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/***********************************************************************
Freeciv - Copyright (C) 2004 - Marcelo J. Burda
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
***********************************************************************/
#ifdef HAVE_CONFIG_H
#include <fc_config.h>
#endif
/* utility */
#include "fcintl.h"
#include "log.h"
#include "rand.h"
#include "support.h" /* bool type */
/* common */
#include "map.h"
#include "packets.h"
#include "terrain.h"
#include "tile.h"
#include "mapgen_utils.h"
/**************************************************************************
Map that contains, according to circumstances, information on whether
we have already placed terrain (special, hut) here.
**************************************************************************/
static bool *placed_map;
/**********************************************************************//**
Return TRUE if initialized
**************************************************************************/
bool placed_map_is_initialized(void)
{
return placed_map != NULL;
}
/**********************************************************************//**
Create a clean pmap
**************************************************************************/
void create_placed_map(void)
{
fc_assert_ret(!placed_map_is_initialized());
placed_map = fc_malloc (sizeof(bool) * MAP_INDEX_SIZE);
INITIALIZE_ARRAY(placed_map, MAP_INDEX_SIZE, FALSE );
}
/**********************************************************************//**
Free the pmap
**************************************************************************/
void destroy_placed_map(void)
{
fc_assert_ret(placed_map_is_initialized());
free(placed_map);
placed_map = NULL;
}
#define pmap(_tile) (placed_map[tile_index(_tile)])
/**********************************************************************//**
Checks if land has not yet been placed on pmap at (x, y)
**************************************************************************/
bool not_placed(const struct tile *ptile)
{
return !pmap(ptile);
}
/**********************************************************************//**
Mark tile terrain as placed.
**************************************************************************/
void map_set_placed(struct tile *ptile)
{
pmap(ptile) = TRUE;
}
/**********************************************************************//**
Mark tile terrain as not placed.
**************************************************************************/
void map_unset_placed(struct tile *ptile)
{
pmap(ptile) = FALSE;
}
/**********************************************************************//**
Set all oceanics tiles in placed_map
**************************************************************************/
void set_all_ocean_tiles_placed(void)
{
whole_map_iterate(&(wld.map), ptile) {
if (is_ocean_tile(ptile)) {
map_set_placed(ptile);
}
} whole_map_iterate_end;
}
/**********************************************************************//**
Set all nearby tiles as placed on pmap.
**************************************************************************/
void set_placed_near_pos(struct tile *ptile, int dist)
{
square_iterate(&(wld.map), ptile, dist, tile1) {
map_set_placed(tile1);
} square_iterate_end;
}
/**********************************************************************//**
Change the values of the integer map, so that they contain ranking of
each tile scaled to [int_map_min .. int_map_max].
E.g. the lowest 20% of tiles will have values lower than
int_map_min + 0.2 * (int_map_max - int_map_min).
If filter is non-null then it only tiles for which filter(ptile, data) is
TRUE will be considered.
**************************************************************************/
void adjust_int_map_filtered(int *int_map, int int_map_min,
int int_map_max, void *data,
bool (*filter)(const struct tile *ptile,
const void *data))
{
const int int_map_delta = int_map_max - int_map_min;
int minval = 0, maxval = 0, total = 0;
bool first = TRUE;
/* Determine minimum and maximum value. */
whole_map_iterate_filtered(ptile, data, filter) {
if (first) {
minval = int_map[tile_index(ptile)];
maxval = int_map[tile_index(ptile)];
} else {
maxval = MAX(maxval, int_map[tile_index(ptile)]);
minval = MIN(minval, int_map[tile_index(ptile)]);
}
first = FALSE;
total++;
} whole_map_iterate_filtered_end;
if (total == 0) {
return;
}
{
int const size = 1 + maxval - minval;
int i, count = 0, frequencies[size];
INITIALIZE_ARRAY(frequencies, size, 0);
/* Translate value so the minimum value is 0
and count the number of occurrences of all values to initialize the
frequencies[] */
whole_map_iterate_filtered(ptile, data, filter) {
int_map[tile_index(ptile)] -= minval;
frequencies[int_map[tile_index(ptile)]]++;
} whole_map_iterate_filtered_end;
/* create the linearize function as "incremental" frequencies */
for (i = 0; i < size; i++) {
count += frequencies[i];
frequencies[i] = int_map_min + (count * int_map_delta) / total;
}
/* apply the linearize function */
whole_map_iterate_filtered(ptile, data, filter) {
int_map[tile_index(ptile)] = frequencies[int_map[tile_index(ptile)]];
} whole_map_iterate_filtered_end;
}
}
/**********************************************************************//**
Is given native position normal position
**************************************************************************/
bool is_normal_nat_pos(int x, int y)
{
NATIVE_TO_MAP_POS(&x, &y, x, y);
return is_normal_map_pos(x, y);
}
/**********************************************************************//**
Apply a Gaussian diffusion filter on the map. The size of the map is
MAP_INDEX_SIZE and the map is indexed by native_pos_to_index function.
If zeroes_at_edges is set, any unreal position on diffusion has 0 value
if zeroes_at_edges in unset the unreal position are not counted.
**************************************************************************/
void smooth_int_map(int *int_map, bool zeroes_at_edges)
{
static const float weight_standard[5] = { 0.13, 0.19, 0.37, 0.19, 0.13 };
static const float weight_isometric[5] = { 0.15, 0.21, 0.29, 0.21, 0.15 };
const float *weight;
bool axe = TRUE;
int *target_map, *source_map;
int *alt_int_map = fc_calloc(MAP_INDEX_SIZE, sizeof(*alt_int_map));
fc_assert_ret(NULL != int_map);
weight = weight_standard;
target_map = alt_int_map;
source_map = int_map;
do {
whole_map_iterate(&(wld.map), ptile) {
float N = 0, D = 0;
axis_iterate(&(wld.map), ptile, pnear, i, 2, axe) {
D += weight[i + 2];
N += weight[i + 2] * source_map[tile_index(pnear)];
} axis_iterate_end;
if (zeroes_at_edges) {
D = 1;
}
target_map[tile_index(ptile)] = (float)N / D;
} whole_map_iterate_end;
if (MAP_IS_ISOMETRIC) {
weight = weight_isometric;
}
axe = !axe;
source_map = alt_int_map;
target_map = int_map;
} while (!axe);
FC_FREE(alt_int_map);
}
/* These arrays are indexed by continent number (or negative of the
* ocean number) so the 0th element is unused and the array is 1 element
* larger than you'd expect.
*
* The lake surrounders array tells how many land continents surround each
* ocean (or -1 if the ocean touches more than one continent).
*
* The _sizes arrays give the sizes (in tiles) of each continent and
* ocean.
*/
static Continent_id *lake_surrounders = NULL;
static int *continent_sizes = NULL;
static int *ocean_sizes = NULL;
/**********************************************************************//**
Calculate lake_surrounders[] array
**************************************************************************/
static void recalculate_lake_surrounders(void)
{
const size_t size = (wld.map.num_oceans + 1) * sizeof(*lake_surrounders);
lake_surrounders = fc_realloc(lake_surrounders, size);
memset(lake_surrounders, 0, size);
whole_map_iterate(&(wld.map), ptile) {
const struct terrain *pterrain = tile_terrain(ptile);
Continent_id cont = tile_continent(ptile);
if (T_UNKNOWN == pterrain) {
continue;
}
if (terrain_type_terrain_class(pterrain) != TC_OCEAN) {
adjc_iterate(&(wld.map), ptile, tile2) {
Continent_id cont2 = tile_continent(tile2);
if (is_ocean_tile(tile2)) {
if (lake_surrounders[-cont2] == 0) {
lake_surrounders[-cont2] = cont;
} else if (lake_surrounders[-cont2] != cont) {
lake_surrounders[-cont2] = -1;
}
}
} adjc_iterate_end;
}
} whole_map_iterate_end;
}
/**********************************************************************//**
Number this tile and nearby tiles with the specified continent number 'nr'.
Due to the number of recursion for large maps a non-recursive algorithm is
utilised.
is_land tells us whether we are assigning continent numbers or ocean
numbers.
**************************************************************************/
static void assign_continent_flood(struct tile *ptile, bool is_land, int nr)
{
struct tile_list *tlist = NULL;
const struct terrain *pterrain;
fc_assert_ret(ptile != NULL);
#ifndef FREECIV_NDEBUG
pterrain = tile_terrain(ptile);
#endif
/* Check if the initial tile is a valid tile for continent / ocean. */
fc_assert_ret(tile_continent(ptile) == 0
&& T_UNKNOWN != pterrain
&& XOR(is_land, terrain_type_terrain_class(pterrain) == TC_OCEAN));
/* Create tile list and insert the initial tile. */
tlist = tile_list_new();
tile_list_append(tlist, ptile);
while (tile_list_size(tlist) > 0) {
struct tile *ptile2 = tile_list_get(tlist, 0);
/* Iterate over the adjacent tiles. */
adjc_iterate(&(wld.map), ptile2, ptile3) {
pterrain = tile_terrain(ptile3);
/* Check if it is a valid tile for continent / ocean. */
if (tile_continent(ptile3) != 0
|| T_UNKNOWN == pterrain
|| !XOR(is_land, terrain_type_terrain_class(pterrain) == TC_OCEAN)) {
continue;
}
/* Add the tile to the list of tiles to check. */
if (!tile_list_search(tlist, ptile3)) {
tile_list_append(tlist, ptile3);
}
} adjc_iterate_end;
/* Set the continent data and remove the tile from the list. */
tile_set_continent(ptile2, nr);
tile_list_remove(tlist, ptile2);
/* Count the tile */
if (nr < 0) {
ocean_sizes[-nr]++;
} else {
continent_sizes[nr]++;
}
}
tile_list_destroy(tlist);
}
/**********************************************************************//**
Regenerate all oceanic tiles for small water bodies as lakes.
Assumes assign_continent_numbers() and recalculate_lake_surrounders()
have already been done!
FIXME: insufficiently generalized, use terrain property.
**************************************************************************/
void regenerate_lakes(void)
{
struct terrain *lake_for_ocean[2][wld.map.num_oceans];
{
struct terrain *lakes[2][5];
int num_laketypes[2] = { 0, 0 };
int i;
terrain_type_iterate(pterr) {
if (terrain_has_flag(pterr, TER_FRESHWATER)
&& !terrain_has_flag(pterr, TER_NOT_GENERATED)) {
int frozen = terrain_has_flag(pterr, TER_FROZEN);
if (num_laketypes[frozen] < ARRAY_SIZE(lakes[frozen])) {
lakes[frozen][num_laketypes[frozen]++] = pterr;
} else {
log_verbose("Ruleset has more than %d %s lake types, ignoring %s",
(int) ARRAY_SIZE(lakes[frozen]),
frozen ? "frozen" : "unfrozen",
terrain_rule_name(pterr));
}
}
} terrain_type_iterate_end;
/* We don't want to generate any boundaries between fresh and
* non-fresh water.
* If there are no unfrozen lake types, just give up.
* Else if there are no frozen lake types, use unfrozen lake instead.
* If both are available, preserve frozenness of previous terrain. */
if (num_laketypes[0] == 0) {
return;
} else if (num_laketypes[1] == 0) {
for (i = 0; i < wld.map.num_oceans; i++) {
lake_for_ocean[0][i] = lake_for_ocean[1][i]
= lakes[0][fc_rand(num_laketypes[0])];
}
} else {
for (i = 0; i < wld.map.num_oceans; i++) {
int frozen;
for (frozen = 0; frozen < 2; frozen++) {
lake_for_ocean[frozen][i]
= lakes[frozen][fc_rand(num_laketypes[frozen])];
}
}
}
}
whole_map_iterate(&(wld.map), ptile) {
struct terrain *pterrain = tile_terrain(ptile);
Continent_id here = tile_continent(ptile);
if (T_UNKNOWN == pterrain) {
continue;
}
if (terrain_type_terrain_class(pterrain) != TC_OCEAN) {
continue;
}
if (0 < lake_surrounders[-here]) {
if (terrain_control.lake_max_size >= ocean_sizes[-here]) {
int frozen = terrain_has_flag(pterrain, TER_FROZEN);
tile_change_terrain(ptile, lake_for_ocean[frozen][-here-1]);
}
}
} whole_map_iterate_end;
}
/**********************************************************************//**
Get continent surrounding lake, or -1 if there is multiple continents.
**************************************************************************/
int get_lake_surrounders(Continent_id cont)
{
return lake_surrounders[-cont];
}
/**********************************************************************//**
Return size in tiles of the given continent (not ocean)
**************************************************************************/
int get_continent_size(Continent_id id)
{
fc_assert_ret_val(id > 0, -1);
return continent_sizes[id];
}
/**********************************************************************//**
Return size in tiles of the given ocean. You should use positive ocean
number.
**************************************************************************/
int get_ocean_size(Continent_id id)
{
fc_assert_ret_val(id > 0, -1);
return ocean_sizes[id];
}
/**********************************************************************//**
Assigns continent and ocean numbers to all tiles, and set
map.num_continents and map.num_oceans. Recalculates continent and
ocean sizes, and lake_surrounders[] arrays.
Continents have numbers 1 to map.num_continents _inclusive_.
Oceans have (negative) numbers -1 to -map.num_oceans _inclusive_.
**************************************************************************/
void assign_continent_numbers(void)
{
/* Initialize */
wld.map.num_continents = 0;
wld.map.num_oceans = 0;
whole_map_iterate(&(wld.map), ptile) {
tile_set_continent(ptile, 0);
} whole_map_iterate_end;
/* Assign new numbers */
whole_map_iterate(&(wld.map), ptile) {
const struct terrain *pterrain = tile_terrain(ptile);
if (tile_continent(ptile) != 0) {
/* Already assigned. */
continue;
}
if (T_UNKNOWN == pterrain) {
continue; /* Can't assign this. */
}
if (terrain_type_terrain_class(pterrain) != TC_OCEAN) {
wld.map.num_continents++;
continent_sizes = fc_realloc(continent_sizes,
(wld.map.num_continents + 1) * sizeof(*continent_sizes));
continent_sizes[wld.map.num_continents] = 0;
assign_continent_flood(ptile, TRUE, wld.map.num_continents);
} else {
wld.map.num_oceans++;
ocean_sizes = fc_realloc(ocean_sizes,
(wld.map.num_oceans + 1) * sizeof(*ocean_sizes));
ocean_sizes[wld.map.num_oceans] = 0;
assign_continent_flood(ptile, FALSE, -wld.map.num_oceans);
}
} whole_map_iterate_end;
recalculate_lake_surrounders();
log_verbose("Map has %d continents and %d oceans",
wld.map.num_continents, wld.map.num_oceans);
}
/**********************************************************************//**
Return most shallow ocean terrain type. Prefers not to return freshwater
terrain, and will ignore 'frozen' rather than do so.
**************************************************************************/
struct terrain *most_shallow_ocean(bool frozen)
{
bool oceans = FALSE, frozenmatch = FALSE;
struct terrain *shallow = NULL;
terrain_type_iterate(pterr) {
if (is_ocean(pterr) && !terrain_has_flag(pterr, TER_NOT_GENERATED)) {
bool nonfresh = !terrain_has_flag(pterr, TER_FRESHWATER);
bool frozen_ok = terrain_has_flag(pterr, TER_FROZEN) == frozen;
if (!oceans && nonfresh) {
/* First ocean type seen, reset even if frozenness doesn't match */
oceans = TRUE;
shallow = pterr;
frozenmatch = frozen_ok;
continue;
} else if (oceans && !nonfresh) {
/* Dismiss any step backward on freshness */
continue;
}
if (!frozenmatch && frozen_ok) {
/* Prefer terrain that matches frozenness (as long as we don't go
* backwards on freshness) */
frozenmatch = TRUE;
shallow = pterr;
continue;
} else if (frozenmatch && !frozen_ok) {
/* Dismiss any step backward on frozenness */
continue;
}
if (!shallow
|| pterr->property[MG_OCEAN_DEPTH] <
shallow->property[MG_OCEAN_DEPTH]) {
shallow = pterr;
}
}
} terrain_type_iterate_end;
return shallow;
}
/**********************************************************************//**
Picks an ocean terrain to match the given depth.
Only considers terrains with/without Frozen flag depending on 'frozen'.
Return NULL when there is no available ocean.
**************************************************************************/
struct terrain *pick_ocean(int depth, bool frozen)
{
struct terrain *best_terrain = NULL;
int best_match = TERRAIN_OCEAN_DEPTH_MAXIMUM;
terrain_type_iterate(pterrain) {
if (terrain_type_terrain_class(pterrain) == TC_OCEAN
&& TERRAIN_OCEAN_DEPTH_MINIMUM <= pterrain->property[MG_OCEAN_DEPTH]
&& !!frozen == terrain_has_flag(pterrain, TER_FROZEN)
&& !terrain_has_flag(pterrain, TER_NOT_GENERATED)) {
int match = abs(depth - pterrain->property[MG_OCEAN_DEPTH]);
if (best_match > match) {
best_match = match;
best_terrain = pterrain;
}
}
} terrain_type_iterate_end;
return best_terrain;
}
/**********************************************************************//**
Determines the minimal distance to the land.
**************************************************************************/
static int real_distance_to_land(const struct tile *ptile, int max)
{
square_dxy_iterate(&(wld.map), ptile, max, atile, dx, dy) {
if (terrain_type_terrain_class(tile_terrain(atile)) != TC_OCEAN) {
return map_vector_to_real_distance(dx, dy);
}
} square_dxy_iterate_end;
return max + 1;
}
/**********************************************************************//**
Determines what is the most popular ocean type around (need 2/3 of the
adjacent tiles).
**************************************************************************/
static struct terrain *most_adjacent_ocean_type(const struct tile *ptile)
{
const int need = 2 * wld.map.num_valid_dirs / 3;
int count;
terrain_type_iterate(pterrain) {
if (terrain_type_terrain_class(pterrain) != TC_OCEAN) {
continue;
}
count = 0;
adjc_iterate(&(wld.map), ptile, atile) {
if (pterrain == tile_terrain(atile) && need <= ++count) {
return pterrain;
}
} adjc_iterate_end;
} terrain_type_iterate_end;
return NULL;
}
/**********************************************************************//**
Makes a simple depth map for all ocean tiles based on their proximity
to any land tiles and reassignes ocean terrain types based on their
MG_OCEAN_DEPTH property values.
**************************************************************************/
void smooth_water_depth(void)
{
const int OCEAN_DEPTH_STEP = 25;
const int OCEAN_DEPTH_RAND = 15;
const int OCEAN_DIST_MAX = TERRAIN_OCEAN_DEPTH_MAXIMUM / OCEAN_DEPTH_STEP;
struct terrain *ocean;
int dist;
/* First, improve the coasts. */
whole_map_iterate(&(wld.map), ptile) {
if (terrain_type_terrain_class(tile_terrain(ptile)) != TC_OCEAN) {
continue;
}
dist = real_distance_to_land(ptile, OCEAN_DIST_MAX);
if (dist <= OCEAN_DIST_MAX) {
/* Overwrite the terrain (but preserve frozenness). */
ocean = pick_ocean(dist * OCEAN_DEPTH_STEP
+ fc_rand(OCEAN_DEPTH_RAND),
terrain_has_flag(tile_terrain(ptile), TER_FROZEN));
if (NULL != ocean && ocean != tile_terrain(ptile)) {
log_debug("Replacing %s by %s at (%d, %d) "
"to have shallow ocean on coast.",
terrain_rule_name(tile_terrain(ptile)),
terrain_rule_name(ocean), TILE_XY(ptile));
tile_set_terrain(ptile, ocean);
}
}
} whole_map_iterate_end;
/* Now, try to have something more continuous. */
whole_map_iterate(&(wld.map), ptile) {
if (terrain_type_terrain_class(tile_terrain(ptile)) != TC_OCEAN) {
continue;
}
ocean = most_adjacent_ocean_type(ptile);
if (NULL != ocean && ocean != tile_terrain(ptile)) {
log_debug("Replacing %s by %s at (%d, %d) "
"to smooth the ocean types.",
terrain_rule_name(tile_terrain(ptile)),
terrain_rule_name(ocean), TILE_XY(ptile));
tile_set_terrain(ptile, ocean);
}
} whole_map_iterate_end;
}
/**********************************************************************//**
Free resources allocated by the generator.
**************************************************************************/
void generator_free(void)
{
if (lake_surrounders != NULL) {
free(lake_surrounders);
lake_surrounders = NULL;
}
if (continent_sizes != NULL) {
free(continent_sizes);
continent_sizes = NULL;
}
if (ocean_sizes != NULL) {
free(ocean_sizes);
ocean_sizes = NULL;
}
}
/**********************************************************************//**
Return a random terrain that has the specified flag.
Returns T_UNKNOWN when there is no matching terrain.
**************************************************************************/
struct terrain *pick_terrain_by_flag(enum terrain_flag_id flag)
{
bool has_flag[terrain_count()];
int count = 0;
terrain_type_iterate(pterrain) {
if ((has_flag[terrain_index(pterrain)]
= (terrain_has_flag(pterrain, flag)
&& !terrain_has_flag(pterrain, TER_NOT_GENERATED)))) {
count++;
}
} terrain_type_iterate_end;
count = fc_rand(count);
terrain_type_iterate(pterrain) {
if (has_flag[terrain_index(pterrain)]) {
if (count == 0) {
return pterrain;
}
count--;
}
} terrain_type_iterate_end;
return T_UNKNOWN;
}
/**********************************************************************//**
Pick a terrain based on the target property and a property to avoid.
If the target property is given, then all terrains with that property
will be considered and one will be picked at random based on the amount
of the property each terrain has. If no target property is given all
terrains will be assigned equal likelihood.
If the preferred property is given, only terrains with (some of) that
property will be chosen.
If the avoid property is given, then any terrain with (any of) that
property will be avoided.
This function must always return a valid terrain.
**************************************************************************/
struct terrain *pick_terrain(enum mapgen_terrain_property target,
enum mapgen_terrain_property prefer,
enum mapgen_terrain_property avoid)
{
int sum = 0;
/* Find the total weight. */
terrain_type_iterate(pterrain) {
if (!terrain_has_flag(pterrain, TER_NOT_GENERATED)) {
if (avoid != MG_UNUSED && pterrain->property[avoid] > 0) {
continue;
}
if (prefer != MG_UNUSED && pterrain->property[prefer] == 0) {
continue;
}
if (target != MG_UNUSED) {
sum += pterrain->property[target];
} else {
sum++;
}
}
} terrain_type_iterate_end;
/* Now pick. */
sum = fc_rand(sum);
/* Finally figure out which one we picked. */
terrain_type_iterate(pterrain) {
if (!terrain_has_flag(pterrain, TER_NOT_GENERATED)) {
int property;
if (avoid != MG_UNUSED && pterrain->property[avoid] > 0) {
continue;
}
if (prefer != MG_UNUSED && pterrain->property[prefer] == 0) {
continue;
}
if (target != MG_UNUSED) {
property = pterrain->property[target];
} else {
property = 1;
}
if (sum < property) {
return pterrain;
}
sum -= property;
}
} terrain_type_iterate_end;
/* This can happen with sufficient quantities of preferred and avoided
* characteristics. Drop a requirement and try again. */
if (prefer != MG_UNUSED) {
log_debug("pick_terrain(target: %s, [dropping prefer: %s], avoid: %s)",
mapgen_terrain_property_name(target),
mapgen_terrain_property_name(prefer),
mapgen_terrain_property_name(avoid));
return pick_terrain(target, MG_UNUSED, avoid);
} else if (avoid != MG_UNUSED) {
log_debug("pick_terrain(target: %s, prefer: MG_UNUSED, [dropping avoid: %s])",
mapgen_terrain_property_name(target),
mapgen_terrain_property_name(avoid));
return pick_terrain(target, prefer, MG_UNUSED);
} else {
log_debug("pick_terrain([dropping target: %s], prefer: MG_UNUSED, avoid: MG_UNUSED)",
mapgen_terrain_property_name(target));
return pick_terrain(MG_UNUSED, prefer, avoid);
}
}
/**********************************************************************//**
Pick a random resource to put on a tile of the given terrain type.
May return NULL when there is no eligible resource.
**************************************************************************/
struct extra_type *pick_resource(const struct terrain *pterrain)
{
int freq_sum = 0;
struct extra_type *result = NULL;
fc_assert_ret_val(NULL != pterrain, NULL);
terrain_resources_iterate(pterrain, res, freq) {
/* This is a standard way to get a weighted random element from
* pterrain->resources with weights from pterrain->resource_freq,
* without computing its length or total weight in advance.
* Note that if *(pterrain->resources) == NULL,
* then this loop is a no-op. */
if (res->generated && freq > 0) {
freq_sum += freq;
if (freq > fc_rand(freq_sum)) {
result = res;
}
}
} terrain_resources_iterate_end;
return result;
}
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