|
|
1.1 root 1: /* s_gen.c
2: *
3: * Micropolis, Unix Version. This game was released for the Unix platform
4: * in or about 1990 and has been modified for inclusion in the One Laptop
5: * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
6: * you need assistance with this program, you may contact:
7: * http://wiki.laptop.org/go/Micropolis or email [email protected].
8: *
9: * This program is free software: you can redistribute it and/or modify
10: * it under the terms of the GNU General Public License as published by
11: * the Free Software Foundation, either version 3 of the License, or (at
12: * your option) any later version.
13: *
14: * This program is distributed in the hope that it will be useful, but
15: * WITHOUT ANY WARRANTY; without even the implied warranty of
16: * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17: * General Public License for more details. You should have received a
18: * copy of the GNU General Public License along with this program. If
19: * not, see <http://www.gnu.org/licenses/>.
20: *
21: * ADDITIONAL TERMS per GNU GPL Section 7
22: *
23: * No trademark or publicity rights are granted. This license does NOT
24: * give you any right, title or interest in the trademark SimCity or any
25: * other Electronic Arts trademark. You may not distribute any
26: * modification of this program using the trademark SimCity or claim any
27: * affliation or association with Electronic Arts Inc. or its employees.
28: *
29: * Any propagation or conveyance of this program must include this
30: * copyright notice and these terms.
31: *
32: * If you convey this program (or any modifications of it) and assume
33: * contractual liability for the program to recipients of it, you agree
34: * to indemnify Electronic Arts for any liability that those contractual
35: * assumptions impose on Electronic Arts.
36: *
37: * You may not misrepresent the origins of this program; modified
38: * versions of the program must be marked as such and not identified as
39: * the original program.
40: *
41: * This disclaimer supplements the one included in the General Public
42: * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
43: * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
44: * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
45: * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
46: * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
47: * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
48: * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
49: * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
50: * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
51: * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
52: * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
53: * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
54: * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
55: * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
56: * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
57: * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
58: * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
59: * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
60: * NOT APPLY TO YOU.
61: */
62: #include "sim.h"
63:
64:
65: /* Generate Map */
66:
67:
68: #define WATER_LOW RIVER /* 2 */
69: #define WATER_HIGH LASTRIVEDGE /* 20 */
70: #define WOODS_LOW TREEBASE /* 21 */
71: #define WOODS_HIGH UNUSED_TRASH2 /* 39 */
72:
73:
74: short XStart, YStart, MapX, MapY;
75: short Dir, LastDir;
76: int TreeLevel = -1; /* level for tree creation */
77: int LakeLevel = -1; /* level for lake creation */
78: int CurveLevel = -1; /* level for river curviness */
79: int CreateIsland = -1; /* -1 => 10%, 0 => never, 1 => always */
80:
81:
82: GenerateNewCity(void)
83: {
84: GenerateSomeCity(Rand16());
85: }
86:
87:
88: GenerateSomeCity(int r)
89: {
90: if (CityFileName != NULL) {
91: ckfree(CityFileName);
92: CityFileName = NULL;
93: }
94:
95: gettimeofday(&start_time, NULL);
96:
97: GenerateMap(r);
98: ScenarioID = 0;
99: CityTime = 0;
100: InitSimLoad = 2;
101: DoInitialEval = 0;
102:
103: InitWillStuff();
104: ResetMapState();
105: ResetEditorState();
106: InvalidateEditors();
107: InvalidateMaps();
108: UpdateFunds();
109: DoSimInit();
110: Eval("UIDidGenerateNewCity");
111: Kick();
112: }
113:
114:
115: ERand(short limit)
116: {
117: short x, z;
118:
119: z = Rand(limit);
120: x = Rand(limit);
121: if (z < x)
122: return (z);
123: return (x);
124: }
125:
126:
127: GenerateMap(int r)
128: {
129: SeedRand(r);
130:
131: if (CreateIsland < 0) {
132: if (Rand(100) < 10) { /* chance that island is generated */
133: MakeIsland();
134: return;
135: }
136: }
137: if (CreateIsland == 1) {
138: MakeNakedIsland();
139: } else {
140: ClearMap();
141: }
142: GetRandStart();
143: if (CurveLevel != 0) {
144: DoRivers();
145: }
146: if (LakeLevel != 0) {
147: MakeLakes();
148: }
149: SmoothRiver();
150: if (TreeLevel != 0) {
151: DoTrees();
152: }
153: RandomlySeedRand();
154: }
155:
156:
157: ClearMap(void)
158: {
159: register short x, y;
160:
161: for (x = 0; x < WORLD_X; x++)
162: for (y = 0; y < WORLD_Y; y++)
163: Map[x][y] = DIRT;
164: }
165:
166:
167: ClearUnnatural(void)
168: {
169: register short x, y;
170:
171: for (x = 0; x < WORLD_X; x++) {
172: for (y = 0; y < WORLD_Y; y++) {
173: if (Map[x][y] > WOODS) {
174: Map[x][y] = DIRT;
175: }
176: }
177: }
178: }
179:
180:
181: #define RADIUS 18
182:
183: MakeNakedIsland()
184: {
185: register int x, y;
186:
187: for (x = 0; x < WORLD_X; x++)
188: for (y = 0; y < WORLD_Y; y++)
189: Map[x][y] = RIVER;
190: for (x = 5; x < WORLD_X - 5; x++)
191: for (y = 5; y < WORLD_Y - 5; y++)
192: Map[x][y] = DIRT;
193: for (x = 0; x < WORLD_X - 5; x += 2) {
194: MapX = x ;
195: MapY = ERand(RADIUS);
196: BRivPlop();
197: MapY = (WORLD_Y - 10) - ERand(RADIUS);
198: BRivPlop();
199: MapY = 0;
200: SRivPlop();
201: MapY = (WORLD_Y - 6);
202: SRivPlop();
203: }
204: for (y = 0; y < WORLD_Y - 5; y += 2) {
205: MapY = y ;
206: MapX = ERand(RADIUS);
207: BRivPlop();
208: MapX = (WORLD_X - 10) - ERand(RADIUS);
209: BRivPlop();
210: MapX = 0;
211: SRivPlop();
212: MapX = (WORLD_X - 6);
213: SRivPlop();
214: }
215: }
216:
217:
218: MakeIsland(void)
219: {
220: MakeNakedIsland();
221: SmoothRiver();
222: DoTrees();
223: }
224:
225:
226: MakeLakes(void)
227: {
228: short Lim1, Lim2, t, z;
229: register short x, y;
230:
231: if (LakeLevel < 0) {
232: Lim1 = Rand(10);
233: } else {
234: Lim1 = LakeLevel / 2;
235: }
236: for (t = 0; t < Lim1; t++) {
237: x = Rand(WORLD_X - 21) + 10;
238: y = Rand(WORLD_Y - 20) + 10;
239: Lim2 = Rand(12) + 2;
240: for (z = 0; z < Lim2; z++) {
241: MapX = x - 6 + Rand(12);
242: MapY = y - 6 + Rand(12);
243: if (Rand(4))
244: SRivPlop();
245: else
246: BRivPlop();
247: }
248: }
249: }
250:
251:
252: GetRandStart(void)
253: {
254: XStart = 40 + Rand(WORLD_X - 80);
255: YStart = 33 + Rand(WORLD_Y - 67);
256: MapX = XStart;
257: MapY = YStart;
258: }
259:
260:
261: MoveMap(short dir)
262: {
263: static short DirTab[2][8] = { { 0, 1, 1, 1, 0, -1, -1, -1},
264: {-1,-1, 0, 1, 1, 1, 0, -1} };
265: dir = dir & 7;
266: MapX += DirTab[0][dir];
267: MapY += DirTab[1][dir];
268: }
269:
270:
271: TreeSplash(short xloc, short yloc)
272: {
273: short dis, dir;
274: register short xoff, yoff, z;
275:
276: if (TreeLevel < 0) {
277: dis = Rand(150) + 50;
278: } else {
279: dis = Rand(100 + (TreeLevel * 2)) + 50;
280: }
281: MapX = xloc;
282: MapY = yloc;
283: for (z = 0; z < dis; z++) {
284: dir = Rand(7);
285: MoveMap(dir);
286: if (!(TestBounds(MapX, MapY)))
287: return;
288: if ((Map[MapX][MapY] & LOMASK) == DIRT)
289: Map[MapX][MapY] = WOODS + BLBNBIT;
290: }
291: }
292:
293:
294: DoTrees(void)
295: {
296: short Amount, x, xloc, yloc;
297:
298: if (TreeLevel < 0) {
299: Amount = Rand(100) + 50;
300: } else {
301: Amount = TreeLevel + 3;
302: }
303: for(x = 0; x < Amount; x++) {
304: xloc = Rand(WORLD_X - 1);
305: yloc = Rand(WORLD_Y - 1);
306: TreeSplash(xloc, yloc);
307: }
308: SmoothTrees();
309: SmoothTrees();
310: }
311:
312:
313: SmoothRiver(void)
314: {
315: static short DX[4] = {-1, 0, 1, 0};
316: static short DY[4] = { 0, 1, 0,-1};
317: static short REdTab[16] = {
318: 13+BULLBIT, 13+BULLBIT, 17+BULLBIT, 15+BULLBIT,
319: 5+BULLBIT, 2, 19+BULLBIT, 17+BULLBIT,
320: 9+BULLBIT, 11+BULLBIT, 2, 13+BULLBIT,
321: 7+BULLBIT, 9+BULLBIT, 5+BULLBIT, 2 };
322: short bitindex, z, Xtem, Ytem;
323: register short temp, MapX, MapY;
324:
325: for (MapX = 0; MapX < WORLD_X; MapX++) {
326: for (MapY = 0; MapY < WORLD_Y; MapY++) {
327: if (Map[MapX][MapY] == REDGE) {
328: bitindex = 0;
329: for (z = 0; z < 4; z++) {
330: bitindex = bitindex << 1;
331: Xtem = MapX + DX[z];
332: Ytem = MapY + DY[z];
333: if (TestBounds(Xtem, Ytem) &&
334: ((Map[Xtem][Ytem] & LOMASK) != DIRT) &&
335: (((Map[Xtem][Ytem]&LOMASK) < WOODS_LOW) ||
336: ((Map[Xtem][Ytem]&LOMASK) > WOODS_HIGH)))
337: bitindex++;
338: }
339: temp = REdTab[bitindex & 15];
340: if ((temp != RIVER) && (Rand(1)))
341: temp++;
342: Map[MapX][MapY] = temp;
343: }
344: }
345: }
346: }
347:
348:
349: IsTree(int cell)
350: {
351: if (((cell & LOMASK) >= WOODS_LOW) &&
352: ((cell & LOMASK) <= WOODS_HIGH))
353: return TRUE;
354: return FALSE;
355: }
356:
357:
358: SmoothTrees(void)
359: {
360: static short DX[4] = {-1, 0, 1, 0};
361: static short DY[4] = { 0, 1, 0,-1};
362: static short TEdTab[16] = { 0, 0, 0, 34,
363: 0, 0, 36, 35,
364: 0, 32, 0, 33,
365: 30, 31, 29, 37 };
366: short bitindex, z, Xtem, Ytem;
367: register short temp, MapX, MapY;
368:
369: for (MapX = 0; MapX < WORLD_X; MapX++) {
370: for (MapY = 0; MapY < WORLD_Y; MapY++) {
371: if (IsTree(Map[MapX][MapY])) {
372: bitindex = 0;
373: for (z = 0; z < 4; z++) {
374: bitindex = bitindex << 1;
375: Xtem = MapX + DX[z];
376: Ytem = MapY + DY[z];
377: if (TestBounds(Xtem, Ytem) &&
378: IsTree(Map[Xtem][Ytem])) {
379: bitindex++;
380: }
381: }
382: temp = TEdTab[bitindex & 15];
383: if (temp) {
384: if (temp != WOODS)
385: if ((MapX + MapY) & 1)
386: temp = temp - 8;
387: Map[MapX][MapY] = temp + BLBNBIT;
388: }
389: else Map[MapX][MapY] = temp;
390: }
391: }
392: }
393: }
394:
395:
396: DoRivers(void)
397: {
398:
399: LastDir = Rand(3);
400: Dir = LastDir;
401: DoBRiv();
402: MapX = XStart;
403: MapY = YStart;
404: LastDir = LastDir ^ 4;
405: Dir = LastDir;
406: DoBRiv();
407: MapX = XStart;
408: MapY = YStart;
409: LastDir = Rand(3);
410: DoSRiv();
411: }
412:
413:
414: DoBRiv(void)
415: {
416: int r1, r2;
417:
418: if (CurveLevel < 0) {
419: r1 = 100;
420: r2 = 200;
421: } else {
422: r1 = CurveLevel + 10;
423: r2 = CurveLevel + 100;
424: }
425:
426: while (TestBounds (MapX + 4, MapY + 4)) {
427: BRivPlop();
428: if (Rand(r1) < 10) {
429: Dir = LastDir;
430: } else {
431: if (Rand(r2) > 90) Dir++;
432: if (Rand(r2) > 90) Dir--;
433: }
434: MoveMap(Dir);
435: }
436: }
437:
438:
439: DoSRiv(void)
440: {
441: int r1, r2;
442:
443: if (CurveLevel < 0) {
444: r1 = 100;
445: r2 = 200;
446: } else {
447: r1 = CurveLevel + 10;
448: r2 = CurveLevel + 100;
449: }
450:
451: while (TestBounds (MapX + 3, MapY + 3)) {
452: SRivPlop();
453: if (Rand(r1) < 10) {
454: Dir = LastDir;
455: } else {
456: if (Rand(r2) > 90) Dir++;
457: if (Rand(r2) > 90) Dir--;
458: }
459: MoveMap(Dir);
460: }
461: }
462:
463:
464: PutOnMap(short Mchar, short Xoff, short Yoff)
465: {
466: register short Xloc, Yloc, temp;
467:
468: if (Mchar == 0)
469: return;
470: Xloc = MapX + Xoff;
471: Yloc = MapY + Yoff;
472: if (TestBounds(Xloc, Yloc) == FALSE)
473: return;
474: if (temp = Map[Xloc][Yloc]) {
475: temp = temp & LOMASK;
476: if (temp == RIVER)
477: if (Mchar != CHANNEL)
478: return;
479: if (temp == CHANNEL)
480: return;
481: }
482: Map[Xloc][Yloc] = Mchar;
483: }
484:
485:
486: BRivPlop(void)
487: {
488: static short BRMatrix[9][9] = {
489: { 0, 0, 0, 3, 3, 3, 0, 0, 0 },
490: { 0, 0, 3, 2, 2, 2, 3, 0, 0 },
491: { 0, 3, 2, 2, 2, 2, 2, 3, 0 },
492: { 3, 2, 2, 2, 2, 2, 2, 2, 3 },
493: { 3, 2, 2, 2, 4, 2, 2, 2, 3 },
494: { 3, 2, 2, 2, 2, 2, 2, 2, 3 },
495: { 0, 3, 2, 2, 2, 2, 2, 3, 0 },
496: { 0, 0, 3, 2, 2, 2, 3, 0, 0 },
497: { 0, 0, 0, 3, 3, 3, 0, 0, 0 } };
498: short x, y;
499:
500: for (x = 0; x < 9; x++)
501: for (y = 0; y < 9; y++)
502: PutOnMap(BRMatrix[y][x], x, y);
503: }
504:
505:
506: SRivPlop(void)
507: {
508: static short SRMatrix[6][6] = {
509: { 0, 0, 3, 3, 0, 0 },
510: { 0, 3, 2, 2, 3, 0 },
511: { 3, 2, 2, 2, 2, 3 },
512: { 3, 2, 2, 2, 2, 3 },
513: { 0, 3, 2, 2, 3, 0 },
514: { 0, 0, 3, 3, 0, 0 } };
515: short x, y;
516:
517: for (x = 0; x < 6; x++)
518: for (y = 0; y < 6; y++)
519: PutOnMap(SRMatrix[y][x], x, y);
520: }
521:
522:
523: SmoothWater()
524: {
525: int x, y;
526:
527: for(x = 0; x < WORLD_X; x++) {
528: for(y = 0; y < WORLD_Y; y++) {
529: /* If water: */
530: if (((Map[x][y] & LOMASK) >= WATER_LOW) &&
531: ((Map[x][y] & LOMASK) <= WATER_HIGH)) {
532: if (x > 0) {
533: /* If nearest object is not water: */
534: if (((Map[x - 1][y] & LOMASK) < WATER_LOW) ||
535: ((Map[x - 1][y] & LOMASK) > WATER_HIGH)) {
536: goto edge;
537: }
538: }
539: if (x < (WORLD_X - 1)) {
540: /* If nearest object is not water: */
541: if (((Map[x+1][y]&LOMASK) < WATER_LOW) ||
542: ((Map[x+1][y]&LOMASK) > WATER_HIGH)) {
543: goto edge;
544: }
545: }
546: if (y > 0) {
547: /* If nearest object is not water: */
548: if (((Map[x][y - 1] & LOMASK) < WATER_LOW) ||
549: ((Map[x][y-1]&LOMASK) > WATER_HIGH)) {
550: goto edge;
551: }
552: }
553: if (y < (WORLD_Y - 1)) {
554: /* If nearest object is not water: */
555: if (((Map[x][y + 1] & LOMASK) < WATER_LOW) ||
556: ((Map[x][y + 1] & LOMASK) > WATER_HIGH)) {
557: edge:
558: Map[x][y]=REDGE; /* set river edge */
559: continue;
560: }
561: }
562: }
563: }
564: }
565: for (x = 0; x < WORLD_X; x++) {
566: for (y = 0; y < WORLD_Y; y++) {
567: /* If water which is not a channel: */
568: if (((Map[x][y] & LOMASK) != CHANNEL) &&
569: ((Map[x][y] & LOMASK) >= WATER_LOW) &&
570: ((Map[x][y] & LOMASK) <= WATER_HIGH)) {
571: if (x > 0) {
572: /* If nearest object is not water; */
573: if (((Map[x - 1][y] & LOMASK) < WATER_LOW) ||
574: ((Map[x - 1][y] & LOMASK) > WATER_HIGH)) {
575: continue;
576: }
577: }
578: if (x < (WORLD_X - 1)) {
579: /* If nearest object is not water: */
580: if (((Map[x + 1][y] & LOMASK) < WATER_LOW) ||
581: ((Map[x + 1][y] & LOMASK) > WATER_HIGH)) {
582: continue;
583: }
584: }
585: if (y > 0) {
586: /* If nearest object is not water: */
587: if (((Map[x][y - 1] & LOMASK) < WATER_LOW) ||
588: ((Map[x][y - 1] & LOMASK) > WATER_HIGH)) {
589: continue;
590: }
591: }
592: if (y < (WORLD_Y - 1)) {
593: /* If nearest object is not water: */
594: if (((Map[x][y + 1] & LOMASK) < WATER_LOW) ||
595: ((Map[x][y + 1] & LOMASK) > WATER_HIGH)) {
596: continue;
597: }
598: }
599: Map[x][y] = RIVER; /* make it a river */
600: }
601: }
602: }
603: for (x = 0; x < WORLD_X; x++) {
604: for (y = 0; y < WORLD_Y; y++) {
605: /* If woods: */
606: if (((Map[x][y] & LOMASK) >= WOODS_LOW) &&
607: ((Map[x][y] & LOMASK) <= WOODS_HIGH)) {
608: if (x > 0) {
609: /* If nearest object is water: */
610: if ((Map[x - 1][y] == RIVER) ||
611: (Map[x - 1][y] == CHANNEL)) {
612: Map[x][y] = REDGE; /* make it water's edge */
613: continue;
614: }
615: }
616: if (x < (WORLD_X - 1)) {
617: /* If nearest object is water: */
618: if ((Map[x + 1][y] == RIVER) ||
619: (Map[x + 1][y] == CHANNEL)) {
620: Map[x][y] = REDGE; /* make it water's edge */
621: continue;
622: }
623: }
624: if (y > 0) {
625: /* If nearest object is water: */
626: if ((Map[x][y - 1] == RIVER) ||
627: (Map[x][y - 1] == CHANNEL)) {
628: Map[x][y] = REDGE; /* make it water's edge */
629: continue;
630: }
631: }
632: if (y < (WORLD_Y - 1)) {
633: /* If nearest object is water; */
634: if ((Map[x][y + 1] == RIVER) ||
635: (Map[x][y + 1] == CHANNEL)) {
636: Map[x][y] = REDGE; /* make it water's edge */
637: continue;
638: }
639: }
640: }
641: }
642: }
643: }
This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.