*
* For all continents, add the first sector at the capital's location,
* and the second right to it. These are the capital sectors. Then
- * add one sector to each continent in turn, obeying the minimum
- * distance between continents, until they have the specified size.
+ * add one sector to each continent in turn, until they have the
+ * specified size.
*
- * The kind of shape they grow into is determined by the "spike
- * percentage" --- the higher the spike, the more spindly they will
- * be. If you lower the spike, the continents will be more round.
+ * Growth uses weighted random sampling to pick one sector from the
+ * set of adjacent sea sectors that aren't too close to another
+ * continent. Growth operates in spiking mode with a chance given by
+ * the spike percentage. When "spiking", a sector's weight increases
+ * with number of adjacent sea sectors. This directs the growth away
+ * from land, resulting in spikes. When not spiking, the weight
+ * increases with the number of adjacent land sectors. This makes the
+ * island more rounded.
*
* If growing fails due to lack of room, start over. If it fails too
* many times, give up and terminate unsuccessfully.
*
* 3. Place and grow additional islands
*
- * Place and grow islands one after the other. Place the first sector
- * randomly, pick an island size, then grow the island to that size.
+ * Each continent has a "sphere of influence": the set of sectors
+ * closer to it than to any other continent. Each island is entirely
+ * in one such sphere, and each sphere contains the same number of
+ * islands with the same sizes.
+ *
+ * First, split the specified number of island sectors per continent
+ * randomly into the island sizes. Sort by size so that larger
+ * islands are grown before smaller ones, to give the large ones the
+ * best chance to grow to their planned size.
+ *
+ * Then place one island's first sector into each sphere, using
+ * weighted random sampling with weights favoring sectors away from
+ * land and other spheres. Add one sector to each island in turn,
+ * until they have the intended size. Repeat until the specified
+ * number of islands has been grown.
+ *
+ * If placement fails due to lack of room, start over, just like for
+ * continents.
*
* Growing works as for continents, except the minimum distance for
- * additional islands applies, and growing simply stops when there is
- * no room.
+ * additional islands applies, and growing simply stops when any of
+ * the islands being grown lacks the room to grow further. The number
+ * of sectors not grown carries over to the next island size.
*
* 4. Compute elevation
*
- * Elevate islands one after the other.
+ * First, use a simple random hill algorithm to assign raw elevations:
+ * initialize elevation to zero, then randomly raise circular hills on
+ * land / lower circular depressions at sea. Their size and height
+ * depends on the distance to the coast.
*
- * First, place the specified number of mountains randomly.
- * Probability increases with distance to sea.
+ * Then, elevate islands one after the other.
*
- * Last, elevate mountains and the capitals. Pick coastal mountain
- * elevation randomly from an interval of medium elevations reserved
- * for them. Pick non-coastal mountain elevation randomly from an
- * interval of high elevation reserved for them. Set capital
- * elevation to a fixed, medium value.
+ * Set the capitals' elevation to a fixed value. Process the
+ * remaining sectors in order of increasing raw elevation, first
+ * non-mountains, then mountains. Non-mountain elevation starts at 1,
+ * and increases linearly to just below "high" elevation. Mountain
+ * elevation starts at "high" elevation, and increases linearly.
*
- * In between, elevate the remaining land one by one, working from
- * mountains towards the sea, and from the elevation just below the
- * non-coastal mountains' interval linearly down to 1, avoiding the
- * coastal mountains' interval.
+ * This gives islands of the same size the same set of elevations.
+ * Larger islands get more and taller mountains.
*
- * This gives islands of the same size the same set of elevations,
- * except for mountains.
- *
- * Elevate sea: pick a random depth from an interval that deepens with
- * the distance to land.
+ * Finally, elevate sea: normalize the raw elevations to [-127:-1].
*
* 5. Set resources
*
* Sector resources are simple functions of elevation. You can alter
- * macros OIL_MAX, IRON_MIN, GOLD_MIN, FERT_MAX, and URAN_MIN to
- * customize them.
+ * iron_conf[], gold_conf[], fert_conf[], oil_conf[], and uran_conf[]
+ * to customize them.
*/
#include <config.h>
#include <assert.h>
#include <errno.h>
+#include <limits.h>
#include <stdarg.h>
#include <stdio.h>
#include <unistd.h>
#include "chance.h"
#include "optlist.h"
+#include "path.h"
#include "prototypes.h"
#include "sect.h"
#include "version.h"
#include "xy.h"
-/* The following five numbers refer to elevation under which (in the case of
- fertility or oil) or over which (in the case of iron, gold, and uranium)
- sectors with that elevation will contain that resource. Elevation ranges
- from 0 to 100 */
-
-/* raise FERT_MAX for more fertility */
-#define FERT_MAX 56
-
-/* raise OIL_MAX for more oil */
-#define OIL_MAX 33
-
-/* lower IRON_MIN for more iron */
-#define IRON_MIN 22
-
-/* lower GOLD_MIN for more gold */
-#define GOLD_MIN 36
-
-/* lower URAN_MIN for more uranium */
-#define URAN_MIN 56
-
-/* do not change these 4 defines */
+/* do not change these defines */
#define LANDMIN 1 /* plate altitude for normal land */
-#define HILLMIN 34 /* plate altitude for hills */
#define PLATMIN 36 /* plate altitude for plateau */
#define HIGHMIN 98 /* plate altitude for mountains */
+/*
+ * Resource configuration
+
+ * Resources are determined by elevation. The map from elevation to
+ * resource is defined as a linear interpolation of resource data
+ * points (elev, res) defined in the tables below. Elevations range
+ * from -127 to 127, and resource values from 0 to 100.
+ */
+
+struct resource_point {
+ int elev, res;
+};
+
+struct resource_point iron_conf[] = {
+ { -127, 0 },
+ { 21, 0 },
+ { 85, 100 },
+ { HIGHMIN - 1, 100 },
+ { HIGHMIN , 0 },
+ { 127, 0 } };
+
+struct resource_point gold_conf[] = {
+ { -127, 0 },
+ { 35, 0 },
+ { HIGHMIN - 1, 80 },
+ { HIGHMIN, 80 },
+ { 127, 85 } };
+
+struct resource_point fert_conf[] = {
+ { -127, 100 },
+ { -59, 100 },
+ { LANDMIN - 1, 41 },
+ { LANDMIN, 100 },
+ { 10, 100 },
+ { 56, 0 },
+ { 127, 0 } };
+
+struct resource_point oil_conf[] = {
+ { -127, 100 },
+ { -49, 100 },
+ { LANDMIN - 1, 2 },
+ { LANDMIN, 100 },
+ { 6, 100 },
+ { 34, 0 },
+ { 127, 0 } };
+
+struct resource_point uran_conf[] = {
+ { -127, 0 },
+ { 55, 0 },
+ { 90, 100 },
+ { 97, 100 },
+ { 98, 0 },
+ { 127, 0 } };
+
static void qprint(const char * const fmt, ...)
ATTRIBUTE((format (printf, 1, 2)));
static const char *outfile = DEFAULT_OUTFILE_NAME;
#define STABLE_CYCLE 4 /* stability required for perterbed capitals */
-#define INFINITY 999 /* a number which means "BIG" */
-
-/* these defines prevent infinite loops:
-*/
-
-#define COAST_SEARCH_MAX 200 /* how many times do we look for a coast sector
- when growing continents and islands */
#define DRIFT_BEFORE_CHECK ((WORLD_X + WORLD_Y)/2)
#define DRIFT_MAX ((WORLD_X + WORLD_Y)*2)
-#define MOUNTAIN_SEARCH_MAX 1000 /* how long do we try to place mountains */
/* handy macros:
*/
#define new_x(newx) (((newx) + WORLD_X) % WORLD_X)
#define new_y(newy) (((newy) + WORLD_Y) % WORLD_Y)
-static int ctot; /* total number of continents and islands grown */
-static int *isecs; /* array of how large each island is */
+/*
+ * Island sizes
+ * isecs[i] is the size of the i-th island.
+ */
+static int *isecs;
static int *capx, *capy; /* location of the nc capitals */
-static int dirx[] = { -2, -1, 1, 2, 1, -1 }; /* gyujnb */
-static int diry[] = { 0, -1, -1, 0, 1, 1 };
static int **own; /* owner of the sector. -1 means water */
-static int **elev; /* elevation of the sectors */
+
+/*
+ * Adjacent land sectors
+ * adj_land[XYOFFSET(x, y)] bit d is set exactly when the sector next
+ * to x, y in direction d is land.
+ */
+static unsigned char *adj_land;
+
+/*
+ * Elevation at x,y
+ * elev[XYOFFSET(x, y)] is x,y's elevation.
+ */
+static short *elev;
+
+/*
+ * Exclusive zones
+ * Each island is surrounded by an exclusive zone where only it may
+ * grow. The width of the zone depends on minimum distances.
+ * While growing continents, it is @di sectors wide.
+ * While growing additional islands, it is @id sectors wide.
+ * DISTINCT_ISLANDS nullifies the exclusive zone then.
+ * xzone[XYOFFSET(x, y)] is -1 when the sector is in no exclusive
+ * zone, a (non-negative) island number when it is in that island's
+ * exclusive zone and no other, and -2 when it is in multiple
+ * exclusive zones.
+ */
+static short *xzone;
+
+/*
+ * Set of sectors seen already
+ * Increment @cur_seen to empty the set of sectors seen, set
+ * seen[XYOFFSET(x, y)] to @cur_seen to add x,y to the set.
+ */
+static unsigned *seen;
+static unsigned cur_seen;
+
+/*
+ * Closest continent and "distance"
+ * closest[XYOFFSET(x, y)] is the closest continent's number.
+ * distance[] is complicated; see init_spheres_of_influence() and
+ * init_distance_to_coast().
+ */
+static natid *closest;
+static unsigned short *distance;
+
+/*
+ * Queue for breadth-first search
+ */
+static int *bfs_queue;
+static int bfs_queue_head, bfs_queue_tail;
+
static int **sectx, **secty; /* the sectors for each continent */
-static int **sectc; /* which sectors are on the coast? */
-static int *vector; /* used for measuring distances */
-static int *weight; /* used for placing mountains */
-static int *dsea, *dmoun; /* the dist to the ocean and mountain */
#define NUMTRIES 10 /* keep trying to grow this many times */
static void output(void);
static int write_newcap_script(void);
static int stable(int);
+static void elevate_prep(void);
static void elevate_land(void);
static void elevate_sea(void);
-static void set_coastal_flags(void);
static void print_vars(void);
static void fl_move(int);
-static void grow_islands(void);
+static int grow_islands(void);
/* Debugging aids: */
void print_own_map(void);
+void print_xzone_map(void);
+void print_closest_map(void);
+void print_distance_map(void);
void print_elev_map(void);
/****************************************************************************
qprint("unstable drift\n");
qprint("growing continents...\n");
done = grow_continents();
+ if (!done)
+ continue;
+ qprint("growing islands:");
+ done = grow_islands();
} while (!done && ++try < NUMTRIES);
if (!done) {
- fprintf(stderr, "%s: world not large enough to hold continents\n",
+ fprintf(stderr, "%s: world not large enough for this much land\n",
program_name);
exit(1);
}
- qprint("growing islands:");
- grow_islands();
- qprint("\nelevating land...\n");
+ qprint("elevating land...\n");
create_elevations();
qprint("writing to sectors file...\n");
program_name);
exit(1);
}
+ if (ni % nc) {
+ fprintf(stderr, "%s: number of islands must be a multiple of"
+ " the number of continents\n",
+ program_name);
+ exit(1);
+ }
if (argc > 3)
is = atoi(argv[3]);
capx = calloc(nc, sizeof(int));
capy = calloc(nc, sizeof(int));
- vector = calloc(WORLD_X + WORLD_Y, sizeof(int));
own = calloc(WORLD_X, sizeof(int *));
- elev = calloc(WORLD_X, sizeof(int *));
+ adj_land = malloc(WORLD_SZ() * sizeof(*adj_land));
+ elev = calloc(WORLD_SZ(), sizeof(*elev));
+ xzone = malloc(WORLD_SZ() * sizeof(*xzone));
+ seen = calloc(WORLD_SZ(), sizeof(*seen));
+ closest = malloc(WORLD_SZ() * sizeof(*closest));
+ distance = malloc(WORLD_SZ() * sizeof(*distance));
+ bfs_queue = malloc(WORLD_SZ() * sizeof(*bfs_queue));
for (i = 0; i < WORLD_X; ++i) {
own[i] = calloc(WORLD_Y, sizeof(int));
- elev[i] = calloc(WORLD_Y, sizeof(int));
}
sectx = calloc(nc + ni, sizeof(int *));
secty = calloc(nc + ni, sizeof(int *));
- sectc = calloc(nc + ni, sizeof(int *));
isecs = calloc(nc + ni, sizeof(int));
- weight = calloc(MAX(sc, is * 2), sizeof(int));
- dsea = calloc(MAX(sc, is * 2), sizeof(int));
- dmoun = calloc(MAX(sc, is * 2), sizeof(int));
for (i = 0; i < nc; ++i) {
sectx[i] = calloc(sc, sizeof(int));
secty[i] = calloc(sc, sizeof(int));
- sectc[i] = calloc(sc, sizeof(int));
}
for (i = nc; i < nc + ni; ++i) {
sectx[i] = calloc(is * 2, sizeof(int));
secty[i] = calloc(is * 2, sizeof(int));
- sectc[i] = calloc(is * 2, sizeof(int));
}
}
static void
init(void)
{
- int i, j, xx = 0, yy = 0;
+ int i, j;
for (i = 0; i < WORLD_X; ++i) {
for (j = 0; j < WORLD_Y; ++j) {
own[i][j] = -1;
}
}
-
- for (i = 0; i < nc; ++i) {
- if (xx >= WORLD_X) {
- ++yy;
- xx = yy % 2;
- if (yy == WORLD_Y) {
- fprintf(stderr,
- "%s: world not big enough for all the continents\n",
- program_name);
- exit(1);
- }
- }
- capx[i] = xx;
- capy[i] = yy;
- xx += 2;
- }
+ memset(adj_land, 0, WORLD_SZ() * sizeof(*adj_land));
}
/****************************************************************************
DRIFT THE CAPITALS UNTIL THEY ARE AS FAR AWAY FROM EACH OTHER AS POSSIBLE
****************************************************************************/
-/* How isolated is capital j?
-*/
+/*
+ * How isolated is capital @j at @newx,@newy?
+ * Return the distance to the closest other capital.
+ */
static int
iso(int j, int newx, int newy)
{
- int i, md, d = WORLD_X + WORLD_Y;
+ int d = INT_MAX;
+ int i, md;
for (i = 0; i < nc; ++i) {
if (i == j)
{
int turns, i;
+ for (i = 0; i < nc; i++) {
+ capy[i] = (2 * i) / WORLD_X;
+ capx[i] = (2 * i) % WORLD_X + capy[i] % 2;
+ if (capy[i] >= WORLD_Y) {
+ fprintf(stderr,
+ "%s: world not big enough for all the continents\n",
+ program_name);
+ exit(1);
+ }
+ }
+
for (turns = 0; turns < DRIFT_MAX; ++turns) {
if (stable(turns))
return 1;
static void
fl_move(int j)
{
- int i, n, newx, newy;
-
- for (i = roll0(6), n = 0; n < 6; i = (i + 1) % 6, ++n) {
- newx = new_x(capx[j] + dirx[i]);
- newy = new_y(capy[j] + diry[i]);
+ int dir, i, newx, newy;
+
+ dir = DIR_L + roll0(6);
+ for (i = 0; i < 6; i++) {
+ if (dir > DIR_LAST)
+ dir -= 6;
+ newx = new_x(capx[j] + diroff[dir][0]);
+ newy = new_y(capy[j] + diroff[dir][1]);
+ dir++;
if (iso(j, newx, newy) >= iso(j, capx[j], capy[j])) {
capx[j] = newx;
capy[j] = newy;
GROW THE CONTINENTS
****************************************************************************/
-/* Look for a coastal sector of continent c
-*/
+static int
+is_coastal(int x, int y)
+{
+ return adj_land[XYOFFSET(x, y)]
+ != (1u << (DIR_LAST + 1)) - (1u << DIR_FIRST);
+}
-static void
-find_coast(int c)
+struct hexagon_iter {
+ int dir, i, n;
+};
+
+/*
+ * Start iterating around @x0,@y0 at distance @d.
+ * Set *x,*y to coordinates of the first sector.
+ */
+static inline void
+hexagon_first(struct hexagon_iter *iter, int x0, int y0, int n,
+ int *x, int *y)
{
- int i, j;
+ *x = new_x(x0 - 2 * n);
+ *y = y0;
+ iter->dir = DIR_FIRST;
+ iter->i = 0;
+ iter->n = n;
+}
- for (i = 0; i < isecs[c]; ++i) {
- sectc[c][i] = 0;
- for (j = 0; j < 6; ++j)
- if (own[new_x(sectx[c][i] + dirx[j])][new_y(secty[c][i] + diry[j])] == -1)
- sectc[c][i] = 1;
+/*
+ * Continue iteration started with hexagon_first().
+ * Set *x,*y to coordinates of the next sector.
+ * Return whether we're back at the first sector, i.e. iteration is
+ * complete.
+ */
+static inline int
+hexagon_next(struct hexagon_iter *iter, int *x, int *y)
+{
+ *x = new_x(*x + diroff[iter->dir][0]);
+ *y = new_y(*y + diroff[iter->dir][1]);
+ iter->i++;
+ if (iter->i == iter->n) {
+ iter->i = 0;
+ iter->dir++;
}
+ return iter->dir <= DIR_LAST;
}
-/* Used for measuring distances
-*/
+/*
+ * Is @x,@y in no exclusive zone other than perhaps @c's?
+ */
static int
-next_vector(int n)
+xzone_ok(int c, int x, int y)
{
- int i;
+ int off = XYOFFSET(x, y);
- if (n == 1) {
- vector[0] += 1;
- vector[0] %= 6;
- return vector[0];
- }
- for (i = 1; i < n && vector[i] == vector[i - 1]; ++i) ;
- vector[i - 1] += 1;
- vector[i - 1] %= 6;
- return i > 1 || vector[0] > 0;
+ return xzone[off] == c || xzone[off] == -1;
}
-/* Test to see if we're allowed to grow there: the arguments di and id
-*/
-static int
-try_to_grow(int c, int newx, int newy, int d)
+/*
+ * Add sectors within distance @dist of @x,@y to @c's exclusive zone.
+ */
+static void
+xzone_around_sector(int c, int x, int y, int dist)
{
- int i, j, px, py;
+ int d, x1, y1, off;
+ struct hexagon_iter hexit;
+
+ assert(xzone_ok(c, x, y));
- for (i = 1; i <= d; ++i) {
- for (j = 0; j < i; ++j)
- vector[j] = 0;
+ xzone[XYOFFSET(x, y)] = c;
+ for (d = 1; d <= dist; d++) {
+ hexagon_first(&hexit, x, y, d, &x1, &y1);
do {
- px = newx;
- py = newy;
- for (j = 0; j < i; ++j) {
- px = new_x(px + dirx[vector[j]]);
- py = new_y(py + diry[vector[j]]);
- }
- if (own[px][py] != -1 &&
- own[px][py] != c &&
- (DISTINCT_ISLANDS || own[px][py] < nc))
- return 0;
- } while (next_vector(i));
+ off = XYOFFSET(x1, y1);
+ if (xzone[off] == -1)
+ xzone[off] = c;
+ else if (xzone[off] != c)
+ xzone[off] = -2;
+ } while (hexagon_next(&hexit, &x1, &y1));
}
- sectx[c][isecs[c]] = newx;
- secty[c][isecs[c]] = newy;
- isecs[c]++;
- own[newx][newy] = c;
- return 1;
}
-/* Move along the coast in a clockwise direction.
-*/
+/*
+ * Add sectors within distance @dist to island @c's exclusive zone.
+ */
+static void
+xzone_around_island(int c, int dist)
+{
+ int i;
+
+ for (i = 0; i < isecs[c]; i++)
+ xzone_around_sector(c, sectx[c][i], secty[c][i], dist);
+}
+/*
+ * Initialize exclusive zones around @n islands.
+ */
static void
-next_coast(int c, int x, int y, int *xp, int *yp)
+xzone_init(int n)
{
- int i, nx, ny, wat = 0;
+ int i, c;
- if (isecs[c] == 1) {
- *xp = x;
- *yp = y;
- return;
+ for (i = 0; i < WORLD_SZ(); i++)
+ xzone[i] = -1;
+
+ for (c = 0; c < n; c++)
+ xzone_around_island(c, id);
+}
+
+/*
+ * Initialize breadth-first search.
+ */
+static void
+bfs_init(void)
+{
+ int i;
+
+ for (i = 0; i < WORLD_SZ(); i++) {
+ closest[i] = -1;
+ distance[i] = USHRT_MAX;
}
- for (i = 0; i < 12; ++i) {
- nx = new_x(x + dirx[i % 6]);
- ny = new_y(y + diry[i % 6]);
- if (own[nx][ny] == -1)
- wat = 1;
- if (wat && own[nx][ny] == c) {
- *xp = nx;
- *yp = ny;
- return;
+ bfs_queue_head = bfs_queue_tail = 0;
+}
+
+/*
+ * Add sector @x,@y to the BFS queue.
+ * It's closest to @c, with distance @dist.
+ */
+static void
+bfs_enqueue(int c, int x, int y, int dist)
+{
+ int off = XYOFFSET(x, y);
+
+ assert(dist < distance[off]);
+ closest[off] = c;
+ distance[off] = dist;
+ bfs_queue[bfs_queue_tail] = off;
+ bfs_queue_tail++;
+ if (bfs_queue_tail >= WORLD_SZ())
+ bfs_queue_tail = 0;
+ assert(bfs_queue_tail != bfs_queue_head);
+}
+
+/*
+ * Search breadth-first until the queue is empty.
+ */
+static void
+bfs_run_queue(void)
+{
+ int off, dist, i, noff, nx, ny;
+ coord x, y;
+
+ while (bfs_queue_head != bfs_queue_tail) {
+ off = bfs_queue[bfs_queue_head];
+ bfs_queue_head++;
+ if (bfs_queue_head >= WORLD_SZ())
+ bfs_queue_head = 0;
+ dist = distance[off] + 1;
+ sctoff2xy(&x, &y, off);
+ for (i = DIR_FIRST; i <= DIR_LAST; i++) {
+ nx = new_x(x + diroff[i][0]);
+ ny = new_y(y + diroff[i][1]);
+ noff = XYOFFSET(nx, ny);
+ if (dist < distance[noff]) {
+ bfs_enqueue(closest[off], nx, ny, dist);
+ } else if (distance[noff] == dist) {
+ if (closest[off] != closest[noff])
+ closest[noff] = (natid)-1;
+ } else
+ assert(distance[noff] < dist);
}
}
}
-/* Choose a sector to grow from
-*/
+/*
+ * Add island @c's coastal sectors to the BFS queue, with distance 0.
+ */
+static void
+bfs_enqueue_island(int c)
+{
+ int i;
+
+ for (i = 0; i < isecs[c]; i++) {
+ if (is_coastal(sectx[c][i], secty[c][i]))
+ bfs_enqueue(c, sectx[c][i], secty[c][i], 0);
+ }
+}
+
+/*
+ * Enqueue spheres of influence borders for breadth-first search.
+ */
+static void
+bfs_enqueue_border(void)
+{
+ int x, y, off, dir, nx, ny, noff;
+
+ for (y = 0; y < WORLD_Y; y++) {
+ for (x = y % 2; x < WORLD_X; x += 2) {
+ off = XYOFFSET(x, y);
+ if (distance[off] <= id + 1)
+ continue;
+ if (closest[off] == (natid)-1)
+ continue;
+ for (dir = DIR_FIRST; dir <= DIR_LAST; dir++) {
+ nx = new_x(x + diroff[dir][0]);
+ ny = new_y(y + diroff[dir][1]);
+ noff = XYOFFSET(nx, ny);
+ if (closest[noff] != closest[off]) {
+ bfs_enqueue(closest[off], x, y, id + 1);
+ break;
+ }
+ }
+ }
+ }
+}
+
+/*
+ * Compute spheres of influence
+ * A continent's sphere of influence is the set of sectors closer to
+ * it than to any other continent.
+ * Set closest[XYOFFSET(x, y)] to the closest continent's number,
+ * -1 if no single continent is closest.
+ * Set distance[XYOFFSET(x, y)] to the minimum of the distance to the
+ * closest coastal land sector and the distance to just outside the
+ * sphere of influence plus @id. For sea sectors within a continent's
+ * sphere of influence, distance[off] - id is the distance to the
+ * border of the area where additional islands can be placed.
+ */
+static void
+init_spheres_of_influence(void)
+{
+ int c;
+ bfs_init();
+ for (c = 0; c < nc; c++)
+ bfs_enqueue_island(c);
+ bfs_run_queue();
+ bfs_enqueue_border();
+ bfs_run_queue();
+}
+
+/*
+ * Precompute distance to coast
+ * Set distance[XYOFFSET(x, y)] to the distance to the closest coastal
+ * land sector.
+ * Set closest[XYOFFSET(x, y)] to the closest continent's number,
+ * -1 if no single continent is closest.
+ */
+static void
+init_distance_to_coast(void)
+{
+ int c;
+
+ bfs_init();
+ for (c = 0; c < nc + ni; c++)
+ bfs_enqueue_island(c);
+ bfs_run_queue();
+}
+
+/*
+ * Is @x,@y in the same sphere of influence as island @c?
+ * Always true when @c is a continent.
+ */
static int
-new_try(int c, int spike)
+is_in_sphere(int c, int x, int y)
{
- int secs = isecs[c];
- int i, starti;
-
- if (secs == 1) {
- if (sectc[c][0])
- return 0;
- } else {
- i = starti = (spike && sectc[c][secs - 1]) ? secs - 1 : roll0(secs);
- do {
- if (sectc[c][i])
- return i;
- i = (i + 1) % secs;
- } while (i != starti);
- assert(c >= nc);
- return -1;
+ return c < nc || closest[XYOFFSET(x, y)] == c % nc;
+}
+
+/*
+ * Can island @c grow at @x,@y?
+ */
+static int
+can_grow_at(int c, int x, int y)
+{
+ return own[x][y] == -1 && xzone_ok(c, x, y) && is_in_sphere(c, x, y);
+}
+
+static void
+adj_land_update(int x, int y)
+{
+ int is_land = own[x][y] != -1;
+ int dir, nx, ny, noff;
+
+ for (dir = DIR_FIRST; dir <= DIR_LAST; dir++) {
+ nx = new_x(x + diroff[dir][0]);
+ ny = new_y(y + diroff[dir][1]);
+ noff = XYOFFSET(nx, ny);
+ if (is_land)
+ adj_land[noff] |= 1u << DIR_BACK(dir);
+ else
+ adj_land[noff] &= ~(1u << DIR_BACK(dir));
}
- return -1;
}
-/* Grow continent c by 1 sector
-*/
+static void
+add_sector(int c, int x, int y)
+{
+ assert(own[x][y] == -1);
+ xzone_around_sector(c, x, y, c < nc ? di : DISTINCT_ISLANDS ? id : 0);
+ sectx[c][isecs[c]] = x;
+ secty[c][isecs[c]] = y;
+ isecs[c]++;
+ own[x][y] = c;
+ adj_land_update(x, y);
+}
+
+static int
+grow_weight(int c, int x, int y, int spike)
+{
+ int n, b;
+
+ /*
+ * #Land neighbors is #bits set in adj_land[].
+ * Count them Brian Kernighan's way.
+ */
+ n = 0;
+ for (b = adj_land[XYOFFSET(x, y)]; b; b &= b - 1)
+ n++;
+ assert(n > 0 && n < 7);
+
+ if (spike)
+ return (6 - n) * (6 - n);
+
+ return n * n * n;
+}
static int
grow_one_sector(int c)
{
int spike = roll0(100) < sp;
- int done, coast_search, try1, x, y, newx, newy, i, n, sx, sy;
+ int wsum, newx, newy, i, x, y, off, dir, nx, ny, noff, w;
+
+ assert(cur_seen < UINT_MAX);
+ cur_seen++;
+ wsum = 0;
+ newx = newy = -1;
+
+ for (i = 0; i < isecs[c]; i++) {
+ x = sectx[c][i];
+ y = secty[c][i];
+ off = XYOFFSET(x, y);
+
+ for (dir = DIR_FIRST; dir <= DIR_LAST; dir++) {
+ if (adj_land[off] & (1u << dir))
+ continue;
+ nx = new_x(x + diroff[dir][0]);
+ ny = new_y(y + diroff[dir][1]);
+ noff = XYOFFSET(nx, ny);
+ if (seen[noff] == cur_seen)
+ continue;
+ assert(seen[noff] < cur_seen);
+ seen[noff] = cur_seen;
+ if (!can_grow_at(c, nx, ny))
+ continue;
+ w = grow_weight(c, nx, ny, spike);
+ assert(wsum < INT_MAX - w);
+ wsum += w;
+ if (roll0(wsum) < w) {
+ newx = nx;
+ newy = ny;
+ }
+ }
+ }
- if ((try1 = new_try(c, spike)) == -1)
+ if (!wsum)
return 0;
- x = sx = sectx[c][try1];
- y = sy = secty[c][try1];
- coast_search = 0;
- done = 0;
- do {
- if (spike) {
- for (i = roll0(6), n = 0; n < 12 && !done; i = (i + 1) % 6, ++n) {
- newx = new_x(x + dirx[i]);
- newy = new_y(y + diry[i]);
- if (own[newx][newy] == -1 &&
- (n > 5 ||
- (own[new_x(x+dirx[(i+5)%6])][new_y(y+diry[(i+5)%6])] == -1 &&
- own[new_x(x+dirx[(i+1)%6])][new_y(y+diry[(i+1)%6])] == -1)))
- if (try_to_grow(c, newx, newy, c < nc ? di : id))
- done = 1;
- }
- } else
- for (i = roll0(6), n = 0; n < 6 && !done; i = (i + 1) % 6, ++n) {
- newx = new_x(x + dirx[i]);
- newy = new_y(y + diry[i]);
- if (own[newx][newy] == -1)
- if (try_to_grow(c, newx, newy, c < nc ? di : id))
- done = 1;
- }
- next_coast(c, x, y, &x, &y);
- ++coast_search;
- } while (!done && coast_search < COAST_SEARCH_MAX &&
- (isecs[c] == 1 || x != sx || y != sy));
- return done;
+
+ add_sector(c, newx, newy);
+ return 1;
}
/*
int done = 1;
int c, secs;
+ xzone_init(0);
+
for (c = 0; c < nc; ++c) {
- sectx[c][0] = capx[c];
- secty[c][0] = capy[c];
- own[sectx[c][0]][secty[c][0]] = c;
- sectx[c][1] = new_x(capx[c] + 2);
- secty[c][1] = capy[c];
- own[sectx[c][1]][secty[c][1]] = c;
- isecs[c] = 2;
+ isecs[c] = 0;
+ if (!can_grow_at(c, capx[c], capy[c])
+ || !can_grow_at(c, new_x(capx[c] + 2), capy[c])) {
+ done = 0;
+ continue;
+ }
+ add_sector(c, capx[c], capy[c]);
+ add_sector(c, new_x(capx[c] + 2), capy[c]);
+ }
+
+ if (!done) {
+ qprint("No room for continents\n");
+ return 0;
}
for (secs = 2; secs < sc && done; secs++) {
for (c = 0; c < nc; ++c) {
- find_coast(c);
if (!grow_one_sector(c))
done = 0;
}
}
- for (c = 0; c < nc; ++c)
- find_coast(c);
-
if (!done)
qprint("Only managed to grow %d out of %d sectors.\n",
secs - 1, sc);
- ctot = nc;
return done;
}
GROW THE ISLANDS
****************************************************************************/
-/* Choose a place to start growing an island from
-*/
+/*
+ * Place additional island @c's first sector.
+ * Return 1 on success, 0 on error.
+ */
static int
-place_island(int c, int *xp, int *yp)
+place_island(int c, int isiz)
{
- int d, sx, sy;
- int ssy = roll0(WORLD_Y);
- int ssx = new_x(roll0(WORLD_X / 2) * 2 + ssy % 2);
-
- if (ssx > WORLD_X - 2)
- ssx = new_x(ssx + 2);
- for (d = di + id; d >= id; --d) {
- sx = ssx;
- sy = ssy;
- *xp = new_x(sx + 2);
- for (*yp = sy; *xp != sx || *yp != sy; *xp += 2) {
- if (*xp >= WORLD_X) {
- *yp = new_y(*yp + 1);
- *xp = *yp % 2;
- if (*xp == sx && *yp == sy)
- break;
+ int n, x, y, d, w, newx, newy;
+
+ n = 0;
+
+ for (y = 0; y < WORLD_Y; y++) {
+ for (x = y % 2; x < WORLD_X; x += 2) {
+ if (can_grow_at(c, x, y)) {
+ d = distance[XYOFFSET(x, y)];
+ assert(d > id);
+ w = (d - id) * (d - id);
+ n += MIN(w, (isiz + 2) / 3);
+ if (roll0(n) < w) {
+ newx = x;
+ newy = y;
+ }
}
- if (own[*xp][*yp] == -1 && try_to_grow(c, *xp, *yp, d))
- return 1;
}
}
- return 0;
+
+ if (n)
+ add_sector(c, newx, newy);
+ return n;
}
-/* Grow all the islands
-*/
+static int
+int_cmp(const void *a, const void *b)
+{
+ return *(int *)b - *(int *)a;
+}
-static void
+static int *
+size_islands(void)
+{
+ int n = ni / nc;
+ int *isiz = malloc(n * sizeof(*isiz));
+ int r0, r1, i;
+
+ isiz[0] = n * is;
+ r1 = roll0(is);
+ for (i = 1; i < n; i++) {
+ r0 = r1;
+ r1 = roll0(is);
+ isiz[i] = is + r1 - r0;
+ isiz[0] -= isiz[i];
+ }
+
+ qsort(isiz, n, sizeof(*isiz), int_cmp);
+ return isiz;
+}
+
+/*
+ * Grow the additional islands.
+ * Return 1 on success, 0 on error.
+ */
+static int
grow_islands(void)
{
- int c, secs, x, y, isiz;
+ int *island_size = size_islands();
+ int xzone_valid = 0;
+ int carry = 0;
+ int i, j, c, done, secs, isiz, x, y;
- for (c = nc; c < nc + ni; ++c) {
- secs = 0;
- if (!place_island(c, &x, &y))
- return;
- isiz = roll(is) + roll0(is);
- do {
- ++secs;
- find_coast(c);
- } while (secs < isiz && grow_one_sector(c));
- find_coast(c);
- qprint(" %d(%d)", c - nc + 1, secs);
- ctot++;
+ init_spheres_of_influence();
+
+ for (i = 0; i < ni / nc; i++) {
+ c = nc + i * nc;
+
+ if (!xzone_valid)
+ xzone_init(c);
+
+ carry += island_size[i];
+ isiz = MIN(2 * is, carry);
+
+ for (j = 0; j < nc; j++) {
+ isecs[c + j] = 0;
+ if (!place_island(c + j, isiz)) {
+ qprint("\nNo room for island #%d\n", c - nc + j + 1);
+ free(island_size);
+ return 0;
+ }
+ }
+
+ done = 1;
+ for (secs = 1; secs < isiz && done; secs++) {
+ for (j = 0; j < nc; j++) {
+ if (!grow_one_sector(c + j))
+ done = 0;
+ }
+ }
+
+ if (!done) {
+ secs--;
+ for (j = 0; j < nc; j++) {
+ if (isecs[c + j] != secs) {
+ isecs[c + j]--;
+ assert(isecs[c + j] == secs);
+ x = sectx[c + j][secs];
+ y = secty[c + j][secs];
+ own[x][y] = -1;
+ adj_land_update(x, y);
+ }
+ }
+ xzone_valid = 0;
+ }
+
+ for (j = 0; j < nc; j++)
+ qprint(" %d(%d)", c - nc + j + 1, isecs[c + j]);
+
+ carry -= secs;
}
+
+ free(island_size);
+ qprint("\n");
+
+ if (carry)
+ qprint("Only managed to grow %d out of %d island sectors.\n",
+ is * ni - carry * nc, is * ni);
+
+ return 1;
}
/****************************************************************************
static void
create_elevations(void)
{
- int i, j;
-
- for (i = 0; i < WORLD_X; i++) {
- for (j = 0; j < WORLD_Y; j++)
- elev[i][j] = -INFINITY;
- }
+ elevate_prep();
elevate_land();
elevate_sea();
}
-/* Generic function for finding the distance to the closest sea, land, or
- mountain
-*/
static int
-distance_to_what(int x, int y, int flag)
+elev_cmp(const void *p, const void *q)
{
- int j, d, px, py;
+ int a = *(int *)p;
+ int b = *(int *)q;
+ int delev = elev[a] - elev[b];
- for (d = 1; d < 5; ++d) {
- for (j = 0; j < d; ++j)
- vector[j] = 0;
- do {
- px = x;
- py = y;
- for (j = 0; j < d; ++j) {
- px = new_x(px + dirx[vector[j]]);
- py = new_y(py + diry[vector[j]]);
- }
- switch (flag) {
- case 0: /* distance to sea */
- if (own[px][py] == -1)
- return d;
- break;
- case 1: /* distance to land */
- if (own[px][py] != -1)
- return d;
- break;
- case 2: /* distance to mountain */
- if (elev[px][py] == INFINITY)
- return d;
- break;
- }
- } while (next_vector(d));
- }
- return d;
+ return delev ? delev : a - b;
}
-#define ELEV elev[sectx[c][i]][secty[c][i]]
-#define distance_to_sea() (sectc[c][i]?1:distance_to_what(sectx[c][i], secty[c][i], 0))
-#define distance_to_mountain() distance_to_what(sectx[c][i], secty[c][i], 2)
-
-/* Decide where the mountains go
-*/
static void
-elevate_land(void)
+elevate_prep(void)
{
- int i, mountain_search, k, c, total, ns, nm, highest, where, h, newk,
- r, dk;
-
- for (c = 0; c < ctot; ++c) {
- total = 0;
- ns = isecs[c];
- nm = (pm * ns) / 100;
-
-/* Place the mountains */
-
- for (i = 0; i < ns; ++i) {
- dsea[i] = distance_to_sea();
- weight[i] = (total += (dsea[i] * dsea[i]));
+ int n = WORLD_SZ() * 8;
+ int off0, r, sign, elevation, d, x1, y1, off1;
+ coord x0, y0;
+ struct hexagon_iter hexit;
+
+ init_distance_to_coast();
+
+ while (n > 0) {
+ off0 = roll0(WORLD_SZ());
+ sctoff2xy(&x0, &y0, off0);
+ if (own[x0][y0] == -1) {
+ r = roll(MIN(3, distance[off0]));
+ sign = -1;
+ } else {
+ r = roll(MIN(3, distance[off0]) + 1);
+ sign = 1;
}
-
- for (k = nm, mountain_search = 0;
- k && mountain_search < MOUNTAIN_SEARCH_MAX;
- ++mountain_search) {
- r = roll0(total);
- for (i = 0; i < ns; ++i)
- if (r < weight[i] && ELEV == -INFINITY &&
- (c >= nc ||
- ((!(capx[c] == sectx[c][i] &&
- capy[c] == secty[c][i])) &&
- (!(new_x(capx[c] + 2) == sectx[c][i] &&
- capy[c] == secty[c][i]))))) {
- ELEV = INFINITY;
- break;
- }
- --k;
+ elevation = elev[off0] + sign * r * r;
+ elev[off0] = LIMIT_TO(elevation, SHRT_MIN, SHRT_MAX);
+ n--;
+ for (d = 1; d < r; d++) {
+ hexagon_first(&hexit, x0, y0, d, &x1, &y1);
+ do {
+ off1 = XYOFFSET(x1, y1);
+ elevation = elev[off1] + sign * (r * r - d * d);
+ elev[off1] = LIMIT_TO(elevation, SHRT_MIN, SHRT_MAX);
+ n--;
+ } while (hexagon_next(&hexit, &x1, &y1));
}
+ }
+}
-/* Elevate land that is not mountain and not capital */
-
- for (i = 0; i < ns; ++i)
- dmoun[i] = distance_to_mountain();
- dk = (ns - nm - ((c < nc) ? 3 : 1) > 0) ?
- (100 * (HIGHMIN - LANDMIN)) / (ns - nm - ((c < nc) ? 3 : 1)) :
- 100 * INFINITY;
- for (k = 100 * (HIGHMIN - 1);; k -= dk) {
- highest = -INFINITY;
- where = -1;
- for (i = 0; i < ns; ++i) {
- if (ELEV != INFINITY &&
- (c >= nc || ((!(capx[c] == sectx[c][i] &&
- capy[c] == secty[c][i])) &&
- (!(new_x(capx[c] + 2) == sectx[c][i] &&
- capy[c] == secty[c][i]))))) {
- h = 3 * (5 - dmoun[i]) + dsea[i];
- if (h > highest) {
- highest = h;
- where = i;
- }
- }
- }
- if (where == -1)
- break;
- newk = k / 100;
- if (newk >= HILLMIN && newk < PLATMIN)
- newk = PLATMIN;
- if (newk < LANDMIN)
- newk = LANDMIN;
- elev[sectx[c][where]][secty[c][where]] = newk;
- dsea[where] = -INFINITY;
- dmoun[where] = INFINITY;
+static void
+elevate_land(void)
+{
+ int *off = malloc(MAX(sc, is * 2) * sizeof(*off));
+ int max_nm = (pm * MAX(sc, is * 2)) / 100;
+ int c, nm, i0, n, i;
+ double elevation, delta;
+
+ for (c = 0; c < nc + ni; c++) {
+ nm = (pm * isecs[c]) / 100;
+ i0 = c < nc ? 2 : 0;
+ n = isecs[c] - i0;
+ for (i = 0; i < i0; i++)
+ elev[XYOFFSET(sectx[c][i], secty[c][i])] = PLATMIN;
+ for (i = 0; i < n; i++)
+ off[i] = XYOFFSET(sectx[c][i0 + i], secty[c][i0 + i]);
+ qsort(off, n, sizeof(*off), elev_cmp);
+ delta = (double)(HIGHMIN - LANDMIN - 1) / (n - nm - 1);
+ elevation = LANDMIN;
+ for (i = 0; i < n - nm; i++) {
+ elev[off[i]] = (int)(elevation + 0.5);
+ elevation += delta;
}
-
-/* Elevate the mountains and capitals */
-
- for (i = 0; i < ns; ++i) {
- if (ELEV == INFINITY) {
- if (dsea[i] == 1)
- ELEV = HILLMIN + roll0(PLATMIN - HILLMIN);
- else
- ELEV = HIGHMIN + roll0((256 - HIGHMIN) / 2) +
- roll0((256 - HIGHMIN) / 2);
- } else if (c < nc &&
- (((capx[c] == sectx[c][i] && capy[c] == secty[c][i])) ||
- ((new_x(capx[c] + 2) == sectx[c][i] &&
- capy[c] == secty[c][i]))))
- ELEV = PLATMIN;
+ elevation = HIGHMIN;
+ delta = (127.0 - HIGHMIN) / max_nm;
+ for (; i < n; i++) {
+ elevation += delta;
+ elev[off[i]] = (int)(elevation + 0.5);
}
}
-}
-#define distance_to_land() distance_to_what(x, y, 1)
+ free(off);
+}
static void
elevate_sea(void)
{
- int x, y;
+ int i, min;
- for (y = 0; y < WORLD_Y; ++y) {
- for (x = y % 2; x < WORLD_X; x += 2) {
- if (elev[x][y] == -INFINITY)
- elev[x][y] = -roll(distance_to_land() * 20 + 27);
- }
+ min = 0;
+ for (i = 0; i < WORLD_SZ(); i++) {
+ if (elev[i] < min)
+ min = elev[i];
+ }
+
+ for (i = 0; i < WORLD_SZ(); i++) {
+ if (elev[i] < 0)
+ elev[i] = -1 - 126 * elev[i] / min;
}
}
{
if (elevation < LANDMIN)
return SCT_WATER;
- if (elevation < HILLMIN)
- return SCT_RURAL;
- if (elevation < PLATMIN)
- return SCT_MOUNT;
if (elevation < HIGHMIN)
return SCT_RURAL;
return SCT_MOUNT;
ADD THE RESOURCES
****************************************************************************/
+/*
+ * Map elevation @elev to a resource value according to @conf.
+ * This is a linear interpolation on the data points in @conf.
+ */
static int
-set_fert(int e)
-{
- int fert = 0;
- if (e < LANDMIN)
- fert = LANDMIN - e + 40;
- else if (e < FERT_MAX)
- fert = (120 * (FERT_MAX - e)) / (FERT_MAX - LANDMIN);
- if (fert > 100)
- fert = 100;
- return fert;
-}
-
-static int
-set_oil(int e)
-{
- int oil = 0;
- if (e < LANDMIN)
- oil = (LANDMIN - e) * 2 + roll0(2);
- else if (e <= OIL_MAX)
- oil = (120 * (OIL_MAX - e + 1)) / (OIL_MAX - LANDMIN + 1);
- if (oil > 100)
- oil = 100;
- return oil;
-}
-
-static int
-set_iron(int e)
-{
- int iron = 0;
- if (e >= IRON_MIN && e < HIGHMIN)
- iron = (120 * (e - IRON_MIN + 1)) / (HIGHMIN - IRON_MIN);
- if (iron > 100)
- iron = 100;
- return iron;
-}
-
-static int
-set_gold(int e)
-{
- int gold = 0;
- if (e >= GOLD_MIN) {
- if (e < HIGHMIN)
- gold = (80 * (e - GOLD_MIN + 1)) / (HIGHMIN - GOLD_MIN);
- else
- gold = 100 - 20 * HIGHMIN / e;
- }
- if (gold > 100)
- gold = 100;
- return gold;
-}
-
-static int
-set_uran(int e)
+elev_to_resource(int elev, struct resource_point conf[])
{
- int uran = 0;
- if (e >= URAN_MIN && e < HIGHMIN)
- uran = (120 * (e - URAN_MIN + 1)) / (HIGHMIN - URAN_MIN);
- if (uran > 100)
- uran = 100;
- return uran;
+ int i, elev1, elev2, delev, res1, res2, dres;
+
+ for (i = 1; elev > conf[i].elev; i++) ;
+ assert(conf[i - 1].elev <= elev);
+
+ elev1 = conf[i - 1].elev;
+ elev2 = conf[i].elev;
+ delev = elev2 - elev1;
+ res1 = conf[i - 1].res;
+ res2 = conf[i].res;
+ dres = res2 - res1;
+ return (int)(res1 + (double)((elev - elev1) * dres) / delev);
}
static void
add_resources(struct sctstr *sct)
{
- sct->sct_fertil = set_fert(sct->sct_elev);
- sct->sct_oil = set_oil(sct->sct_elev);
- sct->sct_min = set_iron(sct->sct_elev);
- sct->sct_gmin = set_gold(sct->sct_elev);
- sct->sct_uran = set_uran(sct->sct_elev);
+ sct->sct_min = elev_to_resource(sct->sct_elev, iron_conf);
+ sct->sct_gmin = elev_to_resource(sct->sct_elev, gold_conf);
+ sct->sct_fertil = elev_to_resource(sct->sct_elev, fert_conf);
+ sct->sct_oil = elev_to_resource(sct->sct_elev, oil_conf);
+ sct->sct_uran = elev_to_resource(sct->sct_elev, uran_conf);
}
/****************************************************************************
for (y = 0; y < WORLD_Y; y++) {
for (x = y % 2; x < WORLD_X; x += 2) {
sct = getsectp(x, y);
- sct->sct_elev = elev[x][y];
- sct->sct_type = elev_to_sct_type(elev[x][y]);
+ sct->sct_elev = elev[sct->sct_uid];
+ sct->sct_type = elev_to_sct_type(sct->sct_elev);
sct->sct_newtype = sct->sct_type;
sct->sct_dterr = own[sct->sct_x][y] + 1;
+ sct->sct_coastal = is_coastal(sct->sct_x, sct->sct_y);
add_resources(sct);
}
}
- set_coastal_flags();
}
/****************************************************************************
static void
output(void)
{
- int sx, sy, x, y, c, type;
+ int sx, sy, x, y, off, c, type;
if (quiet == 0) {
for (sy = -WORLD_Y / 2; sy < WORLD_Y / 2; sy++) {
printf(" ");
for (sx = -WORLD_X / 2 + y % 2; sx < WORLD_X / 2; sx += 2) {
x = XNORM(sx);
+ off = XYOFFSET(x, y);
c = own[x][y];
- type = elev_to_sct_type(elev[x][y]);
+ type = elev_to_sct_type(elev[off]);
if (type == SCT_WATER)
printf(". ");
else if (type == SCT_MOUNT)
}
/*
- * Print a map to help visualize elev[][].
+ * Print a map to help visualize elev[].
* This is for debugging. It expects the terminal to understand
* 24-bit color escape sequences \e[48;2;$red;$green;$blue;m.
*/
void
print_elev_map(void)
{
- int sx, sy, x, y, sat;
+ int sx, sy, x, y, off, sat;
for (sy = -WORLD_Y / 2; sy < WORLD_Y / 2; sy++) {
y = YNORM(sy);
printf("%4d ", sy);
for (sx = -WORLD_X / 2; sx < WORLD_X / 2; sx++) {
x = XNORM(sx);
+ off = XYOFFSET(x, y);
if ((x + y) & 1)
putchar(' ');
- else if (!elev[x][y])
+ else if (!elev[off])
putchar(' ');
- else if (elev[x][y] < 0) {
- sat = 256 + elev[x][y] * 2;
+ else if (elev[off] < 0) {
+ sat = 256 + elev[off] * 2;
printf("\033[48;2;%d;%d;%dm \033[0m", sat, sat, 255);
- } else if (elev[x][y] < HIGHMIN / 2) {
- sat = (HIGHMIN / 2 - elev[x][y]) * 4;
+ } else if (elev[off] < HIGHMIN / 2) {
+ sat = (HIGHMIN / 2 - elev[off]) * 4;
printf("\033[48;2;%d;%d;%dm \033[0m", sat, 255, sat);
- } else if (elev[x][y] < HIGHMIN) {
- sat = 128 + (HIGHMIN - elev[x][y]) * 2;
+ } else if (elev[off] < HIGHMIN) {
+ sat = 128 + (HIGHMIN - elev[off]) * 2;
printf("\033[48;2;%d;%d;%dm \033[0m", sat, sat / 2, sat / 4);
} else {
- sat = 128 + (elev[x][y] - HIGHMIN) * 4 / 5;
+ sat = 128 + (elev[off] - HIGHMIN) * 2;
printf("\033[48;2;%d;%d;%dm^\033[0m", sat, sat, sat);
}
}
}
}
+/*
+ * Print a map to help visualize xzone[].
+ * This is for debugging.
+ */
+void
+print_xzone_map(void)
+{
+ int sx, sy, x, y, off;
+
+ for (sy = -WORLD_Y / 2; sy < WORLD_Y / 2; sy++) {
+ y = YNORM(sy);
+ printf("%4d ", sy);
+ for (sx = -WORLD_X / 2; sx < WORLD_X / 2; sx++) {
+ x = XNORM(sx);
+ off = XYOFFSET(x, y);
+ if ((x + y) & 1)
+ putchar(' ');
+ else if (own[x][y] >= 0)
+ putchar('-');
+ else if (xzone[off] >= 0)
+ putchar(numletter[xzone[off] % 62]);
+ else {
+ assert(own[x][y] == -1);
+ putchar(xzone[off] == -1 ? '.' : '!');
+ }
+ }
+ putchar('\n');
+ }
+}
+
+/*
+ * Print a map to help visualize closest[].
+ * This is for debugging.
+ */
+void
+print_closest_map(void)
+{
+ int sx, sy, x, y, off;
+
+ for (sy = -WORLD_Y / 2; sy < WORLD_Y / 2; sy++) {
+ y = YNORM(sy);
+ printf("%4d ", sy);
+ for (sx = -WORLD_X / 2; sx < WORLD_X / 2; sx++) {
+ x = XNORM(sx);
+ off = XYOFFSET(x, y);
+ if ((x + y) & 1)
+ putchar(' ');
+ else if (closest[off] == (natid)-1)
+ putchar('.');
+ else if (!distance[off]) {
+ assert(closest[off] == own[x][y]);
+ putchar('-');
+ } else {
+ putchar(numletter[closest[off] % 62]);
+ }
+ }
+ printf("\n");
+ }
+}
+
+void
+print_distance_map(void)
+{
+ int sx, sy, x, y, off;
+
+ for (sy = -WORLD_Y / 2; sy < WORLD_Y / 2; sy++) {
+ y = YNORM(sy);
+ printf("%4d ", sy);
+ for (sx = -WORLD_X / 2; sx < WORLD_X / 2; sx++) {
+ x = XNORM(sx);
+ off = XYOFFSET(x, y);
+ if ((x + y) & 1)
+ putchar(' ');
+ else if (closest[off] == (natid)-1)
+ putchar('.');
+ else if (!distance[off]) {
+ assert(closest[off] == own[x][y]);
+ putchar('-');
+ } else {
+ putchar(numletter[distance[off] % 62]);
+ }
+ }
+ printf("\n");
+ }
+}
+
+
/***************************************************************************
WRITE A SCRIPT FOR PLACING CAPITALS
****************************************************************************/
va_end(ap);
}
}
-
-static void
-set_coastal_flags(void)
-{
- int i, j;
- struct sctstr *sp;
-
- for (i = 0; i < nc + ni; ++i) {
- for (j = 0; j < isecs[i]; j++) {
- sp = getsectp(sectx[i][j], secty[i][j]);
- sp->sct_coastal = sectc[i][j];
- }
- }
-}