Project

General

Profile

Feature #1185 » 0043-Fix-generator-comment-typos.patch

main - Marko Lindqvist, 12/12/2024 03:55 AM

View differences:

server/generator/mapgen.c
#define RIVERS_MAXTRIES 32767
/* This struct includes two dynamic bitvectors. They are needed to mark
tiles as blocked to prevent a river from falling into itself, and for
storing rivers temporarly. */
storing rivers temporarily. */
struct river_map {
struct dbv blocked;
struct dbv ok;
......
FALSE, TRUE, TC_OCEAN) <= 35)
typedef enum { WC_ALL = 200, WC_DRY, WC_NDRY } wetness_c;
/* MISCELANEOUS (OTHER CONDITIONS) */
/* MISCELLANEOUS (OTHER CONDITIONS) */
/* Necessary condition of swamp placement */
static int hmap_low_level = 0;
......
}
/**********************************************************************//**
Make_terrains calls make_forest, make_dessert,etc with random free
Make_terrains calls make_forest(), make_dessert(), etc with random free
locations until there has been made enough.
Comment: funtions as make_swamp, etc. has to have a non 0 probability
to place one terrains in called position. Else make_terrains will get
Comment: functions as make_swamp(), etc. has to have a non zero probability
to place one terrains in called position. Else make_terrains() will get
in a infinite loop!
**************************************************************************/
static void make_terrains(void)
......
n: height_map[...]
If these rules haven't decided the direction, the random number
generator gets the desicion. -Erik Sigra
generator gets the decision. -Erik Sigra
**************************************************************************/
static bool make_river(struct river_map *privermap, struct tile *ptile,
struct extra_type *priver)
......
} else {
make_relief(); /* Base relief on map */
}
make_terrains(); /* Place all exept mountains and hill */
make_terrains(); /* Place all except mountains and hill */
destroy_placed_map();
make_rivers(); /* Use a new placed_map. Destroy older before call */
......
}
/**********************************************************************//**
On popular demand, this tries to mimick the generator 3 as best as
On popular demand, this tries to mimic the generator 3 as best as
possible.
**************************************************************************/
static void mapgenerator3(void)
server/generator/mapgen_topology.h
* division by 0 in mapgen.c */
#define L_UNIT MAX(1, wld.map.server.size * MAX_COLATITUDE / (30 * get_sqsize()))
/* define the 3 regions of a Earth like map:
/* Define the 3 regions of a Earth like map:
0 - COLD_LV: cold region
COLD_LV - TREOPICAL_LV: temperate wet region
TROPICAL_LV - MAX_COLATITUDE: tropical wet region
and a dry region, this last one can ovelap others
DRY_MIN_LEVEL- DRY_MAX_LEVEL */
and a dry region, this last one can overlap others
DRY_MIN_LEVEL - DRY_MAX_LEVEL */
#define COLD_LEVEL \
(MAX(0, MAX_COLATITUDE * (60*7 - wld.map.server.temperature * 6 ) / 700))
#define TROPICAL_LEVEL \
......
#define DRY_MAX_LEVEL \
(MAX_COLATITUDE * (7300 + wld.map.server.temperature * 17 ) / 10000)
/* used to create the poles and for separating them. In a
/* Used to create the poles and for separating them. In a
* mercator projection map we don't want the poles to be too big. */
extern int ice_base_colatitude;
#define ICE_BASE_LEVEL ice_base_colatitude
......
bool near_singularity(const struct tile *ptile);
void generator_init_topology(bool autosize);
#endif /* FC__MAPGEN_TOPOLOGY_H */
#endif /* FC__MAPGEN_TOPOLOGY_H */
server/generator/startpos.c
{
int nr, to_place = player_count(), first = 1;
/* inizialize islands_index */
/* Initialize islands_index */
for (nr = 1; nr <= wld.map.num_continents; nr++) {
islands_index[islands[nr].id] = nr;
}
(1-1/2)