Micropolis
Rev. | b4fe1a1aa49efbd41c500b38f522ee3af3171fd6 |
---|---|
サイズ | 13,263 バイト |
日時 | 2014-12-15 02:24:36 |
作者 | Simon Morgan |
ログメッセージ | first commit
|
/* 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 <http://www.gnu.org/licenses/>.
*
* 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<WORLD_X; x++)
for (y=0; y<WORLD_Y; y++)
Map[x][y] = 0;
}
rax_WaterEdges() /* set water edges */
{
register int x,y; /* temporary counters */
for(x=0;x < WORLD_X;x++) {
for(y=0;y < WORLD_Y;y++) {
if((Map[x][y]&LOMASK) >= 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<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] = 0;
for (x=0; x<WORLD_X-5; x+=2) {
MapX= x ;
MapY= rax_EGRand(RADIUS);
rax_BRivPlop();
MapY= 90-rax_EGRand(RADIUS);
rax_BRivPlop();
MapY= 0;
rax_SRivPlop();
MapY= 94;
rax_SRivPlop();
}
for (y=0; y<WORLD_Y-5; y+=2) {
MapY= y ;
MapX= rax_EGRand(RADIUS);
rax_BRivPlop();
MapX= 110-rax_EGRand(RADIUS);
rax_BRivPlop();
MapX= 0;
rax_SRivPlop();
MapX= 114;
rax_SRivPlop();
}
}
rax_MakeLakes()
{
int Lim1, Lim2, t, z;
register int x, y;
/* Lim1 = rax_GRand(10); /**/
Lim1=lakeLevel/2;
for (t = 0; t < Lim1; t++) {
x = rax_GRand(99) + 10;
y = rax_GRand(80) + 10;
Lim2 = rax_GRand(12)+2;
for (z = 0; z < Lim2; z++) {
MapX = x - 6 + rax_GRand(12);
MapY = y - 6 + rax_GRand(12);
if (rax_GRand(4)) rax_SRivPlop();
else rax_BRivPlop();
}
}
}
rax_GetRandStart()
{
XStart = 40 + rax_GRand(40);
YStart = 33 + rax_GRand(33);
MapX = XStart;
MapY = YStart;
}
rax_DoTrees()
{
int x,xloc,yloc;
for(x=0;x < (treeLevel*3);x++) {
xloc=rax_GRand(119);
yloc=rax_GRand(99);
rax_TreeSplash(xloc,yloc);
}
rax_SmoothTrees();
rax_SmoothTrees();
}
rax_TreeSplash(xloc,yloc)
int xloc,yloc;
{
int Dis, Dir;
register int xoff, yoff,z;
Dis = rax_GRand(100+(treeLevel*2))+50;
MapX = xloc;
MapY = yloc;
for (z=0; z<Dis; z++) {
Dir = rax_GRand(7);
rax_MoveMap(Dir);
if (!(rax_TestBounds(MapX,MapY))) return;
if (Map[MapX][MapY] == 0) Map[MapX][MapY] = WOODS+ BLN;
}
}
rax_SmoothRiver()
{
static int DX[4] = {-1, 0, 1, 0};
static int DY[4] = { 0, 1, 0,-1};
static int REdTab[16] = { 13+BL,13+BL,17+BL,15+BL,5+BL,2,19+BL,
17+BL,9+BL,11+BL,2,13+BL,7+BL,9+BL,5+BL,2};
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 (Map[MapX][MapY] == REDGE) {
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(Map[Xtem][Ytem]) bitindex++; /* original code */
if((Map[Xtem][Ytem]&LOMASK) && ((Map[Xtem][Ytem]&LOMASK) < WOODS_LOW || (Map[Xtem][Ytem]&LOMASK) > 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);
}