(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:

- New optional landscape generator (TerraGenesis Perlin)
  - Load heightmaps (either BMP or PNG)
  - Progress dialog while generating worlds (no longer a 'hanging' screen)
  - New dialogs for NewGame, Create Scenario and Play Heightmap
    - Easier to configure your landscape
    - More things to configure (tree-placer, ..)
  - Speedup of world generation
  - New console command 'restart': restart the map EXACTLY as it was when you
      first started it (needs a game made after or with this commit)
  - New console command 'getseed': get the seed of your map and share it with
      others (of course only works with generated maps)
  - Many new, world generation related, things
  - Many internal cleanups and rewrites
  Many tnx to those people who helped making this:
     Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
  Many tnx to those who helped testing:
     Arnau, Bjarni, and tokai (alfabetic)
  And to all other people who helped testing and sending comments / bugs
  Stats: 673 lines changed, 3534 new lines, 79 new strings
This commit is contained in:
truelight
2006-08-19 10:00:30 +00:00
parent 83d56d6d79
commit 10b842bddc
57 changed files with 4072 additions and 616 deletions

View File

@@ -15,6 +15,13 @@
#include "town.h"
#include "sound.h"
#include "variables.h"
#include "genworld.h"
enum TreePlacer {
TP_NONE,
TP_ORIGINAL,
TP_IMPROVED,
};
static TreeType GetRandomTreeType(TileIndex tile, uint seed)
{
@@ -83,18 +90,70 @@ static void PlaceMoreTrees(void)
} while (--i);
}
void PlaceTreesRandomly(void)
/**
* Place a tree at the same height as an existing tree.
* This gives cool effects to the map.
*/
void PlaceTreeAtSameHeight(TileIndex tile, uint height)
{
uint i;
for (i = 0; i < 1000; i++) {
uint32 r = Random();
int x = GB(r, 0, 5) - 16;
int y = GB(r, 8, 5) - 16;
TileIndex cur_tile = TILE_MASK(tile + TileDiffXY(x, y));
/* Keep in range of the existing tree */
if (myabs(x) + myabs(y) > 16) continue;
/* Clear tile, no farm-tiles or rocks */
if (!IsTileType(cur_tile, MP_CLEAR) ||
IsClearGround(cur_tile, CLEAR_FIELDS) ||
IsClearGround(cur_tile, CLEAR_ROCKS))
continue;
/* Not too much height difference */
if (myabs(GetTileZ(cur_tile) - height) > 2) continue;
/* Place one tree and quit */
PlaceTree(cur_tile, r);
break;
}
}
void PlaceTreesRandomly(void)
{
uint i, j, ht;
i = ScaleByMapSize(1000);
do {
uint32 r = Random();
TileIndex tile = RandomTileSeed(r);
IncreaseGeneratingWorldProgress(GWP_TREE);
if (IsTileType(tile, MP_CLEAR) &&
!IsClearGround(tile, CLEAR_FIELDS) &&
!IsClearGround(tile, CLEAR_ROCKS)) {
PlaceTree(tile, r);
if (_patches.tree_placer != TP_IMPROVED) continue;
/* Place a number of trees based on the tile height.
* This gives a cool effect of multiple trees close together.
* It is almost real life ;) */
ht = GetTileZ(tile);
/* The higher we get, the more trees we plant */
j = GetTileZ(tile) / TILE_HEIGHT * 2;
while (j--) {
/* Above snowline more trees! */
if (_opt.landscape == LT_HILLY && ht > _opt.snow_line) {
PlaceTreeAtSameHeight(tile, ht);
PlaceTreeAtSameHeight(tile, ht);
};
PlaceTreeAtSameHeight(tile, ht);
}
}
} while (--i);
@@ -105,7 +164,10 @@ void PlaceTreesRandomly(void)
do {
uint32 r = Random();
TileIndex tile = RandomTileSeed(r);
if (IsTileType(tile, MP_CLEAR) && GetTropicZone(tile) == TROPICZONE_RAINFOREST) {
IncreaseGeneratingWorldProgress(GWP_TREE);
if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_FIELDS) && GetTropicZone(tile) == TROPICZONE_RAINFOREST) {
PlaceTree(tile, r);
}
} while (--i);
@@ -114,11 +176,24 @@ void PlaceTreesRandomly(void)
void GenerateTrees(void)
{
uint i;
uint i, total;
if (_patches.tree_placer == TP_NONE) return;
if (_opt.landscape != LT_CANDY) PlaceMoreTrees();
for (i = _opt.landscape == LT_HILLY ? 15 : 6; i != 0; i--) {
switch (_patches.tree_placer) {
case TP_ORIGINAL: i = _opt.landscape == LT_HILLY ? 15 : 6; break;
case TP_IMPROVED: i = _opt.landscape == LT_HILLY ? 4 : 2; break;
default: NOT_REACHED(); return;
}
total = ScaleByMapSize(1000);
if (_opt.landscape == LT_DESERT) total += ScaleByMapSize(15000);
total *= i;
SetGeneratingWorldProgress(GWP_TREE, total);
for (; i != 0; i--) {
PlaceTreesRandomly();
}
}