| 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 | } |