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Codechange: Rename height_t/amplitude_t to Height/Amplitude.

pull/10708/head
Peter Nelson 2023-04-23 13:05:24 +01:00 committed by PeterN
parent 3f811246b1
commit c3cea45ebc
1 changed files with 52 additions and 52 deletions

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@ -151,17 +151,17 @@
*/
/** Fixed point type for heights */
typedef int16 height_t;
using Height = int16;
static const int height_decimal_bits = 4;
/** Fixed point array for amplitudes (and percent values) */
typedef int amplitude_t;
using Amplitude = int;
static const int amplitude_decimal_bits = 10;
/** Height map - allocated array of heights (MapSizeX() + 1) x (MapSizeY() + 1) */
struct HeightMap
{
std::vector<height_t> h; //< array of heights
std::vector<Height> h; //< array of heights
/* Even though the sizes are always positive, there are many cases where
* X and Y need to be signed integers due to subtractions. */
int dim_x; //< height map size_x Map::SizeX() + 1
@ -174,7 +174,7 @@ struct HeightMap
* @param y Y position
* @return height as fixed point number
*/
inline height_t &height(uint x, uint y)
inline Height &height(uint x, uint y)
{
return h[x + y * dim_x];
}
@ -183,24 +183,24 @@ struct HeightMap
/** Global height map instance */
static HeightMap _height_map = { {}, 0, 0, 0 };
/** Conversion: int to height_t */
/** Conversion: int to Height */
#define I2H(i) ((i) << height_decimal_bits)
/** Conversion: height_t to int */
/** Conversion: Height to int */
#define H2I(i) ((i) >> height_decimal_bits)
/** Conversion: int to amplitude_t */
/** Conversion: int to Amplitude */
#define I2A(i) ((i) << amplitude_decimal_bits)
/** Conversion: amplitude_t to int */
/** Conversion: Amplitude to int */
#define A2I(i) ((i) >> amplitude_decimal_bits)
/** Conversion: amplitude_t to height_t */
/** Conversion: Amplitude to Height */
#define A2H(a) ((a) >> (amplitude_decimal_bits - height_decimal_bits))
/** Maximum number of TGP noise frequencies. */
static const int MAX_TGP_FREQUENCIES = 10;
/** Desired water percentage (100% == 1024) - indexed by _settings_game.difficulty.quantity_sea_lakes */
static const amplitude_t _water_percent[4] = {70, 170, 270, 420};
static const Amplitude _water_percent[4] = {70, 170, 270, 420};
/**
* Gets the maximum allowed height while generating a map based on
@ -208,7 +208,7 @@ static const amplitude_t _water_percent[4] = {70, 170, 270, 420};
* @return The maximum height for the map generation.
* @note Values should never be lower than 3 since the minimum snowline height is 2.
*/
static height_t TGPGetMaxHeight()
static Height TGPGetMaxHeight()
{
if (_settings_game.difficulty.terrain_type == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
/* TGP never reaches this height; this means that if a user inputs "2",
@ -261,10 +261,10 @@ uint GetEstimationTGPMapHeight()
* @param frequency The frequency to get the amplitudes for
* @return The amplitudes to apply to the map.
*/
static amplitude_t GetAmplitude(int frequency)
static Amplitude GetAmplitude(int frequency)
{
/* Base noise amplitudes (multiplied by 1024) and indexed by "smoothness setting" and log2(frequency). */
static const amplitude_t amplitudes[][7] = {
static const Amplitude amplitudes[][7] = {
/* lowest frequency ...... highest (every corner) */
{16000, 5600, 1968, 688, 240, 16, 16}, ///< Very smooth
{24000, 12800, 6400, 2700, 1024, 128, 16}, ///< Smooth
@ -287,14 +287,14 @@ static amplitude_t GetAmplitude(int frequency)
/* Get the table index, and return that value if possible. */
int index = frequency - MAX_TGP_FREQUENCIES + lengthof(amplitudes[smoothness]);
amplitude_t amplitude = amplitudes[smoothness][std::max(0, index)];
Amplitude amplitude = amplitudes[smoothness][std::max(0, index)];
if (index >= 0) return amplitude;
/* We need to extrapolate the amplitude. */
double extrapolation_factor = extrapolation_factors[smoothness];
int height_range = I2H(16);
do {
amplitude = (amplitude_t)(extrapolation_factor * (double)amplitude);
amplitude = (Amplitude)(extrapolation_factor * (double)amplitude);
height_range <<= 1;
index++;
} while (index < 0);
@ -344,7 +344,7 @@ static inline void FreeHeightMap()
* @param rMax Limit of result
* @return generated height
*/
static inline height_t RandomHeight(amplitude_t rMax)
static inline Height RandomHeight(Amplitude rMax)
{
/* Spread height into range -rMax..+rMax */
return A2H(RandomRange(2 * rMax + 1) - rMax);
@ -366,7 +366,7 @@ static void HeightMapGenerate()
bool first = true;
for (int frequency = start; frequency < MAX_TGP_FREQUENCIES; frequency++) {
const amplitude_t amplitude = GetAmplitude(frequency);
const Amplitude amplitude = GetAmplitude(frequency);
/* Ignore zero amplitudes; it means our map isn't height enough for this
* amplitude, so ignore it and continue with the next set of amplitude. */
@ -378,7 +378,7 @@ static void HeightMapGenerate()
/* This is first round, we need to establish base heights with step = size_min */
for (int y = 0; y <= _height_map.size_y; y += step) {
for (int x = 0; x <= _height_map.size_x; x += step) {
height_t height = (amplitude > 0) ? RandomHeight(amplitude) : 0;
Height height = (amplitude > 0) ? RandomHeight(amplitude) : 0;
_height_map.height(x, y) = height;
}
}
@ -390,9 +390,9 @@ static void HeightMapGenerate()
* Interpolate height values at odd x, even y tiles */
for (int y = 0; y <= _height_map.size_y; y += 2 * step) {
for (int x = 0; x <= _height_map.size_x - 2 * step; x += 2 * step) {
height_t h00 = _height_map.height(x + 0 * step, y);
height_t h02 = _height_map.height(x + 2 * step, y);
height_t h01 = (h00 + h02) / 2;
Height h00 = _height_map.height(x + 0 * step, y);
Height h02 = _height_map.height(x + 2 * step, y);
Height h01 = (h00 + h02) / 2;
_height_map.height(x + 1 * step, y) = h01;
}
}
@ -400,9 +400,9 @@ static void HeightMapGenerate()
/* Interpolate height values at odd y tiles */
for (int y = 0; y <= _height_map.size_y - 2 * step; y += 2 * step) {
for (int x = 0; x <= _height_map.size_x; x += step) {
height_t h00 = _height_map.height(x, y + 0 * step);
height_t h20 = _height_map.height(x, y + 2 * step);
height_t h10 = (h00 + h20) / 2;
Height h00 = _height_map.height(x, y + 0 * step);
Height h20 = _height_map.height(x, y + 2 * step);
Height h10 = (h00 + h20) / 2;
_height_map.height(x, y + 1 * step) = h10;
}
}
@ -417,21 +417,21 @@ static void HeightMapGenerate()
}
/** Returns min, max and average height from height map */
static void HeightMapGetMinMaxAvg(height_t *min_ptr, height_t *max_ptr, height_t *avg_ptr)
static void HeightMapGetMinMaxAvg(Height *min_ptr, Height *max_ptr, Height *avg_ptr)
{
height_t h_min, h_max, h_avg;
Height h_min, h_max, h_avg;
int64 h_accu = 0;
h_min = h_max = _height_map.height(0, 0);
/* Get h_min, h_max and accumulate heights into h_accu */
for (const height_t &h : _height_map.h) {
for (const Height &h : _height_map.h) {
if (h < h_min) h_min = h;
if (h > h_max) h_max = h;
h_accu += h;
}
/* Get average height */
h_avg = (height_t)(h_accu / (_height_map.size_x * _height_map.size_y));
h_avg = (Height)(h_accu / (_height_map.size_x * _height_map.size_y));
/* Return required results */
if (min_ptr != nullptr) *min_ptr = h_min;
@ -440,12 +440,12 @@ static void HeightMapGetMinMaxAvg(height_t *min_ptr, height_t *max_ptr, height_t
}
/** Dill histogram and return pointer to its base point - to the count of zero heights */
static int *HeightMapMakeHistogram(height_t h_min, height_t h_max, int *hist_buf)
static int *HeightMapMakeHistogram(Height h_min, Height h_max, int *hist_buf)
{
int *hist = hist_buf - h_min;
/* Count the heights and fill the histogram */
for (const height_t &h : _height_map.h){
for (const Height &h : _height_map.h){
assert(h >= h_min);
assert(h <= h_max);
hist[h]++;
@ -454,9 +454,9 @@ static int *HeightMapMakeHistogram(height_t h_min, height_t h_max, int *hist_buf
}
/** Applies sine wave redistribution onto height map */
static void HeightMapSineTransform(height_t h_min, height_t h_max)
static void HeightMapSineTransform(Height h_min, Height h_max)
{
for (height_t &h : _height_map.h) {
for (Height &h : _height_map.h) {
double fheight;
if (h < h_min) continue;
@ -522,7 +522,7 @@ static void HeightMapSineTransform(height_t h_min, height_t h_max)
break;
}
/* Transform it back into h_min..h_max space */
h = (height_t)(fheight * (h_max - h_min) + h_min);
h = (Height)(fheight * (h_max - h_min) + h_min);
if (h < 0) h = I2H(0);
if (h >= h_max) h = h_max - 1;
}
@ -546,15 +546,15 @@ static void HeightMapSineTransform(height_t h_min, height_t h_max)
*/
static void HeightMapCurves(uint level)
{
height_t mh = TGPGetMaxHeight() - I2H(1); // height levels above sea level only
Height mh = TGPGetMaxHeight() - I2H(1); // height levels above sea level only
/** Basically scale height X to height Y. Everything in between is interpolated. */
struct ControlPoint {
height_t x; ///< The height to scale from.
height_t y; ///< The height to scale to.
Height x; ///< The height to scale from.
Height y; ///< The height to scale to.
};
/* Scaled curve maps; value is in height_ts. */
#define F(fraction) ((height_t)(fraction * mh))
#define F(fraction) ((Height)(fraction * mh))
const ControlPoint curve_map_1[] = { { F(0.0), F(0.0) }, { F(0.8), F(0.13) }, { F(1.0), F(0.4) } };
const ControlPoint curve_map_2[] = { { F(0.0), F(0.0) }, { F(0.53), F(0.13) }, { F(0.8), F(0.27) }, { F(1.0), F(0.6) } };
const ControlPoint curve_map_3[] = { { F(0.0), F(0.0) }, { F(0.53), F(0.27) }, { F(0.8), F(0.57) }, { F(1.0), F(0.8) } };
@ -573,7 +573,7 @@ static void HeightMapCurves(uint level)
{ lengthof(curve_map_4), curve_map_4 },
};
height_t ht[lengthof(curve_maps)];
Height ht[lengthof(curve_maps)];
MemSetT(ht, 0, lengthof(ht));
/* Set up a grid to choose curve maps based on location; attempt to get a somewhat square grid */
@ -634,7 +634,7 @@ static void HeightMapCurves(uint level)
corner_bits |= 1 << corner_c;
corner_bits |= 1 << corner_d;
height_t *h = &_height_map.height(x, y);
Height *h = &_height_map.height(x, y);
/* Do not touch sea level */
if (*h < I2H(1)) continue;
@ -664,7 +664,7 @@ static void HeightMapCurves(uint level)
}
/* Apply interpolation of curve map results. */
*h = (height_t)((ht[corner_a] * yri + ht[corner_b] * yr) * xri + (ht[corner_c] * yri + ht[corner_d] * yr) * xr);
*h = (Height)((ht[corner_a] * yri + ht[corner_b] * yr) * xri + (ht[corner_c] * yri + ht[corner_d] * yr) * xr);
/* Readd sea level */
*h += I2H(1);
@ -673,9 +673,9 @@ static void HeightMapCurves(uint level)
}
/** Adjusts heights in height map to contain required amount of water tiles */
static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_new)
static void HeightMapAdjustWaterLevel(Amplitude water_percent, Height h_max_new)
{
height_t h_min, h_max, h_avg, h_water_level;
Height h_min, h_max, h_avg, h_water_level;
int64 water_tiles, desired_water_tiles;
int *hist;
@ -701,9 +701,9 @@ static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_
* values from range: h_water_level..h_max are transformed into 0..h_max_new
* where h_max_new is depending on terrain type and map size.
*/
for (height_t &h : _height_map.h) {
for (Height &h : _height_map.h) {
/* Transform height from range h_water_level..h_max into 0..h_max_new range */
h = (height_t)(((int)h_max_new) * (h - h_water_level) / (h_max - h_water_level)) + I2H(1);
h = (Height)(((int)h_max_new) * (h - h_water_level) / (h_max - h_water_level)) + I2H(1);
/* Make sure all values are in the proper range (0..h_max_new) */
if (h < 0) h = I2H(0);
if (h >= h_max_new) h = h_max_new - 1;
@ -799,8 +799,8 @@ static void HeightMapSmoothCoastInDirection(int org_x, int org_y, int dir_x, int
int ed; // coast distance from edge
int depth;
height_t h_prev = I2H(1);
height_t h;
Height h_prev = I2H(1);
Height h;
assert(IsValidXY(org_x, org_y));
@ -849,17 +849,17 @@ static void HeightMapSmoothCoasts(uint8 water_borders)
* the most it can change is one level. When OTTD can support cliffs, this
* routine may not be necessary.
*/
static void HeightMapSmoothSlopes(height_t dh_max)
static void HeightMapSmoothSlopes(Height dh_max)
{
for (int y = 0; y <= (int)_height_map.size_y; y++) {
for (int x = 0; x <= (int)_height_map.size_x; x++) {
height_t h_max = std::min(_height_map.height(x > 0 ? x - 1 : x, y), _height_map.height(x, y > 0 ? y - 1 : y)) + dh_max;
Height h_max = std::min(_height_map.height(x > 0 ? x - 1 : x, y), _height_map.height(x, y > 0 ? y - 1 : y)) + dh_max;
if (_height_map.height(x, y) > h_max) _height_map.height(x, y) = h_max;
}
}
for (int y = _height_map.size_y; y >= 0; y--) {
for (int x = _height_map.size_x; x >= 0; x--) {
height_t h_max = std::min(_height_map.height(x < _height_map.size_x ? x + 1 : x, y), _height_map.height(x, y < _height_map.size_y ? y + 1 : y)) + dh_max;
Height h_max = std::min(_height_map.height(x < _height_map.size_x ? x + 1 : x, y), _height_map.height(x, y < _height_map.size_y ? y + 1 : y)) + dh_max;
if (_height_map.height(x, y) > h_max) _height_map.height(x, y) = h_max;
}
}
@ -875,9 +875,9 @@ static void HeightMapSmoothSlopes(height_t dh_max)
static void HeightMapNormalize()
{
int sea_level_setting = _settings_game.difficulty.quantity_sea_lakes;
const amplitude_t water_percent = sea_level_setting != (int)CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY ? _water_percent[sea_level_setting] : _settings_game.game_creation.custom_sea_level * 1024 / 100;
const height_t h_max_new = TGPGetMaxHeight();
const height_t roughness = 7 + 3 * _settings_game.game_creation.tgen_smoothness;
const Amplitude water_percent = sea_level_setting != (int)CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY ? _water_percent[sea_level_setting] : _settings_game.game_creation.custom_sea_level * 1024 / 100;
const Height h_max_new = TGPGetMaxHeight();
const Height roughness = 7 + 3 * _settings_game.game_creation.tgen_smoothness;
HeightMapAdjustWaterLevel(water_percent, h_max_new);