Annotation of micropolis/src/sim/terrain/mapgener.c, revision 1.1.1.1

1.1       root        1: /* mapgener.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: 
                     63: /* Micropolis simulator code.  Copyright 1988, 1989 Maxis, Will Wright */
                     64: 
                     65: #include "sim.h"
                     66: 
                     67: #define TRUE 1
                     68: #define FALSE 0
                     69: #define WORLD_X 120
                     70: #define WORLD_Y 100
                     71: #define RIVER 2
                     72: #define REDGE 3
                     73: #define CHANNEL 4
                     74: #define WOODS 37
                     75: #define BL 4096
                     76: #define BN 8192
                     77: #define BLN BL+BN
                     78: 
                     79: static int XStart, YStart;
                     80: static int  Dir, LastDir;
                     81: 
                     82:                                        /* trash values for GRand()     */
                     83: static int GRanArray[5] = { 1018,4521,202,419,3 }; 
                     84: 
                     85: far GenerateMap()
                     86: {
                     87:        GRanArray[0] = TickCount();  /* This is the only machine-specific call  */
                     88:                                                                 /* It inits GRand() w/ clockcount(long)        */
                     89:        
                     90:        if (!(GRand(10)))  {                    /* 1 in 3 chance that island is generated       */
                     91:                MakeIsland();
                     92:                return;
                     93:        }
                     94:        ClearMap();                                     /* else make river map                                          */
                     95:        GetRandStart();
                     96:        DoRivers();
                     97:        MakeLakes();
                     98:        SmoothRiver();
                     99:        DoTrees();
                    100: }
                    101: 
                    102: near ClearMap()
                    103: {
                    104: register int x, y;
                    105: 
                    106:        for (x=0; x<WORLD_X; x++)
                    107:                for (y=0; y<WORLD_Y; y++)
                    108:                        Map[x][y] = 0;
                    109: }
                    110: 
                    111: #define RADIUS 18
                    112: 
                    113: near MakeIsland()
                    114: {
                    115:        register int x,y,z;
                    116:        
                    117:        for (x=0; x<WORLD_X; x++)
                    118:                for (y=0; y<WORLD_Y; y++)
                    119:                        Map[x][y] = RIVER;
                    120:        for (x=5; x<WORLD_X-5; x++)
                    121:                for (y=5; y<WORLD_Y-5; y++)
                    122:                        Map[x][y] = 0;
                    123:        for (x=0; x<WORLD_X-5; x+=2)    {
                    124:                MapX= x ;
                    125:                MapY= EGRand(RADIUS);
                    126:                BRivPlop();
                    127:                MapY= 90-EGRand(RADIUS);
                    128:                BRivPlop();
                    129:                MapY= 0;
                    130:                SRivPlop();
                    131:                MapY= 94;
                    132:                SRivPlop();
                    133:        }
                    134:        for (y=0; y<WORLD_Y-5; y+=2)    {
                    135:                MapY= y ;
                    136:                MapX= EGRand(RADIUS);
                    137:                BRivPlop();
                    138:                MapX= 110-EGRand(RADIUS);
                    139:                BRivPlop();
                    140:                MapX= 0;
                    141:                SRivPlop();
                    142:                MapX= 114;
                    143:                SRivPlop();
                    144:        }
                    145:        SmoothRiver();
                    146:        DoTrees();
                    147: }
                    148: 
                    149: near MakeLakes()
                    150: {
                    151:        int Lim1, Lim2, t, z;
                    152:        register int x, y;
                    153:        
                    154:        Lim1 = GRand(10);
                    155:        for (t = 0; t < Lim1; t++)  {
                    156:                x = GRand(99) + 10;
                    157:                y = GRand(80) + 10;
                    158:                Lim2 = GRand(12)+2;
                    159:                for (z = 0; z < Lim2; z++)  {
                    160:                        MapX = x - 6 + GRand(12);
                    161:                        MapY = y - 6 + GRand(12);
                    162:                        if (GRand(4))  SRivPlop();
                    163:                        else  BRivPlop();
                    164:                }
                    165:        }
                    166: }
                    167: 
                    168: near GetRandStart()
                    169: {
                    170:        XStart = 40 + GRand(40);
                    171:        YStart = 33 + GRand(33);
                    172:        MapX = XStart;
                    173:        MapY = YStart;
                    174: }
                    175: 
                    176: near DoTrees()
                    177: {
                    178:        int Amount,x,xloc,yloc;
                    179: 
                    180:        Amount = GRand(100)+50;
                    181:        for (x=0; x<Amount; x++)  {
                    182:                xloc = GRand(119);
                    183:                yloc = GRand(99);
                    184:                TreeSplash(xloc,yloc);
                    185:        }
                    186:        SmoothTrees();
                    187:        SmoothTrees();
                    188: }
                    189: 
                    190: near TreeSplash(xloc,yloc)
                    191: int xloc,yloc;
                    192: {
                    193:        int  Dis, Dir;
                    194:        register int xoff, yoff,z;
                    195:        
                    196:        Dis = GRand(150)+50;
                    197:        MapX = xloc;
                    198:        MapY = yloc;
                    199:        for (z=0; z<Dis; z++)   {
                    200:                Dir = GRand(7);
                    201:                MoveMap(Dir);
                    202:                if (!(TestBounds(MapX,MapY))) return;
                    203:                if (Map[MapX][MapY] == 0)  Map[MapX][MapY] = WOODS+ BLN;
                    204:        }
                    205: }
                    206:        
                    207: far SmoothRiver()
                    208: {
                    209:  static int DX[4] = {-1, 0, 1, 0};
                    210:  static int DY[4] = { 0, 1, 0,-1};
                    211:  static int REdTab[16] = { 13+BL,13+BL,17+BL,15+BL,5+BL,2,19+BL,
                    212:                                                   17+BL,9+BL,11+BL,2,13+BL,7+BL,9+BL,5+BL,2};
                    213:  int  bitindex, z,Xtem,Ytem;
                    214:  register int temp,MapX,MapY;
                    215:  
                    216:  for (MapX = 0; MapX < WORLD_X; MapX++)
                    217:        for (MapY = 0; MapY < WORLD_Y; MapY++)
                    218:                if (Map[MapX][MapY] == REDGE)   {
                    219:                        bitindex = 0;
                    220:                        for (z=0; z<4; z++)     {
                    221:                                bitindex = bitindex << 1;
                    222:                                Xtem = MapX + DX[z];
                    223:                                Ytem = MapY + DY[z];
                    224:                                if (TestBounds(Xtem, Ytem))
                    225:                                        if ( Map[Xtem][Ytem]) bitindex++;
                    226:                        }
                    227:                        temp = REdTab[bitindex & 15];
                    228:                        if ((temp != 2) && (GRand(1))) temp++;
                    229:                        Map[MapX][MapY] = temp;
                    230:                }
                    231:  }
                    232: 
                    233: far SmoothTrees()
                    234: {
                    235:  static int DX[4] = {-1, 0, 1, 0};
                    236:  static int DY[4] = { 0, 1, 0,-1};
                    237:  static int TEdTab[16] = {0,0,0,34,0,0,36,35,0,32,0,33,30,31,29,37};
                    238:  int   bitindex, z,Xtem,Ytem;
                    239:  register int temp,MapX,MapY;
                    240:  
                    241:  for (MapX = 0; MapX < WORLD_X; MapX++)
                    242:        for (MapY = 0; MapY < WORLD_Y; MapY++)
                    243:                if ((Map[MapX][MapY] & BLN) == BLN)     {
                    244:                        bitindex = 0;
                    245:                        for (z=0; z<4; z++)     {
                    246:                                bitindex = bitindex << 1;
                    247:                                Xtem = MapX + DX[z];
                    248:                                Ytem = MapY + DY[z];
                    249:                                if (TestBounds(Xtem, Ytem))             
                    250:                                        if (Map[Xtem][Ytem] & BN) bitindex++;
                    251:                                
                    252:                        }
                    253:                        temp = TEdTab[bitindex & 15];
                    254:                        if (temp) {
                    255:                                if (temp != 37) 
                    256:                                        if ((MapX+MapY) & 1)
                    257:                                                temp = temp-8;
                    258:                                Map[MapX][MapY] = temp+BLN;
                    259:                        }
                    260:                        else Map[MapX][MapY] = temp;
                    261:                }
                    262:  }
                    263:  
                    264: near DoRivers()
                    265: {      
                    266: 
                    267:        LastDir = GRand(3);
                    268:        Dir = LastDir;
                    269:        DoBRiv();
                    270:        MapX = XStart;
                    271:        MapY = YStart;
                    272:        LastDir = LastDir ^ 4;
                    273:        Dir = LastDir;
                    274:        DoBRiv();       
                    275:        MapX = XStart;
                    276:        MapY = YStart;
                    277:        LastDir = GRand(3);
                    278:        DoSRiv();
                    279: }
                    280: 
                    281: near DoBRiv()
                    282: {
                    283: int temp, count;
                    284: 
                    285:        count = 0;
                    286:        while (TestBounds (MapX+4, MapY+4))             {
                    287:                BRivPlop();
                    288:                if (GRand(10) > 4) Dir++;
                    289:                if (GRand(10) > 4) Dir--;
                    290:                if (!(GRand(10))) Dir = LastDir;        
                    291:                MoveMap (Dir);
                    292:        }
                    293: }
                    294: 
                    295: near DoSRiv()
                    296: {
                    297: int temp;
                    298: 
                    299:        while (TestBounds (MapX+3, MapY+3))             {
                    300:                SRivPlop();
                    301:                if (GRand(10) > 5) Dir++;
                    302:                if (GRand(10) > 5) Dir--;
                    303:                if (!(GRand(12))) Dir = LastDir;
                    304:                MoveMap (Dir);
                    305:        }
                    306: }
                    307: 
                    308: near MoveMap   (dir)
                    309: int dir;
                    310: {
                    311: static int DirTab[2][8] ={             { 0, 1, 1, 1, 0, -1, -1, -1},
                    312:                                                                {-1,-1, 0, 1, 1,  1,  0, -1}    };
                    313:        dir = dir & 7;
                    314:        MapX += DirTab[0][dir];
                    315:        MapY += DirTab[1][dir];
                    316: }
                    317: 
                    318: 
                    319: 
                    320: 
                    321: near BRivPlop()
                    322: {
                    323: static int BRMatrix[9][9] ={
                    324:                {0,0,0,3,3,3,0,0,0},
                    325:                {0,0,3,2,2,2,3,0,0},
                    326:                {0,3,2,2,2,2,2,3,0},
                    327:                {3,2,2,2,2,2,2,2,3},
                    328:                {3,2,2,2,4,2,2,2,3},
                    329:                {3,2,2,2,2,2,2,2,3},
                    330:                {0,3,2,2,2,2,2,3,0},
                    331:                {0,0,3,2,2,2,3,0,0},
                    332:                {0,0,0,3,3,3,0,0,0}             };
                    333: int x, y;
                    334: 
                    335:        for (x=0; x<9; x++)
                    336:                for (y=0; y<9; y++)
                    337:                        PutOnMap (BRMatrix[y][x], x, y);
                    338: }
                    339: 
                    340: near SRivPlop()
                    341: {
                    342: static int SRMatrix[6][6] ={
                    343:                {0,0,3,3,0,0},
                    344:                {0,3,2,2,3,0},
                    345:                {3,2,2,2,2,3},
                    346:                {3,2,2,2,2,3},
                    347:                {0,3,2,2,3,0},
                    348:                {0,0,3,3,0,0}           };
                    349: int x, y;
                    350: 
                    351:        for (x=0; x<6; x++)
                    352:                for (y=0; y<6; y++)
                    353:                        PutOnMap (SRMatrix[y][x], x, y);
                    354: }
                    355: 
                    356: near PutOnMap (Mchar, Xoff, Yoff)
                    357: int Mchar, Xoff, Yoff;
                    358: {
                    359: register int Xloc, Yloc, temp;
                    360: 
                    361:        if (Mchar == 0) return;
                    362:        Xloc = MapX + Xoff;
                    363:        Yloc = MapY + Yoff;
                    364:        if (TestBounds (Xloc, Yloc) == FALSE) return (FALSE);
                    365:        if (temp = Map [Xloc][Yloc])    {
                    366:                temp = temp & 1023;
                    367:                if (temp == RIVER) 
                    368:                        if (Mchar != CHANNEL)
                    369:                                return (FALSE);
                    370:                if (temp == CHANNEL) return (FALSE);
                    371:        }                                       
                    372:        Map [Xloc][Yloc] = Mchar;       
                    373: }
                    374: 
                    375: far TestBounds(x, y)
                    376: register int x, y;
                    377: {
                    378:        if ((( x >= 0) && (x < WORLD_X)) && (( y >= 0) && (y < WORLD_Y)))
                    379:                return (TRUE);
                    380:        return (FALSE);
                    381: }
                    382: 
                    383: 
                    384: 
                    385: near EGRand(limit)
                    386: int limit;
                    387: {
                    388:        int x,z;
                    389:        
                    390:        z= GRand(limit);
                    391:        x= GRand(limit);
                    392:        if (z < x) return(z);
                    393:        return(x);
                    394: }
                    395: 
                    396: #define RANMASK 32767
                    397: 
                    398: near GRand(range)                      /* stupid but works  */
                    399: int range;
                    400: {
                    401:        register x, newv, divisor;
                    402:        
                    403:        divisor = RANMASK/ (range+1);
                    404:        newv = 0;
                    405:        for (x=4; x!=0; x--)
                    406:                newv += (GRanArray[x] = GRanArray[x-1]);
                    407:        GRanArray[0] = newv;
                    408:        x = (newv & RANMASK) / divisor;
                    409:        if (x > range)  return(range);
                    410:        return(x);
                    411: }

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