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/* River generation for Xconq.
Copyright (C) 1991-1997 Stanley T. Shebs.
Xconq 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. See the file COPYING. */
/* This river generator requires elevations. */
#include "conq.h"
#include "kernel.h"
static void make_up_river_borders PARAMS ((int rivertype));
static int border_is_compatible PARAMS ((int x, int y, int dir, int b));
static int elev_in_dir PARAMS ((int x, int y, int dir));
static int elev_at_meet PARAMS ((int x, int y, int dir));
static void set_river_at PARAMS ((int x, int y, int dir, int t));
static void make_up_river_connections PARAMS ((int rivertype));
static int totalrivers;
/* Add rivers by picking a headwater randomly, then running downhill. */
/* Can do as either a border or connection type, depending on which
terrain type is called "river". */
int
make_rivers(calls, runs)
int calls, runs;
{
int x, y, t;
totalrivers = 0;
for_all_interior_cells(x, y) {
totalrivers += t_river_chance(terrain_at(x, y));
}
if (totalrivers <= 0)
return FALSE;
totalrivers /= 10000;
totalrivers = max(1, totalrivers);
if (elevations_defined()) {
for_all_terrain_types(t) {
if (t_subtype_x(t) == 10 /*keyword_value(K_RIVER_X)*/
&& !aux_terrain_defined(t)) {
if (t_is_border(t)) {
make_up_river_borders(t);
} else if (t_is_connection(t)) {
make_up_river_connections(t);
}
}
}
}
return TRUE;
}
static int touchedwater;
/* Turn this on to record (as features) information about rivers
are being constructed. */
static int DebugRiver = FALSE;
static void
make_up_river_borders(rivertype)
int rivertype;
{
int j, x, y, dir, elev, x1, y1, d1, e1, x2, y2, d2, e2;
int x0, y0, numrivers = 0, numrivs, numtouches;
int low, lowdir;
int t, watery[MAXTTYPES];
Feature *rfeat;
announce_lengthy_process("Creating rivers (as borders)");
allocate_area_aux_terrain(rivertype);
if (DebugRiver)
init_features();
for_all_interior_cells(x0, y0) {
if (xrandom(10000) < t_river_chance(terrain_at(x0, y0))) {
++numrivers;
touchedwater = FALSE;
if (numrivers % 5 == 0)
announce_progress((100 * numrivers) / totalrivers);
x = x0; y = y0;
/* Set the initial river direction. */
lowdir = 0;
low = elev_at_meet(x, y, lowdir);
for_all_directions(dir) {
if (elev_at_meet(x, y, dir) < low) {
lowdir = dir;
low = elev_at_meet(x, y, lowdir);
}
}
dir = lowdir;
/* If even the first bit of river is incompatible with the
surrounding terrain, blow this off and try the next location. */
if (!border_is_compatible(x, y, dir, rivertype))
continue;
/* Don't place this border if would join two other rivers;
detect by seeing river borders at both ends of this one. */
numtouches = 0;
if (point_in_dir(x, y, dir, &x1, &y1)) {
if (border_at(x, y, left_dir(dir), rivertype)
|| border_at(x1, y1, right_dir(opposite_dir(dir)), rivertype))
++numtouches;
if (border_at(x, y, right_dir(dir), rivertype)
|| border_at(x1, y1, left_dir(opposite_dir(dir)), rivertype))
++numtouches;
}
if (numtouches == 2)
continue;
set_river_at(x, y, dir, rivertype);
if (DebugRiver) {
char *featname;
Feature *feat;
sprintf(spbuf, "src%d%s", numrivers, dirnames[dir]);
featname = copy_string(spbuf);
feat = create_feature("source", featname);
feat->size = 1;
set_raw_feature_at(x, y, feat->id);
sprintf(spbuf, "riv#%d", numrivers);
featname = copy_string(spbuf);
rfeat = create_feature("river", featname);
rfeat->size = 0;
}
/* If our new bit of river already touches an existing river, just
stop now. */
if (numtouches == 1)
continue;
for (j = 0; j < area.maxdim; ++j) {
if (!inside_area(x, y))
break;
elev = elev_at_meet(x, y, dir);
/* Compute cell and dir of the two possible ways to flow. */
point_in_dir(x, y, right_dir(dir), &x1, &y1);
d1 = left_dir(dir);
e1 = elev_at_meet(x1, y1, d1);
x2 = x; y2 = y;
d2 = right_dir(dir);
e2 = elev_at_meet(x2, y2, d2);
if (elev < e1 && elev < e2) {
init_warning("river going uphill??");
break;
}
/* Pick the lower of the two. */
if (e1 < e2) {
x = x1; y = y1; dir = d1;
} else {
x = x2; y = y2; dir = d2;
}
/* Don't add if might be between two edge cells. */
if (!inside_area(x, y))
break;
/* Rivers always follow the same paths, so if we see a river
here already, we're done. */
if (border_at(x, y, dir, rivertype))
break;
/* Make an actual piece of the river. */
if (border_is_compatible(x, y, dir, rivertype)) {
set_river_at(x, y, dir, rivertype);
if (DebugRiver && rfeat != NULL && raw_feature_at(x, y) == 0) {
set_raw_feature_at(x, y, rfeat->id);
++(rfeat->size);
}
}
}
rfeat = NULL;
}
}
/* Cells surrounded by river should maybe be set specially. */
if (g_river_sink_terrain() != NONTTYPE) {
for_all_cells(x, y) {
if (inside_area(x, y)) {
numrivs = 0;
for_all_directions(dir) {
if (border_at(x, y, dir, rivertype)) ++numrivs;
}
if (numrivs >= NUMDIRS) {
set_terrain_at(x, y, g_river_sink_terrain());
}
}
}
}
/* Fix any bad adjacencies that got through. */
for_all_terrain_types(t) {
watery[t] = t_liquid(t);
}
for_all_interior_cells(x, y) {
if (watery[(int) terrain_at(x, y)]) {
for_all_directions(dir) {
set_border_at(x, y, dir, rivertype, FALSE);
}
}
}
finish_lengthy_process();
}
static int
border_is_compatible(x, y, dir, b)
int x, y, dir, b;
{
int x1, y1;
return (tt_adj_terr_effect(terrain_at(x, y), b) < 0
&& point_in_dir(x, y, dir, &x1, &y1)
&& tt_adj_terr_effect(terrain_at(x1, y1), b) < 0);
}
static int
elev_in_dir(x, y, dir)
int x, y, dir;
{
int x1, y1;
if (point_in_dir(x, y, dir, &x1, &y1)) {
return elev_at(x1, y1);
} else {
/* It's possible that the algorithm will ask for the elevation
of a point not in the area, but it's an obscure case, and
doesn't hurt to return an arbitrary elevation. */
return 0;
}
}
/* The elevation at the junction of three cells is the lowest of the three. */
static int
elev_at_meet(x, y, dir)
int x, y, dir;
{
int elev = elev_at(x, y);
if (elev_in_dir(x, y, dir) < elev)
elev = elev_in_dir(x, y, dir);
if (elev_in_dir(x, y, right_dir(dir)) < elev)
elev = elev_in_dir(x, y, right_dir(dir));
return elev;
}
/* should have various conditions */
static void
set_river_at(x, y, dir, t)
int x, y, dir, t;
{
int x1, y1;
if (touchedwater) {
} else if (t_liquid(terrain_at(x, y))) {
touchedwater = TRUE;
} else if (point_in_dir(x, y, dir, &x1, &y1)
&& t_liquid(terrain_at(x1, y1))) {
touchedwater = TRUE;
} else {
set_border_at(x, y, dir, t, TRUE);
}
}
static void
make_up_river_connections(rivertype)
int rivertype;
{
int x0, y0, i, x, y, x1, y1, dir;
int numrivers = 0, lowdir, lowx, lowy, low;
allocate_area_aux_terrain(rivertype);
announce_lengthy_process("Creating rivers (as connections)");
for_all_interior_cells(x0, y0) {
if (probability(t_river_chance(terrain_at(x0, y0)) / 100)) {
++numrivers;
if (numrivers % 5 == 0)
announce_progress((100 * numrivers) / totalrivers);
x = x0; y = y0;
for (i = 0; i < 20; ++i) {
/* Find the direction to the lowest adjacent cell. */
lowdir = -1;
low = elev_at(x, y);
for_all_directions(dir) {
if (point_in_dir(x, y, dir, &x1, &y1)) {
if (elev_at(x1, y1) <= low) {
lowx = x1; lowy = y1;
lowdir = dir;
low = elev_at(x1, y1);
}
}
}
if (lowdir < 0) break;
if (!(t_liquid(terrain_at(x, y))
&& t_liquid(terrain_at(lowx, lowy)))) {
set_connection_at(x, y, lowdir, rivertype, TRUE);
}
x = lowx; y = lowy;
if (!inside_area(x, y)) break;
}
}
}
finish_lengthy_process();
}
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