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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 micropolis@laptop.org. | |
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 | void DoBRiv(void); | |
82 | void DoSRiv(void); | |
83 | void BRivPlop(void); | |
84 | void SRivPlop(void); | |
85 | void DoRivers(void); | |
86 | void DoTrees(void); | |
87 | void GetRandStart(void); | |
88 | void MakeLakes(void); | |
89 | void MakeIsland(void); | |
90 | void MakeNakedIsland(void); | |
91 | void GenerateMap(int r); | |
92 | ||
93 | ||
94 | void | |
95 | GenerateNewCity(void) | |
96 | { | |
97 | GenerateSomeCity(Rand16()); | |
98 | } | |
99 | ||
100 | ||
101 | void | |
102 | GenerateSomeCity(int r) | |
103 | { | |
104 | if (CityFileName != NULL) { | |
105 | ckfree(CityFileName); | |
106 | CityFileName = NULL; | |
107 | } | |
108 | ||
109 | gettimeofday(&start_time, NULL); | |
110 | ||
111 | GenerateMap(r); | |
112 | ScenarioID = 0; | |
113 | CityTime = 0; | |
114 | InitSimLoad = 2; | |
115 | DoInitialEval = 0; | |
116 | ||
117 | InitWillStuff(); | |
118 | ResetMapState(); | |
119 | ResetEditorState(); | |
120 | InvalidateEditors(); | |
121 | InvalidateMaps(); | |
122 | UpdateFunds(); | |
123 | DoSimInit(); | |
124 | Eval("UIDidGenerateNewCity"); | |
125 | Kick(); | |
126 | } | |
127 | ||
128 | ||
129 | int | |
130 | ERand(short limit) | |
131 | { | |
132 | short x, z; | |
133 | ||
134 | z = Rand(limit); | |
135 | x = Rand(limit); | |
136 | if (z < x) | |
137 | return (z); | |
138 | return (x); | |
139 | } | |
140 | ||
141 | ||
142 | void | |
143 | GenerateMap(int r) | |
144 | { | |
145 | SeedRand(r); | |
146 | ||
147 | if (CreateIsland < 0) { | |
148 | if (Rand(100) < 10) { /* chance that island is generated */ | |
149 | MakeIsland(); | |
150 | return; | |
151 | } | |
152 | } | |
153 | if (CreateIsland == 1) { | |
154 | MakeNakedIsland(); | |
155 | } else { | |
156 | ClearMap(); | |
157 | } | |
158 | GetRandStart(); | |
159 | if (CurveLevel != 0) { | |
160 | DoRivers(); | |
161 | } | |
162 | if (LakeLevel != 0) { | |
163 | MakeLakes(); | |
164 | } | |
165 | SmoothRiver(); | |
166 | if (TreeLevel != 0) { | |
167 | DoTrees(); | |
168 | } | |
169 | RandomlySeedRand(); | |
170 | } | |
171 | ||
172 | ||
173 | void | |
174 | ClearMap(void) | |
175 | { | |
176 | register short x, y; | |
177 | ||
178 | for (x = 0; x < WORLD_X; x++) | |
179 | for (y = 0; y < WORLD_Y; y++) | |
180 | Map[x][y] = DIRT; | |
181 | } | |
182 | ||
183 | ||
184 | void | |
185 | ClearUnnatural(void) | |
186 | { | |
187 | register short x, y; | |
188 | ||
189 | for (x = 0; x < WORLD_X; x++) { | |
190 | for (y = 0; y < WORLD_Y; y++) { | |
191 | if (Map[x][y] > WOODS) { | |
192 | Map[x][y] = DIRT; | |
193 | } | |
194 | } | |
195 | } | |
196 | } | |
197 | ||
198 | ||
199 | #define RADIUS 18 | |
200 | ||
201 | void | |
202 | MakeNakedIsland(void) | |
203 | { | |
204 | register int x, y; | |
205 | ||
206 | for (x = 0; x < WORLD_X; x++) | |
207 | for (y = 0; y < WORLD_Y; y++) | |
208 | Map[x][y] = RIVER; | |
209 | for (x = 5; x < WORLD_X - 5; x++) | |
210 | for (y = 5; y < WORLD_Y - 5; y++) | |
211 | Map[x][y] = DIRT; | |
212 | for (x = 0; x < WORLD_X - 5; x += 2) { | |
213 | MapX = x ; | |
214 | MapY = ERand(RADIUS); | |
215 | BRivPlop(); | |
216 | MapY = (WORLD_Y - 10) - ERand(RADIUS); | |
217 | BRivPlop(); | |
218 | MapY = 0; | |
219 | SRivPlop(); | |
220 | MapY = (WORLD_Y - 6); | |
221 | SRivPlop(); | |
222 | } | |
223 | for (y = 0; y < WORLD_Y - 5; y += 2) { | |
224 | MapY = y ; | |
225 | MapX = ERand(RADIUS); | |
226 | BRivPlop(); | |
227 | MapX = (WORLD_X - 10) - ERand(RADIUS); | |
228 | BRivPlop(); | |
229 | MapX = 0; | |
230 | SRivPlop(); | |
231 | MapX = (WORLD_X - 6); | |
232 | SRivPlop(); | |
233 | } | |
234 | } | |
235 | ||
236 | ||
237 | void | |
238 | MakeIsland(void) | |
239 | { | |
240 | MakeNakedIsland(); | |
241 | SmoothRiver(); | |
242 | DoTrees(); | |
243 | } | |
244 | ||
245 | ||
246 | void | |
247 | MakeLakes(void) | |
248 | { | |
249 | short Lim1, Lim2, t, z; | |
250 | register short x, y; | |
251 | ||
252 | if (LakeLevel < 0) { | |
253 | Lim1 = Rand(10); | |
254 | } else { | |
255 | Lim1 = LakeLevel / 2; | |
256 | } | |
257 | for (t = 0; t < Lim1; t++) { | |
258 | x = Rand(WORLD_X - 21) + 10; | |
259 | y = Rand(WORLD_Y - 20) + 10; | |
260 | Lim2 = Rand(12) + 2; | |
261 | for (z = 0; z < Lim2; z++) { | |
262 | MapX = x - 6 + Rand(12); | |
263 | MapY = y - 6 + Rand(12); | |
264 | if (Rand(4)) | |
265 | SRivPlop(); | |
266 | else | |
267 | BRivPlop(); | |
268 | } | |
269 | } | |
270 | } | |
271 | ||
272 | ||
273 | void | |
274 | GetRandStart(void) | |
275 | { | |
276 | XStart = 40 + Rand(WORLD_X - 80); | |
277 | YStart = 33 + Rand(WORLD_Y - 67); | |
278 | MapX = XStart; | |
279 | MapY = YStart; | |
280 | } | |
281 | ||
282 | ||
283 | void | |
284 | MoveMap(short dir) | |
285 | { | |
286 | static short DirTab[2][8] = { { 0, 1, 1, 1, 0, -1, -1, -1}, | |
287 | {-1,-1, 0, 1, 1, 1, 0, -1} }; | |
288 | dir = dir & 7; | |
289 | MapX += DirTab[0][dir]; | |
290 | MapY += DirTab[1][dir]; | |
291 | } | |
292 | ||
293 | ||
294 | void | |
295 | TreeSplash(short xloc, short yloc) | |
296 | { | |
297 | short dis, dir; | |
298 | register short z; | |
299 | ||
300 | if (TreeLevel < 0) { | |
301 | dis = Rand(150) + 50; | |
302 | } else { | |
303 | dis = Rand(100 + (TreeLevel * 2)) + 50; | |
304 | } | |
305 | MapX = xloc; | |
306 | MapY = yloc; | |
307 | for (z = 0; z < dis; z++) { | |
308 | dir = Rand(7); | |
309 | MoveMap(dir); | |
310 | if (!(TestBounds(MapX, MapY))) | |
311 | return; | |
312 | if ((Map[MapX][MapY] & LOMASK) == DIRT) | |
313 | Map[MapX][MapY] = WOODS + BLBNBIT; | |
314 | } | |
315 | } | |
316 | ||
317 | ||
318 | void | |
319 | DoTrees(void) | |
320 | { | |
321 | short Amount, x, xloc, yloc; | |
322 | ||
323 | if (TreeLevel < 0) { | |
324 | Amount = Rand(100) + 50; | |
325 | } else { | |
326 | Amount = TreeLevel + 3; | |
327 | } | |
328 | for(x = 0; x < Amount; x++) { | |
329 | xloc = Rand(WORLD_X - 1); | |
330 | yloc = Rand(WORLD_Y - 1); | |
331 | TreeSplash(xloc, yloc); | |
332 | } | |
333 | SmoothTrees(); | |
334 | SmoothTrees(); | |
335 | } | |
336 | ||
337 | ||
338 | void | |
339 | SmoothRiver(void) | |
340 | { | |
341 | static short DX[4] = {-1, 0, 1, 0}; | |
342 | static short DY[4] = { 0, 1, 0,-1}; | |
343 | static short REdTab[16] = { | |
344 | 13+BULLBIT, 13+BULLBIT, 17+BULLBIT, 15+BULLBIT, | |
345 | 5+BULLBIT, 2, 19+BULLBIT, 17+BULLBIT, | |
346 | 9+BULLBIT, 11+BULLBIT, 2, 13+BULLBIT, | |
347 | 7+BULLBIT, 9+BULLBIT, 5+BULLBIT, 2 }; | |
348 | short bitindex, z, Xtem, Ytem; | |
349 | register short temp, MapX, MapY; | |
350 | ||
351 | for (MapX = 0; MapX < WORLD_X; MapX++) { | |
352 | for (MapY = 0; MapY < WORLD_Y; MapY++) { | |
353 | if (Map[MapX][MapY] == REDGE) { | |
354 | bitindex = 0; | |
355 | for (z = 0; z < 4; z++) { | |
356 | bitindex = bitindex << 1; | |
357 | Xtem = MapX + DX[z]; | |
358 | Ytem = MapY + DY[z]; | |
359 | if (TestBounds(Xtem, Ytem) && | |
360 | ((Map[Xtem][Ytem] & LOMASK) != DIRT) && | |
361 | (((Map[Xtem][Ytem]&LOMASK) < WOODS_LOW) || | |
362 | ((Map[Xtem][Ytem]&LOMASK) > WOODS_HIGH))) | |
363 | bitindex++; | |
364 | } | |
365 | temp = REdTab[bitindex & 15]; | |
366 | if ((temp != RIVER) && (Rand(1))) | |
367 | temp++; | |
368 | Map[MapX][MapY] = temp; | |
369 | } | |
370 | } | |
371 | } | |
372 | } | |
373 | ||
374 | ||
375 | int | |
376 | IsTree(int cell) | |
377 | { | |
378 | if (((cell & LOMASK) >= WOODS_LOW) && | |
379 | ((cell & LOMASK) <= WOODS_HIGH)) | |
380 | return TRUE; | |
381 | return FALSE; | |
382 | } | |
383 | ||
384 | ||
385 | void | |
386 | SmoothTrees(void) | |
387 | { | |
388 | static short DX[4] = {-1, 0, 1, 0}; | |
389 | static short DY[4] = { 0, 1, 0,-1}; | |
390 | static short TEdTab[16] = { 0, 0, 0, 34, | |
391 | 0, 0, 36, 35, | |
392 | 0, 32, 0, 33, | |
393 | 30, 31, 29, 37 }; | |
394 | short bitindex, z, Xtem, Ytem; | |
395 | register short temp, MapX, MapY; | |
396 | ||
397 | for (MapX = 0; MapX < WORLD_X; MapX++) { | |
398 | for (MapY = 0; MapY < WORLD_Y; MapY++) { | |
399 | if (IsTree(Map[MapX][MapY])) { | |
400 | bitindex = 0; | |
401 | for (z = 0; z < 4; z++) { | |
402 | bitindex = bitindex << 1; | |
403 | Xtem = MapX + DX[z]; | |
404 | Ytem = MapY + DY[z]; | |
405 | if (TestBounds(Xtem, Ytem) && | |
406 | IsTree(Map[Xtem][Ytem])) { | |
407 | bitindex++; | |
408 | } | |
409 | } | |
410 | temp = TEdTab[bitindex & 15]; | |
411 | if (temp) { | |
412 | if (temp != WOODS) | |
413 | if ((MapX + MapY) & 1) | |
414 | temp = temp - 8; | |
415 | Map[MapX][MapY] = temp + BLBNBIT; | |
416 | } | |
417 | else Map[MapX][MapY] = temp; | |
418 | } | |
419 | } | |
420 | } | |
421 | } | |
422 | ||
423 | ||
424 | void | |
425 | DoRivers(void) | |
426 | { | |
427 | ||
428 | LastDir = Rand(3); | |
429 | Dir = LastDir; | |
430 | DoBRiv(); | |
431 | MapX = XStart; | |
432 | MapY = YStart; | |
433 | LastDir = LastDir ^ 4; | |
434 | Dir = LastDir; | |
435 | DoBRiv(); | |
436 | MapX = XStart; | |
437 | MapY = YStart; | |
438 | LastDir = Rand(3); | |
439 | DoSRiv(); | |
440 | } | |
441 | ||
442 | ||
443 | void | |
444 | DoBRiv(void) | |
445 | { | |
446 | int r1, r2; | |
447 | ||
448 | if (CurveLevel < 0) { | |
449 | r1 = 100; | |
450 | r2 = 200; | |
451 | } else { | |
452 | r1 = CurveLevel + 10; | |
453 | r2 = CurveLevel + 100; | |
454 | } | |
455 | ||
456 | while (TestBounds (MapX + 4, MapY + 4)) { | |
457 | BRivPlop(); | |
458 | if (Rand(r1) < 10) { | |
459 | Dir = LastDir; | |
460 | } else { | |
461 | if (Rand(r2) > 90) Dir++; | |
462 | if (Rand(r2) > 90) Dir--; | |
463 | } | |
464 | MoveMap(Dir); | |
465 | } | |
466 | } | |
467 | ||
468 | ||
469 | void | |
470 | DoSRiv(void) | |
471 | { | |
472 | int r1, r2; | |
473 | ||
474 | if (CurveLevel < 0) { | |
475 | r1 = 100; | |
476 | r2 = 200; | |
477 | } else { | |
478 | r1 = CurveLevel + 10; | |
479 | r2 = CurveLevel + 100; | |
480 | } | |
481 | ||
482 | while (TestBounds (MapX + 3, MapY + 3)) { | |
483 | SRivPlop(); | |
484 | if (Rand(r1) < 10) { | |
485 | Dir = LastDir; | |
486 | } else { | |
487 | if (Rand(r2) > 90) Dir++; | |
488 | if (Rand(r2) > 90) Dir--; | |
489 | } | |
490 | MoveMap(Dir); | |
491 | } | |
492 | } | |
493 | ||
494 | ||
495 | void | |
496 | PutOnMap(short Mchar, short Xoff, short Yoff) | |
497 | { | |
498 | register short Xloc, Yloc, temp; | |
499 | ||
500 | if (Mchar == 0) | |
501 | return; | |
502 | Xloc = MapX + Xoff; | |
503 | Yloc = MapY + Yoff; | |
504 | if (TestBounds(Xloc, Yloc) == FALSE) | |
505 | return; | |
506 | if ((temp = Map[Xloc][Yloc])) { | |
507 | temp = temp & LOMASK; | |
508 | if (temp == RIVER) | |
509 | if (Mchar != CHANNEL) | |
510 | return; | |
511 | if (temp == CHANNEL) | |
512 | return; | |
513 | } | |
514 | Map[Xloc][Yloc] = Mchar; | |
515 | } | |
516 | ||
517 | ||
518 | void | |
519 | BRivPlop(void) | |
520 | { | |
521 | static short BRMatrix[9][9] = { | |
522 | { 0, 0, 0, 3, 3, 3, 0, 0, 0 }, | |
523 | { 0, 0, 3, 2, 2, 2, 3, 0, 0 }, | |
524 | { 0, 3, 2, 2, 2, 2, 2, 3, 0 }, | |
525 | { 3, 2, 2, 2, 2, 2, 2, 2, 3 }, | |
526 | { 3, 2, 2, 2, 4, 2, 2, 2, 3 }, | |
527 | { 3, 2, 2, 2, 2, 2, 2, 2, 3 }, | |
528 | { 0, 3, 2, 2, 2, 2, 2, 3, 0 }, | |
529 | { 0, 0, 3, 2, 2, 2, 3, 0, 0 }, | |
530 | { 0, 0, 0, 3, 3, 3, 0, 0, 0 } }; | |
531 | short x, y; | |
532 | ||
533 | for (x = 0; x < 9; x++) | |
534 | for (y = 0; y < 9; y++) | |
535 | PutOnMap(BRMatrix[y][x], x, y); | |
536 | } | |
537 | ||
538 | ||
539 | void | |
540 | SRivPlop(void) | |
541 | { | |
542 | static short SRMatrix[6][6] = { | |
543 | { 0, 0, 3, 3, 0, 0 }, | |
544 | { 0, 3, 2, 2, 3, 0 }, | |
545 | { 3, 2, 2, 2, 2, 3 }, | |
546 | { 3, 2, 2, 2, 2, 3 }, | |
547 | { 0, 3, 2, 2, 3, 0 }, | |
548 | { 0, 0, 3, 3, 0, 0 } }; | |
549 | short x, y; | |
550 | ||
551 | for (x = 0; x < 6; x++) | |
552 | for (y = 0; y < 6; y++) | |
553 | PutOnMap(SRMatrix[y][x], x, y); | |
554 | } | |
555 | ||
556 | ||
557 | void | |
558 | SmoothWater(void) | |
559 | { | |
560 | int x, y; | |
561 | ||
562 | for(x = 0; x < WORLD_X; x++) { | |
563 | for(y = 0; y < WORLD_Y; y++) { | |
564 | /* If water: */ | |
565 | if (((Map[x][y] & LOMASK) >= WATER_LOW) && | |
566 | ((Map[x][y] & LOMASK) <= WATER_HIGH)) { | |
567 | if (x > 0) { | |
568 | /* If nearest object is not water: */ | |
569 | if (((Map[x - 1][y] & LOMASK) < WATER_LOW) || | |
570 | ((Map[x - 1][y] & LOMASK) > WATER_HIGH)) { | |
571 | goto edge; | |
572 | } | |
573 | } | |
574 | if (x < (WORLD_X - 1)) { | |
575 | /* If nearest object is not water: */ | |
576 | if (((Map[x+1][y]&LOMASK) < WATER_LOW) || | |
577 | ((Map[x+1][y]&LOMASK) > WATER_HIGH)) { | |
578 | goto edge; | |
579 | } | |
580 | } | |
581 | if (y > 0) { | |
582 | /* If nearest object is not water: */ | |
583 | if (((Map[x][y - 1] & LOMASK) < WATER_LOW) || | |
584 | ((Map[x][y-1]&LOMASK) > WATER_HIGH)) { | |
585 | goto edge; | |
586 | } | |
587 | } | |
588 | if (y < (WORLD_Y - 1)) { | |
589 | /* If nearest object is not water: */ | |
590 | if (((Map[x][y + 1] & LOMASK) < WATER_LOW) || | |
591 | ((Map[x][y + 1] & LOMASK) > WATER_HIGH)) { | |
592 | edge: | |
593 | Map[x][y]=REDGE; /* set river edge */ | |
594 | continue; | |
595 | } | |
596 | } | |
597 | } | |
598 | } | |
599 | } | |
600 | for (x = 0; x < WORLD_X; x++) { | |
601 | for (y = 0; y < WORLD_Y; y++) { | |
602 | /* If water which is not a channel: */ | |
603 | if (((Map[x][y] & LOMASK) != CHANNEL) && | |
604 | ((Map[x][y] & LOMASK) >= WATER_LOW) && | |
605 | ((Map[x][y] & LOMASK) <= WATER_HIGH)) { | |
606 | if (x > 0) { | |
607 | /* If nearest object is not water; */ | |
608 | if (((Map[x - 1][y] & LOMASK) < WATER_LOW) || | |
609 | ((Map[x - 1][y] & LOMASK) > WATER_HIGH)) { | |
610 | continue; | |
611 | } | |
612 | } | |
613 | if (x < (WORLD_X - 1)) { | |
614 | /* If nearest object is not water: */ | |
615 | if (((Map[x + 1][y] & LOMASK) < WATER_LOW) || | |
616 | ((Map[x + 1][y] & LOMASK) > WATER_HIGH)) { | |
617 | continue; | |
618 | } | |
619 | } | |
620 | if (y > 0) { | |
621 | /* If nearest object is not water: */ | |
622 | if (((Map[x][y - 1] & LOMASK) < WATER_LOW) || | |
623 | ((Map[x][y - 1] & LOMASK) > WATER_HIGH)) { | |
624 | continue; | |
625 | } | |
626 | } | |
627 | if (y < (WORLD_Y - 1)) { | |
628 | /* If nearest object is not water: */ | |
629 | if (((Map[x][y + 1] & LOMASK) < WATER_LOW) || | |
630 | ((Map[x][y + 1] & LOMASK) > WATER_HIGH)) { | |
631 | continue; | |
632 | } | |
633 | } | |
634 | Map[x][y] = RIVER; /* make it a river */ | |
635 | } | |
636 | } | |
637 | } | |
638 | for (x = 0; x < WORLD_X; x++) { | |
639 | for (y = 0; y < WORLD_Y; y++) { | |
640 | /* If woods: */ | |
641 | if (((Map[x][y] & LOMASK) >= WOODS_LOW) && | |
642 | ((Map[x][y] & LOMASK) <= WOODS_HIGH)) { | |
643 | if (x > 0) { | |
644 | /* If nearest object is water: */ | |
645 | if ((Map[x - 1][y] == RIVER) || | |
646 | (Map[x - 1][y] == CHANNEL)) { | |
647 | Map[x][y] = REDGE; /* make it water's edge */ | |
648 | continue; | |
649 | } | |
650 | } | |
651 | if (x < (WORLD_X - 1)) { | |
652 | /* If nearest object is water: */ | |
653 | if ((Map[x + 1][y] == RIVER) || | |
654 | (Map[x + 1][y] == CHANNEL)) { | |
655 | Map[x][y] = REDGE; /* make it water's edge */ | |
656 | continue; | |
657 | } | |
658 | } | |
659 | if (y > 0) { | |
660 | /* If nearest object is water: */ | |
661 | if ((Map[x][y - 1] == RIVER) || | |
662 | (Map[x][y - 1] == CHANNEL)) { | |
663 | Map[x][y] = REDGE; /* make it water's edge */ | |
664 | continue; | |
665 | } | |
666 | } | |
667 | if (y < (WORLD_Y - 1)) { | |
668 | /* If nearest object is water; */ | |
669 | if ((Map[x][y + 1] == RIVER) || | |
670 | (Map[x][y + 1] == CHANNEL)) { | |
671 | Map[x][y] = REDGE; /* make it water's edge */ | |
672 | continue; | |
673 | } | |
674 | } | |
675 | } | |
676 | } | |
677 | } | |
678 | } |