Feature #437 ยป 0049-generator-Clear-trailing-spaces.patch
server/generator/fracture_map.c | ||
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}
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}
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/* Assign cells to landmass. Gradually expand the radius of the
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/* Assign cells to landmass. Gradually expand the radius of the
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fracture point. */
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for (rad = 1; rad < (MAP_NATIVE_WIDTH >> 1); rad++) {
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for (nn = 0; nn < mm + num_landmass; nn++) {
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... | ... | |
**************************************************************************/
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static void circle_bresenham(int xc, int yc, int r, int nn)
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{
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int x = 0;
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int y = r;
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int x = 0;
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int y = r;
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int p = 3 - 2 * r;
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if (!r) {
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server/generator/mapgen_topology.c | ||
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const int even = 2;
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/* In iso-maps we need to double the map.ysize factor, since xsize is
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* in native coordinates which are compressed 2x in the X direction. */
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* in native coordinates which are compressed 2x in the X direction. */
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const int iso = MAP_IS_ISOMETRIC ? 2 : 1;
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/* We have:
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... | ... | |
*
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* 1000 * size = i_size * i_size * xratio * yratio * even * even * iso
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* i_size = sqrt(1000 * size / (xratio * yratio * even * even * iso))
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*
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*
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* Make sure to round off i_size to preserve exact wanted ratios,
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* that may be importante for some topologies.
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*/
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... | ... | |
/* If the ratio is too big for some topology the simplest way to avoid
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* this error is to set the maximum size smaller for all topologies! */
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if (wld.map.server.size * 1000 > size + 900.0) {
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/* Warning when size is set uselessly big */
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/* Warning when size is set uselessly big */
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log_error("Requested size of %d is too big for this topology.",
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wld.map.server.size);
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}
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server/generator/mapgen_topology.h | ||
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int get_sqsize(void);
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/* Size safe Unit of colatitude. 0 is not allowed due to possibility of
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* division by 0 in mapgen.c */
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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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server/generator/mapgen_utils.c | ||
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/**********************************************************************//**
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Set all oceanics tiles in placed_map
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**************************************************************************/
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void set_all_ocean_tiles_placed(void)
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void set_all_ocean_tiles_placed(void)
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{
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whole_map_iterate(&(wld.map), ptile) {
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if (is_ocean_tile(ptile)) {
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... | ... | |
}
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/**********************************************************************//**
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Set all nearby tiles as placed on pmap.
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Set all nearby tiles as placed on pmap.
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**************************************************************************/
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void set_placed_near_pos(struct tile *ptile, int dist)
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{
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... | ... | |
/* create the linearize function as "incremental" frequencies */
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for (i = 0; i < size; i++) {
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count += frequencies[i];
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count += frequencies[i];
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frequencies[i] = int_map_min + (count * int_map_delta) / total;
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}
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... | ... | |
Return size in tiles of the given ocean. You should use positive ocean
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number.
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**************************************************************************/
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int get_ocean_size(Continent_id id)
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int get_ocean_size(Continent_id id)
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{
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fc_assert_ret_val(id > 0, -1);
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return ocean_sizes[id];
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server/generator/mapgen_utils.h | ||
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#define axis_iterate_end \
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} \
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} \
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}
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}
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/***************************************************************************
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pdata or pfilter can be NULL!
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... | ... | |
void set_all_ocean_tiles_placed(void) ;
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void set_placed_near_pos(struct tile *ptile, int dist);
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#endif /* FC__MAPGEN_UTILS_H */
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#endif /* FC__MAPGEN_UTILS_H */
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server/generator/startpos.c | ||
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MAPSTARTPOS_2or3: 2 players per isle (maybe one isle with 3).
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MAPSTARTPOS_ALL: all players in asingle isle.
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MAPSTARTPOS_VARIABLE: at least 2 player per isle.
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Assumes assign_continent_numbers() has already been done!
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Returns true on success
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****************************************************************************/
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... | ... | |
int min_goodies_per_player = 1500;
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int total_goodies = 0;
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/* This is factor is used to maximize land used in extreme little maps */
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float efactor = player_count() / map_size_checked() / 4;
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float efactor = player_count() / map_size_checked() / 4;
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bool failure = FALSE;
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bool is_tmap = temperature_is_initialized();
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const struct civ_map *nmap = &(wld.map);
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... | ... | |
/* the variable way is the last possibility */
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if (MAPSTARTPOS_VARIABLE == mode) {
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min_goodies_per_player = total_goodies * (0.65 + 0.8 * efactor)
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min_goodies_per_player = total_goodies * (0.65 + 0.8 * efactor)
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/ (1 + efactor) / player_count();
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}
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{
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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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server/generator/temperature_map.c | ||
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/**********************************************************************//**
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Return true if at least one tile has tt temperature type
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**************************************************************************/
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bool is_temperature_type_near(const struct tile *ptile, temperature_type tt)
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bool is_temperature_type_near(const struct tile *ptile, temperature_type tt)
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{
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adjc_iterate(&(wld.map), ptile, tile1) {
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if (BOOL_VAL(tmap(tile1) & (tt))) {
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