/* terragen.c: Terrain generator * * 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. */ /* Micropolis simulator code. Copyright 1988, 1989 Maxis, Will Wright */ /* modified by Paul Schmidt 10-89 to implement terrain editor quickly... - rax */ #include "..\sim\sim.h" #define TRUE 1 #define FALSE 0 #define WORLD_X 120 #define WORLD_Y 100 #define RIVER 2 #define REDGE 3 #define CHANNEL 4 #define WOODS 37 #define BL 4096 #define BN 8192 #define BLN BL+BN #define WATER_LOW 2 /* range for water */ #define WATER_HIGH 20 #define WOODS_LOW 21 /* range for woods */ #define WOODS_HIGH 39 static int XStart, YStart; static int Dir, LastDir; /* trash values for GRand() */ static int GRanArray[5] = { 1018,4521,202,419,3 }; extern int treeLevel; /* level for tree creation (terra.c) */ extern int lakeLevel; /* level for lake creation (terra.c) */ extern int curvLevel; /* level for river curviness (terra.c) */ rax_ClearMap() { register int x, y; for (x=0; x= WATER_LOW && (Map[x][y]&LOMASK) <= WATER_HIGH) { /* if water */ if(x > 0) { if((Map[x-1][y]&LOMASK) < WATER_LOW || (Map[x-1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ goto edge; } } if(x < WORLD_X-1) { if((Map[x+1][y]&LOMASK) < WATER_LOW || (Map[x+1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ goto edge; } } if(y > 0) { if((Map[x][y-1]&LOMASK) < WATER_LOW || (Map[x][y-1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ goto edge; } } if(y < WORLD_Y-1) { if((Map[x][y+1]&LOMASK) < WATER_LOW || (Map[x][y+1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ edge: Map[x][y]=REDGE; /* set river edge */ continue; } } } } } for(x=0;x < WORLD_X;x++) { for(y=0;y < WORLD_Y;y++) { if((Map[x][y]&LOMASK) != CHANNEL && (Map[x][y]&LOMASK) >= WATER_LOW && (Map[x][y]&LOMASK) <= WATER_HIGH) { /* if water which is not a channel */ if(x > 0) { if((Map[x-1][y]&LOMASK) < WATER_LOW || (Map[x-1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ continue; } } if(x < WORLD_X-1) { if((Map[x+1][y]&LOMASK) < WATER_LOW || (Map[x+1][y]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ continue; } } if(y > 0) { if((Map[x][y-1]&LOMASK) < WATER_LOW || (Map[x][y-1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ continue; } } if(y < WORLD_Y-1) { if((Map[x][y+1]&LOMASK) < WATER_LOW || (Map[x][y+1]&LOMASK) > WATER_HIGH) { /* if nearest object is not water */ continue; } } Map[x][y]=RIVER; /* make it a river */ } } } for(x=0;x < WORLD_X;x++) { for(y=0;y < WORLD_Y;y++) { if((Map[x][y]&LOMASK) >= WOODS_LOW && (Map[x][y]&LOMASK) <= WOODS_HIGH) { /* if woods */ if(x > 0) { if(Map[x-1][y] == RIVER || Map[x-1][y] == CHANNEL) { /* if nearest object is water */ Map[x][y]=REDGE; /* make it water's edge */ continue; } } if(x < WORLD_X-1) { if(Map[x+1][y] == RIVER || Map[x+1][y] == CHANNEL) { /* if nearest object is water */ Map[x][y]=REDGE; /* make it water's edge */ continue; } } if(y > 0) { if(Map[x][y-1] == RIVER || Map[x][y-1] == CHANNEL) { /* if nearest object is water */ Map[x][y]=REDGE; /* make it water's edge */ continue; } } if(y < WORLD_Y-1) { if(Map[x][y+1] == RIVER || Map[x][y+1] == CHANNEL) { /* if nearest object is water */ Map[x][y]=REDGE; /* make it water's edge */ continue; } } } } } } #define RADIUS 18 rax_MakeIsland() { register int x,y,z; for (x=0; x WOODS_HIGH)) bitindex++; /* new code - rax */ } temp = REdTab[bitindex & 15]; if ((temp != 2) && (rax_GRand(1))) temp++; Map[MapX][MapY] = temp; } } IsTree(cell) /* return TRUE or FALSE if cell value is a tree cell */ register int cell; { if((cell&LOMASK) >= WOODS_LOW && (cell&LOMASK) <= WOODS_HIGH) return TRUE; else return FALSE; } rax_SmoothTrees() { static int DX[4] = {-1, 0, 1, 0}; static int DY[4] = { 0, 1, 0,-1}; static int TEdTab[16] = {0,0,0,34,0,0,36,35,0,32,0,33,30,31,29,37}; int bitindex, z,Xtem,Ytem; register int 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 (rax_TestBounds(Xtem, Ytem)) if(IsTree(Map[Xtem][Ytem])) bitindex++; } temp = TEdTab[bitindex & 15]; if (temp) { if (temp != 37) if ((MapX+MapY) & 1) temp = temp-8; Map[MapX][MapY] = temp+BLN; } else Map[MapX][MapY] = temp; } } rax_DoRivers() { LastDir = rax_GRand(3); Dir = LastDir; rax_DoBRiv(); MapX = XStart; MapY = YStart; LastDir = LastDir ^ 4; Dir = LastDir; rax_DoBRiv(); MapX = XStart; MapY = YStart; LastDir = rax_GRand(3); rax_DoSRiv(); } rax_DoBRiv() { while(rax_TestBounds (MapX+4, MapY+4)) { rax_BRivPlop(); if(rax_GRand(curvLevel+10) < 10) { Dir=LastDir; } else { if(rax_GRand(curvLevel+100) > 90) { Dir++; } if(rax_GRand(curvLevel+100) > 90) { Dir--; } } rax_MoveMap(Dir); } } rax_DoSRiv() { while(rax_TestBounds (MapX+3, MapY+3)) { rax_SRivPlop(); if(rax_GRand(curvLevel+10) < 10) { Dir=LastDir; } else { if(rax_GRand(curvLevel+100) > 90) { Dir++; } if(rax_GRand(curvLevel+100) > 90) { Dir--; } } rax_MoveMap(Dir); } } rax_MoveMap (dir) int dir; { static int 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]; } rax_BRivPlop() { static int 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} }; int x, y; for (x=0; x<9; x++) for (y=0; y<9; y++) rax_PutOnMap (BRMatrix[y][x], x, y); } rax_SRivPlop() { static int 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} }; int x, y; for (x=0; x<6; x++) for (y=0; y<6; y++) rax_PutOnMap (SRMatrix[y][x], x, y); } rax_PutOnMap (Mchar, Xoff, Yoff) int Mchar, Xoff, Yoff; { register int Xloc, Yloc, temp; if (Mchar == 0) return; Xloc = MapX + Xoff; Yloc = MapY + Yoff; if (rax_TestBounds (Xloc, Yloc) == FALSE) return (FALSE); if (temp = Map [Xloc][Yloc]) { temp = temp & 1023; if (temp == RIVER) if (Mchar != CHANNEL) return (FALSE); if (temp == CHANNEL) return (FALSE); } Map [Xloc][Yloc] = Mchar; } rax_TestBounds(x, y) register int x, y; { if ((( x >= 0) && (x < WORLD_X)) && (( y >= 0) && (y < WORLD_Y))) return (TRUE); return (FALSE); } rax_EGRand(limit) int limit; { int x,z; z= rax_GRand(limit); x= rax_GRand(limit); if (z < x) return(z); return(x); } #define RANMASK 32767 rax_GRand(range) /* stupid but works */ int range; { register x, newv, divisor; divisor = RANMASK/ (range+1); newv = 0; for (x=4; x!=0; x--) newv += (GRanArray[x] = GRanArray[x-1]); GRanArray[0] = newv; x = (newv & RANMASK) / divisor; if (x > range) return(range); return(x); }