*
* 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. Set mountain elevations
- * starting at a "high" elevation, then increasing linearly. Set
- * capital elevation to a fixed value.
- *
- * In between, elevate the remaining land one by one, working from
- * mountains towards the sea, and from the elevation just below "high"
- * elevation linearly down to 1.
+ * 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.
*
* This gives islands of the same size the same set of elevations.
+ * Larger islands get more and taller 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 "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 defines */
#define LANDMIN 1 /* plate altitude for normal land */
#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 INFINITE_ELEVATION 999
-
-/* these defines prevent infinite loops:
-*/
#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:
*/
*/
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
static int *bfs_queue;
static int bfs_queue_head, bfs_queue_tail;
-static int **elev; /* elevation of the sectors */
static int **sectx, **secty; /* the sectors for each continent */
-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);
capy = calloc(nc, sizeof(int));
own = 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));
- elev = calloc(WORLD_X, sizeof(int *));
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 *));
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));
static void
create_elevations(void)
{
- init_distance_to_coast();
+ 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 a = *(int *)p;
+ int b = *(int *)q;
+ int delev = elev[a] - elev[b];
+
+ return delev ? delev : a - b;
+}
+
+static void
+elevate_prep(void)
{
- int d, px, py;
+ int n = WORLD_SZ() * 8;
+ int off0, r, sign, elevation, d, x1, y1, off1;
+ coord x0, y0;
struct hexagon_iter hexit;
- for (d = 1; d < 5; ++d) {
- hexagon_first(&hexit, x, y, d, &px, &py);
- do {
- 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] == INFINITE_ELEVATION)
- return d;
- break;
- }
- } while (hexagon_next(&hexit, &px, &py));
+ 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;
+ }
+ 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));
+ }
}
- return d;
}
-#define distance_to_mountain() distance_to_what(sectx[c][i], secty[c][i], 2)
-
-/* Decide where the mountains go
-*/
static void
elevate_land(void)
{
+ int *off = malloc(MAX(sc, is * 2) * sizeof(*off));
int max_nm = (pm * MAX(sc, is * 2)) / 100;
- int i, off, mountain_search, k, c, total, ns, nm, r, x, y;
- int highest, where, h, newk, dk;
+ int c, nm, i0, n, i;
double elevation, delta;
- for (c = 0; c < nc + ni; ++c) {
- total = 0;
- ns = isecs[c];
- nm = (pm * ns) / 100;
-
-/* Place the mountains */
-
- for (i = 0; i < ns; ++i) {
- off = XYOFFSET(sectx[c][i], secty[c][i]);
- dsea[i] = MIN(5, distance[off] + 1);
- weight[i] = (total += (dsea[i] * dsea[i]));
+ 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;
}
-
- for (k = nm, mountain_search = 0;
- k && mountain_search < MOUNTAIN_SEARCH_MAX;
- ++mountain_search) {
- r = roll0(total);
- for (i = 0; i < ns; ++i) {
- x = sectx[c][i];
- y = secty[c][i];
- if (r < weight[i] && !elev[x][y] &&
- (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[x][y] = INFINITE_ELEVATION;
- break;
- }
- }
- --k;
- }
-
-/* 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 * INFINITE_ELEVATION;
- for (k = 100 * (HIGHMIN - 1);; k -= dk) {
- highest = 0;
- where = -1;
- for (i = 0; i < ns; ++i) {
- x = sectx[c][i];
- y = secty[c][i];
- if (!elev[x][y] &&
- (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];
- assert(h > 0);
- if (h > highest) {
- highest = h;
- where = i;
- }
- }
- }
- if (where == -1)
- break;
- newk = k / 100;
- if (newk < LANDMIN)
- newk = LANDMIN;
- elev[sectx[c][where]][secty[c][where]] = newk;
- }
-
-/* Elevate the mountains and capitals */
-
elevation = HIGHMIN;
delta = (127.0 - HIGHMIN) / max_nm;
- for (i = 0; i < ns; ++i) {
- x = sectx[c][i];
- y = secty[c][i];
- if (elev[x][y] == INFINITE_ELEVATION) {
- elevation += delta;
- elev[x][y] = (int)(elevation + 0.5);
- /*
- * Temporary "useless" die rolls to minimize
- * tests/fairland/ churn:
- */
- if (dsea[i] == 1)
- roll0(2);
- else {
- 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[x][y] = PLATMIN;
+ for (; i < n; i++) {
+ elevation += delta;
+ elev[off[i]] = (int)(elevation + 0.5);
}
}
+
+ free(off);
}
static void
elevate_sea(void)
{
- int x, y, off;
+ int i, min;
- for (y = 0; y < WORLD_Y; ++y) {
- for (x = y % 2; x < WORLD_X; x += 2) {
- off = XYOFFSET(x, y);
- if (own[x][y] == -1)
- elev[x][y] = -roll(MIN(5, distance[off]) * 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;
}
}
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);
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);
}
}