y); } SmoothWater() { int x, y; for(x = 0; x < WORLD_X; x++) { for(y = 0; y < WORLD_Y; y++) { /* If water: */ if (((Map[x][y] & LOMASK) >= WATER_LOW) && ((Map[x][y] & LOMASK) <= WATER_HIGH)) { if (x > 0) { /* If nearest object is not water: */ if (((Map[x - 1][y] & LOMASK) < WATER_LOW) || ((Map[x - 1][y] & LOMASK) > WATER_HIGH)) { goto edge; } } if (x < (WORLD_X - 1)) { /* If nearest object is not water: */ if (((Map[x+1][y]&LOMASK) < WATER_LOW) || ((Map[x+1][y]&LOMASK) > WATER_HIGH)) { goto edge; } } if (y > 0) { /* If nearest object is not water: */ if (((Map[x][y - 1] & LOMASK) < WATER_LOW) || ((Map[x][y-1]&LOMASK) > WATER_HIGH)) { goto edge; } } if (y < (WORLD_Y - 1)) { /* If nearest object is not water: */ if (((Map[x][y + 1] & LOMASK) < WATER_LOW) || ((Map[x][y + 1] & LOMASK) > WATER_HIGH)) { edge: Map[x][y]=REDGE; /* set river edge */ continue; } } } } } for (x = 0; x < WORLD_X; x++) { for (y = 0; y < WORLD_Y; y++) { /* If water which is not a channel: */ if (((Map[x][y] & LOMASK) != CHANNEL) && ((Map[x][y] & LOMASK) >= WATER_LOW) && ((Map[x][y] & LOMASK) <= WATER_HIGH)) { if (x > 0) { /* If nearest object is not water; */ if (((Map[x - 1][y] & LOMASK) < WATER_LOW) || ((Map[x - 1][y] & LOMASK) > WATER_HIGH)) { continue; } } if (x < (WORLD_X - 1)) { /* If nearest object is not water: */ if (((Map[x + 1][y] & LOMASK) < WATER_LOW) || ((Map[x + 1][y] & LOMASK) > WATER_HIGH)) { continue; } } if (y > 0) { /* If nearest object is not water: */ if (((Map[x][y - 1] & LOMASK) < WATER_LOW) || ((Map[x][y - 1] & LOMASK) > WATER_HIGH)) { continue; } } if (y < (WORLD_Y - 1)) { /* If nearest object is not water: */ if (((Map[x][y + 1] & LOMASK) < WATER_LOW) || ((Map[x][y + 1] & LOMASK) > WATER_HIGH)) { continue; } } Map[x][y] = RIVER; /* make it a river */ } } } for (x = 0; x < WORLD_X; x++) { for (y = 0; y < WORLD_Y; y++) { /* If woods: */ if (((Map[x][y] & LOMASK) >= WOODS_LOW) && ((Map[x][y] & LOMASK) <= WOODS_HIGH)) { if (x > 0) { /* If nearest object is water: */ if ((Map[x - 1][y] == RIVER) || (Map[x - 1][y] == CHANNEL)) { Map[x][y] = REDGE; /* make it water's edge */ continue; } } if (x < (WORLD_X - 1)) { /* If nearest object is water: */ if ((Map[x + 1][y] == RIVER) || (Map[x + 1][y] == CHANNEL)) { Map[x][y] = REDGE; /* make it water's edge */ continue; } } if (y > 0) { /* If nearest object is water: */ if ((Map[x][y - 1] == RIVER) || (Map[x][y - 1] == CHANNEL)) { Map[x][y] = REDGE; /* make it water's edge */ continue; } } if (y < (WORLD_Y - 1)) { /* If nearest object is water; */ if ((Map[x][y + 1] == RIVER) || (Map[x][y + 1] == CHANNEL)) { Map[x][y] = REDGE; /* make it water's edge */ continue; } } } } } }