File diff r4548:6a33e364fba5 → r4549:76b9213799ac
tgp.c
Show inline comments
 
@@ -505,25 +505,25 @@ static void HeightMapAdjustWaterLevel(am
 
static double perlin_coast_noise_2D(const double x, const double y, const double p, const int prime);
 

	
 
/**
 
* This routine sculpts in from the edge a random amount, again a Perlin
 
* sequence, to avoid the rigid flat-edge slopes that were present before. The
 
* Perlin noise map doesnt know where we are going to slice across, and so we
 
* often cut straight through high terrain. the smoothing routine makes it
 
* legal, gradually increasing up from the edge to the original terrain height.
 
* By cutting parts of this away, it gives a far more irregular edge to the
 
* map-edge. Sometimes it works beautifully with the existing sea & lakes, and
 
* creates a very realistic coastline. Other times the variation is less, and
 
* the map-edge shows its cliff-like roots.
 
*
 
* This routine may be extended to randomly sculpt the height of the terrain
 
* near the edge. This will have the coast edge at low level (1-3), rising in
 
* smoothed steps inland to about 15 tiles in. This should make it look as
 
* though the map has been built for the map size, rather than a slice through
 
* a larger map.
 
*
 
* Please note that all the small numbers; 53, 101, 167, etc. are small primes
 
* to help give the perlin noise a bit more of a random feel.
 
*/
 
 * This routine sculpts in from the edge a random amount, again a Perlin
 
 * sequence, to avoid the rigid flat-edge slopes that were present before. The
 
 * Perlin noise map doesnt know where we are going to slice across, and so we
 
 * often cut straight through high terrain. the smoothing routine makes it
 
 * legal, gradually increasing up from the edge to the original terrain height.
 
 * By cutting parts of this away, it gives a far more irregular edge to the
 
 * map-edge. Sometimes it works beautifully with the existing sea & lakes, and
 
 * creates a very realistic coastline. Other times the variation is less, and
 
 * the map-edge shows its cliff-like roots.
 
 *
 
 * This routine may be extended to randomly sculpt the height of the terrain
 
 * near the edge. This will have the coast edge at low level (1-3), rising in
 
 * smoothed steps inland to about 15 tiles in. This should make it look as
 
 * though the map has been built for the map size, rather than a slice through
 
 * a larger map.
 
 *
 
 * Please note that all the small numbers; 53, 101, 167, etc. are small primes
 
 * to help give the perlin noise a bit more of a random feel.
 
 */
 
static void HeightMapCoastLines(void)
 
{
 
	int smallest_size = min(_patches.map_x, _patches.map_y);
 
@@ -626,12 +626,12 @@ static void HeightMapSmoothCoasts(void)
 
}
 

	
 
/**
 
* This routine provides the essential cleanup necessary before OTTD can
 
* display the terrain. When generated, the terrain heights can jump more than
 
* one level between tiles. This routine smooths out those differences so that
 
* the most it can change is one level. When OTTD can support cliffs, this
 
* routine may not be necessary.
 
*/
 
 * This routine provides the essential cleanup necessary before OTTD can
 
 * display the terrain. When generated, the terrain heights can jump more than
 
 * one level between tiles. This routine smooths out those differences so that
 
 * 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)
 
{
 
	int x, y;