Changeset - r17948:23f0b72f97f3
[Not reviewed]
master
0 6 0
rubidium - 13 years ago 2011-08-20 14:14:17
rubidium@openttd.org
(svn r22767) -Add: river generation
6 files changed with 317 insertions and 1 deletions:
0 comments (0 inline, 0 general)
src/genworld_gui.cpp
Show inline comments
 
@@ -92,6 +92,7 @@ enum GenerateLandscapeWindowWidgets {
 

	
 
	GLAND_TERRAIN_PULLDOWN,    ///< Dropdown 'Terrain type'
 
	GLAND_WATER_PULLDOWN,      ///< Dropdown 'Sea level'
 
	GLAND_RIVER_PULLDOWN,      ///< Dropdown 'Rivers'
 
	GLAND_SMOOTHNESS_PULLDOWN, ///< Dropdown 'Smoothness'
 
	GLAND_VARIETY_PULLDOWN,    ///< Dropdown 'Variety distribution'
 

	
 
@@ -181,6 +182,10 @@ static const NWidgetPart _nested_generat
 
					EndContainer(),
 
				EndContainer(),
 
				NWidget(WWT_TEXTBTN, COLOUR_ORANGE, GLAND_RANDOM_BUTTON), SetDataTip(STR_MAPGEN_RANDOM, STR_MAPGEN_RANDOM_HELP), SetFill(1, 0),
 
				NWidget(NWID_HORIZONTAL), SetPIP(0, 3, 0),
 
					NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_QUANTITY_OF_RIVERS, STR_NULL), SetFill(1, 1),
 
					NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_RIVER_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
 
				EndContainer(),
 
				NWidget(NWID_SPACER), SetFill(1, 1),
 
				NWidget(WWT_TEXTBTN, COLOUR_GREEN, GLAND_GENERATE_BUTTON), SetMinimalSize(84, 30), SetDataTip(STR_MAPGEN_GENERATE, STR_NULL), SetFill(1, 0),
 
			EndContainer(),
 
@@ -331,6 +336,7 @@ static DropDownList *BuildMapsizeDropDow
 

	
 
static const StringID _elevations[]  = {STR_TERRAIN_TYPE_VERY_FLAT, STR_TERRAIN_TYPE_FLAT, STR_TERRAIN_TYPE_HILLY, STR_TERRAIN_TYPE_MOUNTAINOUS, INVALID_STRING_ID};
 
static const StringID _sea_lakes[]   = {STR_SEA_LEVEL_VERY_LOW, STR_SEA_LEVEL_LOW, STR_SEA_LEVEL_MEDIUM, STR_SEA_LEVEL_HIGH, STR_SEA_LEVEL_CUSTOM, INVALID_STRING_ID};
 
static const StringID _rivers[]      = {STR_RIVERS_NONE, STR_RIVERS_FEW, STR_RIVERS_MODERATE, STR_RIVERS_LOT, INVALID_STRING_ID};
 
static const StringID _smoothness[]  = {STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH, INVALID_STRING_ID};
 
static const StringID _tree_placer[] = {STR_CONFIG_SETTING_TREE_PLACER_NONE, STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL, STR_CONFIG_SETTING_TREE_PLACER_IMPROVED, INVALID_STRING_ID};
 
static const StringID _rotation[]    = {STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID};
 
@@ -404,6 +410,7 @@ struct GenerateLandscapeWindow : public 
 
				}
 
				break;
 

	
 
			case GLAND_RIVER_PULLDOWN:      SetDParam(0, _rivers[_settings_newgame.game_creation.amount_of_rivers]); break;
 
			case GLAND_SMOOTHNESS_PULLDOWN: SetDParam(0, _smoothness[_settings_newgame.game_creation.tgen_smoothness]); break;
 
			case GLAND_VARIETY_PULLDOWN:    SetDParam(0, _variety[_settings_newgame.game_creation.variety]); break;
 
			case GLAND_BORDERS_RANDOM:      SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOMIZE : STR_MAPGEN_BORDER_MANUAL); break;
 
@@ -517,6 +524,7 @@ struct GenerateLandscapeWindow : public 
 
				*size = GetStringBoundingBox(STR_SEA_LEVEL_CUSTOM_PERCENTAGE);
 
				break;
 

	
 
			case GLAND_RIVER_PULLDOWN:      strs = _rivers; break;
 
			case GLAND_SMOOTHNESS_PULLDOWN: strs = _smoothness; break;
 
			case GLAND_VARIETY_PULLDOWN:    strs = _variety; break;
 
			case GLAND_HEIGHTMAP_ROTATION_PULLDOWN: strs = _rotation; break;
 
@@ -691,6 +699,10 @@ struct GenerateLandscapeWindow : public 
 
				break;
 
			}
 

	
 
			case GLAND_RIVER_PULLDOWN: // Amount of rivers
 
				ShowDropDownMenu(this, _rivers, _settings_newgame.game_creation.amount_of_rivers, GLAND_RIVER_PULLDOWN, 0, 0);
 
				break;
 

	
 
			case GLAND_SMOOTHNESS_PULLDOWN: // Map smoothness
 
				ShowDropDownMenu(this, _smoothness, _settings_newgame.game_creation.tgen_smoothness, GLAND_SMOOTHNESS_PULLDOWN, 0, 0);
 
				break;
 
@@ -761,6 +773,7 @@ struct GenerateLandscapeWindow : public 
 
			case GLAND_MAPSIZE_X_PULLDOWN:     _settings_newgame.game_creation.map_x = index; break;
 
			case GLAND_MAPSIZE_Y_PULLDOWN:     _settings_newgame.game_creation.map_y = index; break;
 
			case GLAND_TREE_PULLDOWN:          _settings_newgame.game_creation.tree_placer = index; break;
 
			case GLAND_RIVER_PULLDOWN:         _settings_newgame.game_creation.amount_of_rivers = index; break;
 
			case GLAND_SMOOTHNESS_PULLDOWN:    _settings_newgame.game_creation.tgen_smoothness = index;  break;
 
			case GLAND_VARIETY_PULLDOWN:       _settings_newgame.game_creation.variety = index; break;
 
			case GLAND_LANDSCAPE_PULLDOWN:     _settings_newgame.game_creation.land_generator = index; break;
src/landscape.cpp
Show inline comments
 
@@ -32,6 +32,8 @@
 
#include "water_map.h"
 
#include "economy_func.h"
 
#include "company_func.h"
 
#include "pathfinder/npf/aystar.h"
 
#include <list>
 

	
 
#include "table/strings.h"
 
#include "table/sprites.h"
 
@@ -916,6 +918,268 @@ static void CreateDesertOrRainForest()
 
	}
 
}
 

	
 
/**
 
 * Find the spring of a river.
 
 * @param tile The tile to consider for being the spring.
 
 * @param user_data Ignored data.
 
 * @return True iff it is suitable as a spring.
 
 */
 
static bool FindSpring(TileIndex tile, void *user_data)
 
{
 
	uint referenceHeight;
 
	Slope s = GetTileSlope(tile, &referenceHeight);
 
	if (s != SLOPE_FLAT || IsWaterTile(tile)) return false;
 

	
 
	/* In the tropics rivers start in the rainforest. */
 
	if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
 

	
 
	/* Are there enough higher tiles to warrant a 'spring'? */
 
	uint num = 0;
 
	for (int dx = -1; dx <= 1; dx++) {
 
		for (int dy = -1; dy <= 1; dy++) {
 
			TileIndex t = TileAddWrap(tile, dx, dy);
 
			if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
 
		}
 
	}
 

	
 
	if (num < 4) return false;
 

	
 
	/* Are we near the top of a hill? */
 
	for (int dx = -16; dx <= 16; dx++) {
 
		for (int dy = -16; dy <= 16; dy++) {
 
			TileIndex t = TileAddWrap(tile, dx, dy);
 
			if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2 * TILE_HEIGHT) return false;
 
		}
 
	}
 

	
 
	return true;
 
}
 

	
 
/**
 
 * Make a connected lake; fill all tiles in the circular tile search that are connected.
 
 * @param tile The tile to consider for lake making.
 
 * @param user_data The height of the lake.
 
 * @return Always false, so it continues searching.
 
 */
 
static bool MakeLake(TileIndex tile, void *user_data)
 
{
 
	uint height = *(uint*)user_data;
 
	if (!IsValidTile(tile) || TileHeight(tile) != height || GetTileSlope(tile, NULL) != SLOPE_FLAT) return false;
 
	if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT) return false;
 

	
 
	for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
 
		TileIndex t2 = tile + TileOffsByDiagDir(d);
 
		if (IsWaterTile(t2)) {
 
			MakeRiver(tile, Random());
 
			return false;
 
		}
 
	}
 

	
 
	return false;
 
}
 

	
 
/**
 
 * Check whether a river at begin could (logically) flow down to end.
 
 * @param begin The origin of the flow.
 
 * @param end The destination of the flow.
 
 * @return True iff the water can be flowing down.
 
 */
 
static bool FlowsDown(TileIndex begin, TileIndex end)
 
{
 
	assert(DistanceManhattan(begin, end) == 1);
 

	
 
	uint heightBegin;
 
	uint heightEnd;
 
	Slope slopeBegin = GetTileSlope(begin, &heightBegin);
 
	Slope slopeEnd   = GetTileSlope(end, &heightEnd);
 

	
 
	return heightEnd <= heightBegin &&
 
			/* Slope either is inclined or flat; rivers don't support other slopes. */
 
			(slopeEnd == SLOPE_FLAT || IsInclinedSlope(slopeEnd)) &&
 
			/* Slope continues, then it must be lower... or either end must be flat. */
 
			((slopeEnd == slopeBegin && heightEnd < heightBegin) || slopeEnd == SLOPE_FLAT || slopeBegin == SLOPE_FLAT);
 
}
 

	
 
/* AyStar callback for checking whether we reached our destination. */
 
static int32 River_EndNodeCheck(AyStar *aystar, OpenListNode *current)
 
{
 
	return current->path.node.tile == *(TileIndex*)aystar->user_target ? AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
 
}
 

	
 
/* AyStar callback for getting the cost of the current node. */
 
static int32 River_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
 
{
 
	return 1 + RandomRange(_settings_game.game_creation.river_route_random);
 
}
 

	
 
/* AyStar callback for getting the estimated cost to the destination. */
 
static int32 River_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
 
{
 
	return DistanceManhattan(*(TileIndex*)aystar->user_target, current->tile);
 
}
 

	
 
/* AyStar callback for getting the neighbouring nodes of the given node. */
 
static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
 
{
 
	TileIndex tile = current->path.node.tile;
 

	
 
	aystar->num_neighbours = 0;
 
	for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
 
		TileIndex t2 = tile + TileOffsByDiagDir(d);
 
		if (IsValidTile(t2) && FlowsDown(tile, t2)) {
 
			aystar->neighbours[aystar->num_neighbours].tile = t2;
 
			aystar->neighbours[aystar->num_neighbours].direction = INVALID_TRACKDIR;
 
			aystar->num_neighbours++;
 
		}
 
	}
 
}
 

	
 
/* AyStar callback when an route has been found. */
 
static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
 
{
 
	for (PathNode *path = &current->path; path != NULL; path = path->parent) {
 
		if (!IsWaterTile(path->node.tile)) MakeRiver(path->node.tile, Random());
 
	}
 
}
 

	
 
static const uint RIVER_HASH_SIZE = 8; ///< The number of bits the hash for river finding should have.
 

	
 
/**
 
 * Simple hash function for river tiles to be used by AyStar.
 
 * @param tile The tile to hash.
 
 * @param dir The unused direction.
 
 * @return The hash for the tile.
 
 */
 
static uint River_Hash(uint tile, uint dir)
 
{
 
	return GB(TileHash(TileX(tile), TileY(tile)), 0, RIVER_HASH_SIZE);
 
}
 

	
 
/**
 
 * Actually build the river between the begin and end tiles using AyStar.
 
 * @param begin The begin of the river.
 
 * @param end The end of the river.
 
 */
 
static void BuildRiver(TileIndex begin, TileIndex end)
 
{
 
	AyStar finder;
 
	MemSetT(&finder, 0);
 
	finder.CalculateG = River_CalculateG;
 
	finder.CalculateH = River_CalculateH;
 
	finder.GetNeighbours = River_GetNeighbours;
 
	finder.EndNodeCheck = River_EndNodeCheck;
 
	finder.FoundEndNode = River_FoundEndNode;
 
	finder.user_target = &end;
 

	
 
	finder.Init(River_Hash, 1 << RIVER_HASH_SIZE);
 

	
 
	AyStarNode start;
 
	start.tile = begin;
 
	start.direction = INVALID_TRACKDIR;
 
	finder.AddStartNode(&start, 0);
 
	finder.Main();
 
	finder.Free();
 
}
 

	
 
/**
 
 * Try to flow the river down from a given begin.
 
 * @param marks  Array for temporary of iterated tiles.
 
 * @param spring The springing point of the river.
 
 * @param begin  The begin point we are looking from; somewhere down hill from the spring.
 
 * @return True iff a river could/has been built, otherwise false.
 
 */
 
static bool FlowRiver(bool *marks, TileIndex spring, TileIndex begin)
 
{
 
	uint height = TileHeight(begin);
 
	if (IsWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
 

	
 
	MemSetT(marks, 0, MapSize());
 
	marks[begin] = true;
 

	
 
	/* Breadth first search for the closest tile we can flow down to. */
 
	std::list<TileIndex> queue;
 
	queue.push_back(begin);
 

	
 
	bool found = false;
 
	uint count = 0; // Number of tiles considered; to be used for lake location guessing.
 
	TileIndex end;
 
	do {
 
		end = queue.front();
 
		queue.pop_front();
 

	
 
		uint height2 = TileHeight(end);
 
		if (GetTileSlope(end, NULL) == SLOPE_FLAT && (height2 < height || (height2 == height && IsWaterTile(end)))) {
 
			found = true;
 
			break;
 
		}
 

	
 
		for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
 
			TileIndex t2 = end + TileOffsByDiagDir(d);
 
			if (IsValidTile(t2) && !marks[t2] && FlowsDown(end, t2)) {
 
				marks[t2] = true;
 
				count++;
 
				queue.push_back(t2);
 
			}
 
		}
 
	} while (!queue.empty());
 

	
 
	if (found) {
 
		/* Flow further down hill. */
 
		found = FlowRiver(marks, spring, end);
 
	} else if (count > 10) {
 
		/* Maybe we can make a lake. Find the Nth of the considered tiles. */
 
		TileIndex lakeCenter = 0;
 
		for (int i = RandomRange(count - 1); i != 0; lakeCenter++) {
 
			if (marks[lakeCenter]) i--;
 
		}
 

	
 
		if (IsValidTile(lakeCenter) &&
 
				/* A river, or lake, can only be built on flat slopes. */
 
				GetTileSlope(lakeCenter, NULL) == SLOPE_FLAT &&
 
				/* We want the lake to be built at the height of the river. */
 
				TileHeight(begin) == TileHeight(lakeCenter) &&
 
				/* We don't want the lake at the entry of the valley. */
 
				lakeCenter != begin &&
 
				/* We don't want lakes in the desert. */
 
				(_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
 
				/* We only want a lake if the river is long enough. */
 
				DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
 
			end = lakeCenter;
 
			MakeRiver(lakeCenter, Random());
 
			uint range = RandomRange(8) + 3;
 
			CircularTileSearch(&lakeCenter, range, MakeLake, &height);
 
			/* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
 
			lakeCenter = end;
 
			CircularTileSearch(&lakeCenter, range, MakeLake, &height);
 
			found = true;
 
		}
 
	}
 

	
 
	if (found) BuildRiver(begin, end);
 
	return found;
 
}
 

	
 
/**
 
 * Actually (try to) create some rivers.
 
 */
 
static void CreateRivers()
 
{
 
	int amount = _settings_game.game_creation.amount_of_rivers;
 
	if (amount == 0) return;
 

	
 
	bool *marks = CallocT<bool>(MapSize());
 

	
 
	for (uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers); wells != 0; wells--) {
 
		for (int tries = 0; tries < 128; tries++) {
 
			TileIndex t = RandomTile();
 
			if (!CircularTileSearch(&t, 8, FindSpring, NULL)) continue;
 
			if (FlowRiver(marks, t, t)) break;
 
		}
 
	}
 

	
 
	free(marks);
 
}
 

	
 
void GenerateLandscape(byte mode)
 
{
 
	/** Number of steps of landscape generation */
 
@@ -997,6 +1261,8 @@ void GenerateLandscape(byte mode)
 
	IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
 

	
 
	if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
 

	
 
	CreateRivers();
 
}
 

	
 
void OnTick_Town();
src/lang/english.txt
Show inline comments
 
@@ -1059,6 +1059,11 @@ STR_SEA_LEVEL_HIGH                      
 
STR_SEA_LEVEL_CUSTOM                                            :Custom
 
STR_SEA_LEVEL_CUSTOM_PERCENTAGE                                 :Custom ({NUM}%)
 

	
 
STR_RIVERS_NONE                                                 :None
 
STR_RIVERS_FEW                                                  :Few
 
STR_RIVERS_MODERATE                                             :Medium
 
STR_RIVERS_LOT                                                  :Many
 

	
 
STR_DISASTER_NONE                                               :None
 
STR_DISASTER_REDUCED                                            :Reduced
 
STR_DISASTER_NORMAL                                             :Normal
 
@@ -2317,6 +2322,7 @@ STR_MAPGEN_LAND_GENERATOR               
 
STR_MAPGEN_TREE_PLACER                                          :{BLACK}Tree algorithm:
 
STR_MAPGEN_TERRAIN_TYPE                                         :{BLACK}Terrain type:
 
STR_MAPGEN_QUANTITY_OF_SEA_LAKES                                :{BLACK}Sea level:
 
STR_MAPGEN_QUANTITY_OF_RIVERS                                   :{BLACK}Rivers:
 
STR_MAPGEN_SMOOTHNESS                                           :{BLACK}Smoothness:
 
STR_MAPGEN_VARIETY                                              :{BLACK}Variety distribution:
 
STR_MAPGEN_GENERATE                                             :{WHITE}Generate
src/saveload/saveload.cpp
Show inline comments
 
@@ -227,8 +227,9 @@
 
 *  160   21974
 
 *  161   22567
 
 *  162   22713
 
 *  163   22767
 
 */
 
extern const uint16 SAVEGAME_VERSION = 162; ///< Current savegame version of OpenTTD.
 
extern const uint16 SAVEGAME_VERSION = 163; ///< Current savegame version of OpenTTD.
 

	
 
SavegameType _savegame_type; ///< type of savegame we are loading
 

	
src/settings_type.h
Show inline comments
 
@@ -219,6 +219,9 @@ struct GameCreationSettings {
 
	uint16 custom_town_number;               ///< manually entered number of towns
 
	byte   variety;                          ///< variety level applied to TGP
 
	byte   custom_sea_level;                 ///< manually entered percentage of water in the map
 
	byte   min_river_length;                 ///< the minimum river length
 
	byte   river_route_random;               ///< the amount of randomicity for the route finding
 
	byte   amount_of_rivers;                 ///< the amount of rivers
 
};
 

	
 
/** Settings related to construction in-game */
src/table/settings.ini
Show inline comments
 
@@ -1860,6 +1860,33 @@ def      = 1
 
min      = 2
 
max      = 90
 

	
 
[SDT_VAR]
 
base     = GameSettings
 
var      = game_creation.min_river_length
 
type     = SLE_UINT8
 
from     = 163
 
def      = 16
 
min      = 2
 
max      = 255
 

	
 
[SDT_VAR]
 
base     = GameSettings
 
var      = game_creation.river_route_random
 
type     = SLE_UINT8
 
from     = 163
 
def      = 5
 
min      = 1
 
max      = 255
 

	
 
[SDT_VAR]
 
base     = GameSettings
 
var      = game_creation.amount_of_rivers
 
type     = SLE_UINT8
 
from     = 163
 
def      = 2
 
min      = 0
 
max      = 3
 

	
 
; locale
 

	
 
[SDT_OMANY]
0 comments (0 inline, 0 general)