int CurveLevel = -1; /* level for river curviness */
int CreateIsland = -1; /* -1 => 10%, 0 => never, 1 => always */
-
+void DoBRiv(void);
+void DoSRiv(void);
+void BRivPlop(void);
+void SRivPlop(void);
+void DoRivers(void);
+void DoTrees(void);
+void GetRandStart(void);
+void MakeLakes(void);
+void MakeIsland(void);
+void MakeNakedIsland(void);
+void GenerateMap(int r);
+
+
+void
GenerateNewCity(void)
{
GenerateSomeCity(Rand16());
}
+void
GenerateSomeCity(int r)
{
if (CityFileName != NULL) {
}
+int
ERand(short limit)
{
short x, z;
}
+void
GenerateMap(int r)
{
SeedRand(r);
}
+void
ClearMap(void)
{
register short x, y;
}
+void
ClearUnnatural(void)
{
register short x, y;
#define RADIUS 18
-MakeNakedIsland()
+void
+MakeNakedIsland(void)
{
register int x, y;
}
+void
MakeIsland(void)
{
MakeNakedIsland();
}
+void
MakeLakes(void)
{
short Lim1, Lim2, t, z;
}
+void
GetRandStart(void)
{
XStart = 40 + Rand(WORLD_X - 80);
}
+void
MoveMap(short dir)
{
static short DirTab[2][8] = { { 0, 1, 1, 1, 0, -1, -1, -1},
}
+void
TreeSplash(short xloc, short yloc)
{
short dis, dir;
- register short xoff, yoff, z;
+ register short z;
if (TreeLevel < 0) {
dis = Rand(150) + 50;
}
+void
DoTrees(void)
{
short Amount, x, xloc, yloc;
}
+void
SmoothRiver(void)
{
static short DX[4] = {-1, 0, 1, 0};
}
+int
IsTree(int cell)
{
if (((cell & LOMASK) >= WOODS_LOW) &&
}
+void
SmoothTrees(void)
{
static short DX[4] = {-1, 0, 1, 0};
}
+void
DoRivers(void)
{
}
+void
DoBRiv(void)
{
int r1, r2;
}
+void
DoSRiv(void)
{
int r1, r2;
}
+void
PutOnMap(short Mchar, short Xoff, short Yoff)
{
register short Xloc, Yloc, temp;
Yloc = MapY + Yoff;
if (TestBounds(Xloc, Yloc) == FALSE)
return;
- if (temp = Map[Xloc][Yloc]) {
+ if ((temp = Map[Xloc][Yloc])) {
temp = temp & LOMASK;
if (temp == RIVER)
if (Mchar != CHANNEL)
}
+void
BRivPlop(void)
{
static short BRMatrix[9][9] = {
}
+void
SRivPlop(void)
{
static short SRMatrix[6][6] = {
}
-SmoothWater()
+void
+SmoothWater(void)
{
int x, y;