Feature #1185 » 0021-Fix-generator-comment-typos.patch
server/generator/mapgen.c | ||
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#define RIVERS_MAXTRIES 32767
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/* This struct includes two dynamic bitvectors. They are needed to mark
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tiles as blocked to prevent a river from falling into itself, and for
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storing rivers temporarly. */
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storing rivers temporarily. */
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struct river_map {
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struct dbv blocked;
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struct dbv ok;
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... | ... | |
FALSE, TRUE, TC_OCEAN) <= 35)
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typedef enum { WC_ALL = 200, WC_DRY, WC_NDRY } wetness_c;
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/* MISCELANEOUS (OTHER CONDITIONS) */
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/* MISCELLANEOUS (OTHER CONDITIONS) */
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/* necessary condition of swamp placement */
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static int hmap_low_level = 0;
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... | ... | |
}
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/**********************************************************************//**
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Make_terrains calls make_forest, make_dessert,etc with random free
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locations until there has been made enough.
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Comment: funtions as make_swamp, etc. has to have a non 0 probability
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to place one terrains in called position. Else make_terrains will get
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Make_terrains calls make_forest(), make_dessert(), etc with random free
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locations until there has been made enough.
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Comment: functions as make_swamp(), etc. has to have a non zero probability
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to place one terrains in called position. Else make_terrains() will get
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in a infinite loop!
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**************************************************************************/
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static void make_terrains(void)
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... | ... | |
n: height_map[...]
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If these rules haven't decided the direction, the random number
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generator gets the desicion. -Erik Sigra
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generator gets the decision. -Erik Sigra
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**************************************************************************/
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static bool make_river(struct river_map *privermap, struct tile *ptile,
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struct extra_type *priver)
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{
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/* Comparison value for each tile surrounding the current tile. It is
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/* Comparison value for each tile surrounding the current tile. It is
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* the suitability to continue a river to the tile in that direction;
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* lower is better. However rivers may only run in cardinal directions;
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* lower is better. However rivers may only run in cardinal directions;
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* the other directions are ignored entirely. */
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int rd_comparison_val[8];
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... | ... | |
return;
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}
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create_placed_map(); /* needed bu rand_map_characteristic */
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create_placed_map(); /* Needed by rand_map_characteristic() */
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set_all_ocean_tiles_placed();
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dbv_init(&rivermap.blocked, MAP_INDEX_SIZE);
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... | ... | |
if (MAPGEN_FRACTURE == wld.map.server.generator) {
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make_fracture_relief();
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} else {
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make_relief(); /* base relief on map */
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make_relief(); /* Base relief on map */
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}
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make_terrains(); /* place all exept mountains and hill */
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make_terrains(); /* Place all except mountains and hill */
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destroy_placed_map();
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make_rivers(); /* use a new placed_map. destroy older before call */
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make_rivers(); /* Use a new placed_map. destroy older before call */
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}
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/**********************************************************************//**
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... | ... | |
}
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/**********************************************************************//**
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On popular demand, this tries to mimick the generator 3 as best as
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On popular demand, this tries to mimic the generator 3 as best as
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possible.
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**************************************************************************/
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static void mapgenerator3(void)
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server/generator/mapgen_topology.h | ||
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* division by 0 in mapgen.c */
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#define L_UNIT MAX(1, wld.map.server.size * MAX_COLATITUDE / (30 * get_sqsize()))
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/* define the 3 regions of a Earth like map:
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/* Define the 3 regions of a Earth like map:
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0 - COLD_LV: cold region
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COLD_LV - TREOPICAL_LV: temperate wet region
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TROPICAL_LV - MAX_COLATITUDE: tropical wet region
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and a dry region, this last one can ovelap others
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DRY_MIN_LEVEL- DRY_MAX_LEVEL */
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and a dry region, this last one can overlap others
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DRY_MIN_LEVEL - DRY_MAX_LEVEL */
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#define COLD_LEVEL \
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(MAX(0, MAX_COLATITUDE * (60*7 - wld.map.server.temperature * 6 ) / 700))
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#define TROPICAL_LEVEL \
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... | ... | |
#define DRY_MAX_LEVEL \
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(MAX_COLATITUDE * (7300 + wld.map.server.temperature * 17 ) / 10000)
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/* used to create the poles and for separating them. In a
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/* Used to create the poles and for separating them. In a
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* mercator projection map we don't want the poles to be too big. */
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extern int ice_base_colatitude;
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#define ICE_BASE_LEVEL ice_base_colatitude
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... | ... | |
bool near_singularity(const struct tile *ptile);
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void generator_init_topology(bool autosize);
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#endif /* FC__MAPGEN_TOPOLOGY_H */
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#endif /* FC__MAPGEN_TOPOLOGY_H */
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server/generator/startpos.c | ||
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{
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int nr, to_place = player_count(), first = 1;
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/* inizialize islands_index */
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/* Initialize islands_index */
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for (nr = 1; nr <= wld.map.num_continents; nr++) {
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islands_index[islands[nr].id] = nr;
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}
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