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(svn r18541) -Feature: Additional map variety option for TGP landscape generator. Evolved from curve map idea from Zephyris.
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f946775205
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@ -90,6 +90,7 @@ enum GenerateLandscapeWindowWidgets {
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GLAND_TERRAIN_PULLDOWN,
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GLAND_WATER_PULLDOWN,
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GLAND_SMOOTHNESS_PULLDOWN,
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GLAND_VARIETY_PULLDOWN,
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GLAND_BORDER_TYPES,
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GLAND_BORDERS_RANDOM,
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@ -130,6 +131,7 @@ static const NWidgetPart _nested_generate_landscape_widgets[] = {
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_RANDOM_SEED, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_QUANTITY_OF_SEA_LAKES, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_TREE_PLACER, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_VARIETY, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE, GLAND_BORDER_TYPES), SetDataTip(STR_MAPGEN_BORDER_TYPE, STR_NULL), SetFill(1, 1),
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EndContainer(),
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/* Widgets at the right of the labels. */
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@ -146,6 +148,7 @@ static const NWidgetPart _nested_generate_landscape_widgets[] = {
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NWidget(WWT_EDITBOX, COLOUR_WHITE, GLAND_RANDOM_EDITBOX), SetDataTip(STR_MAPGEN_RANDOM_SEED_OSKTITLE, STR_MAPGEN_RANDOM_SEED_HELP), SetFill(1, 1),
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NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_WATER_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
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NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_TREE_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
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NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_VARIETY_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
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NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, GLAND_BORDERS_RANDOM), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
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EndContainer(),
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EndContainer(),
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@ -239,6 +242,7 @@ static const NWidgetPart _nested_heightmap_load_widgets[] = {
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_NUMBER_OF_INDUSTRIES, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_RANDOM_SEED, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_TREE_PLACER, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_VARIETY, STR_NULL), SetFill(1, 1),
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NWidget(WWT_TEXT, COLOUR_ORANGE), SetDataTip(STR_MAPGEN_HEIGHTMAP_ROTATION, STR_NULL), SetFill(1, 1),
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EndContainer(),
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/* Widgets at the right of the labels. */
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@ -254,6 +258,7 @@ static const NWidgetPart _nested_heightmap_load_widgets[] = {
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NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_INDUSTRY_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
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NWidget(WWT_EDITBOX, COLOUR_WHITE, GLAND_RANDOM_EDITBOX), SetDataTip(STR_MAPGEN_RANDOM_SEED_OSKTITLE, STR_MAPGEN_RANDOM_SEED_HELP), SetFill(1, 1),
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NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_TREE_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
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NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_VARIETY_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
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NWidget(WWT_DROPDOWN, COLOUR_ORANGE, GLAND_HEIGHTMAP_ROTATION_PULLDOWN), SetDataTip(STR_JUST_STRING, STR_NULL), SetFill(1, 0),
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EndContainer(),
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NWidget(NWID_VERTICAL), SetPIP(0, 4, 0),
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@ -330,6 +335,7 @@ static const StringID _rotation[] = {STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CO
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static const StringID _landscape[] = {STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL, STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS, INVALID_STRING_ID};
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static const StringID _num_towns[] = {STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, STR_NUM_CUSTOM, INVALID_STRING_ID};
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static const StringID _num_inds[] = {STR_NONE, STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, INVALID_STRING_ID};
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static const StringID _variety[] = {STR_NONE, STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_MEDIUM, STR_NUM_HIGH, STR_NUM_VERY_HIGH, INVALID_STRING_ID};
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struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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uint widget_id;
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@ -369,6 +375,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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case GLAND_TERRAIN_PULLDOWN: SetDParam(0, _elevations[_settings_newgame.difficulty.terrain_type]); break;
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case GLAND_WATER_PULLDOWN: SetDParam(0, _sea_lakes[_settings_newgame.difficulty.quantity_sea_lakes]); break;
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case GLAND_SMOOTHNESS_PULLDOWN: SetDParam(0, _smoothness[_settings_newgame.game_creation.tgen_smoothness]); break;
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case GLAND_VARIETY_PULLDOWN: SetDParam(0, _variety[_settings_newgame.game_creation.variety]); break;
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case GLAND_BORDERS_RANDOM: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOMIZE : STR_MAPGEN_BORDER_MANUAL); break;
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case GLAND_WATER_NE: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOM : HasBit(_settings_newgame.game_creation.water_borders, BORDER_NE) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
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case GLAND_WATER_NW: SetDParam(0, (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_MAPGEN_BORDER_RANDOM : HasBit(_settings_newgame.game_creation.water_borders, BORDER_NW) ? STR_MAPGEN_BORDER_WATER : STR_MAPGEN_BORDER_FREEFORM); break;
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@ -421,6 +428,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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case GLAND_TERRAIN_PULLDOWN: strs = _elevations; break;
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case GLAND_WATER_PULLDOWN: strs = _sea_lakes; break;
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case GLAND_SMOOTHNESS_PULLDOWN: strs = _smoothness; break;
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case GLAND_VARIETY_PULLDOWN: strs = _variety; break;
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case GLAND_HEIGHTMAP_ROTATION_PULLDOWN: strs = _rotation; break;
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case GLAND_BORDERS_RANDOM:
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*size = maxdim(GetStringBoundingBox(STR_MAPGEN_BORDER_RANDOMIZE), GetStringBoundingBox(STR_MAPGEN_BORDER_MANUAL));
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@ -469,6 +477,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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/* You can't select smoothness / non-water borders if not terragenesis */
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if (mode == GLWP_GENERATE) {
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this->SetWidgetDisabledState(GLAND_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
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this->SetWidgetDisabledState(GLAND_VARIETY_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
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this->SetWidgetDisabledState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges);
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this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
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GLAND_WATER_NW, GLAND_WATER_NE, GLAND_WATER_SE, GLAND_WATER_SW, WIDGET_LIST_END);
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@ -614,6 +623,10 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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ShowDropDownMenu(this, _smoothness, _settings_newgame.game_creation.tgen_smoothness, GLAND_SMOOTHNESS_PULLDOWN, 0, 0);
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break;
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case GLAND_VARIETY_PULLDOWN: // Map variety
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ShowDropDownMenu(this, _variety, _settings_newgame.game_creation.variety, GLAND_VARIETY_PULLDOWN, 0, 0);
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break;
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/* Freetype map borders */
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case GLAND_WATER_NW:
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_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_NW);
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@ -673,6 +686,7 @@ struct GenerateLandscapeWindow : public QueryStringBaseWindow {
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case GLAND_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break;
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case GLAND_TREE_PULLDOWN: _settings_newgame.game_creation.tree_placer = index; break;
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case GLAND_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break;
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case GLAND_VARIETY_PULLDOWN: _settings_newgame.game_creation.variety = index; break;
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case GLAND_TOWN_PULLDOWN:
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if ((uint)index == CUSTOM_TOWN_NUMBER_DIFFICULTY) {
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@ -1008,6 +1008,9 @@ STR_NUM_NORMAL :Normal
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STR_NUM_HIGH :High
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STR_NUM_CUSTOM :Custom
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STR_NUM_MEDIUM :Medium
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STR_NUM_VERY_HIGH :Very High
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STR_AI_SPEED_VERY_SLOW :Very Slow
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STR_AI_SPEED_SLOW :Slow
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STR_AI_SPEED_MEDIUM :Medium
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@ -1032,6 +1035,7 @@ STR_TERRAIN_TYPE_VERY_FLAT :Very Flat
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STR_TERRAIN_TYPE_FLAT :Flat
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STR_TERRAIN_TYPE_HILLY :Hilly
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STR_TERRAIN_TYPE_MOUNTAINOUS :Mountainous
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STR_TERRAIN_TYPE_MIXED :Mixed
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STR_ECONOMY_STEADY :Steady
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STR_ECONOMY_FLUCTUATING :Fluctuating
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@ -2231,6 +2235,7 @@ STR_MAPGEN_TREE_PLACER :{BLACK}Tree alg
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STR_MAPGEN_TERRAIN_TYPE :{BLACK}Terrain type:
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STR_MAPGEN_QUANTITY_OF_SEA_LAKES :{BLACK}Sea level:
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STR_MAPGEN_SMOOTHNESS :{BLACK}Smoothness:
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STR_MAPGEN_VARIETY :{BLACK}Variety distribution:
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STR_MAPGEN_GENERATE :{WHITE}Generate
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# Strings for map borders at game generation
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@ -169,6 +169,7 @@ struct GameCreationSettings {
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byte snow_line; ///< the snowline level in this game
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byte water_borders; ///< bitset of the borders that are water
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uint16 custom_town_number; ///< manually entered number of towns
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byte variety; ///< variety level applied to TGP
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};
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/** Settings related to construction in-game */
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@ -513,6 +513,7 @@ const SettingDesc _settings[] = {
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SDT_CONDVAR(GameSettings, game_creation.land_generator, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 1, 0, 1, 0, STR_CONFIG_SETTING_LAND_GENERATOR, NULL),
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SDT_CONDVAR(GameSettings, game_creation.oil_refinery_limit, SLE_UINT8, 30, SL_MAX_VERSION, 0, 0, 32, 12, 48, 0, STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE, NULL),
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SDT_CONDVAR(GameSettings, game_creation.tgen_smoothness, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 1, 0, 3, 0, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN, NULL),
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SDT_VAR(GameSettings, game_creation.variety, SLE_UINT8, S, 0, 0, 0, 5, 0, STR_NULL, NULL),
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SDT_CONDVAR(GameSettings, game_creation.generation_seed, SLE_UINT32, 30, SL_MAX_VERSION, 0, 0, GENERATE_NEW_SEED, 0, UINT32_MAX, 0, STR_NULL, NULL),
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SDT_CONDVAR(GameSettings, game_creation.tree_placer, SLE_UINT8, 30, SL_MAX_VERSION, 0,MS, 2, 0, 2, 0, STR_CONFIG_SETTING_TREE_PLACER, NULL),
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SDT_VAR(GameSettings, game_creation.heightmap_rotation, SLE_UINT8, S,MS, 0, 0, 1, 0, STR_CONFIG_SETTING_HEIGHTMAP_ROTATION, NULL),
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140
src/tgp.cpp
140
src/tgp.cpp
@ -510,6 +510,141 @@ static void HeightMapSineTransform(height_t h_min, height_t h_max)
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}
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}
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/* Additional map variety is provided by applying different curve maps
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* to different parts of the map. A randomized low resolution grid contains
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* which curve map to use on each part of the make. This filtered non-linearly
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* to smooth out transitions between curves, so each tile could have between
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* 100% of one map applied or 25% of four maps.
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*
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* The curve maps define different land styles, i.e. lakes, low-lands, hills
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* and mountain ranges, although these are dependent on the landscape style
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* chosen as well.
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*
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* The level parameter dictates the resolution of the grid. A low resolution
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* grid will result in larger continuous areas of a land style, a higher
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* resolution grid splits the style into smaller areas.
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*
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* At this point in map generation, all height data has been normalized to 0
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* to 239.
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*/
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struct control_point_t {
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height_t x;
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height_t y;
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};
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struct control_point_list_t {
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size_t length;
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const control_point_t *list;
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};
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static const control_point_t _curve_map_1[] = {
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{ 0, 0 }, { 48, 24 }, { 192, 32 }, { 240, 96 }
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};
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static const control_point_t _curve_map_2[] = {
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{ 0, 0 }, { 16, 24 }, { 128, 32 }, { 192, 64 }, { 240, 144 }
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};
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static const control_point_t _curve_map_3[] = {
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{ 0, 0 }, { 16, 24 }, { 128, 64 }, { 192, 144 }, { 240, 192 }
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};
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static const control_point_t _curve_map_4[] = {
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{ 0, 0 }, { 16, 24 }, { 96, 72 }, { 160, 192 }, { 220, 239 }, { 240, 239 }
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};
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static const control_point_list_t _curve_maps[] = {
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{ lengthof(_curve_map_1), _curve_map_1 },
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{ lengthof(_curve_map_2), _curve_map_2 },
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{ lengthof(_curve_map_3), _curve_map_3 },
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{ lengthof(_curve_map_4), _curve_map_4 },
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};
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static void HeightMapCurves(uint level)
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{
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height_t ht[lengthof(_curve_maps)];
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/* Set up a grid to choose curve maps based on location */
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uint sx = Clamp(1 << level, 2, 32);
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uint sy = Clamp(1 << level, 2, 32);
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byte *c = (byte *)alloca(sx * sy);
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for (uint i = 0; i < sx * sy; i++) {
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c[i] = Random() % lengthof(_curve_maps);
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}
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/* Apply curves */
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for (uint x = 0; x < _height_map.size_x; x++) {
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/* Get our X grid positions and bi-linear ratio */
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float fx = (float)(sx * x) / _height_map.size_x + 0.5f;
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uint x1 = fx;
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uint x2 = x1;
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float xr = 2.0f * (fx - x1) - 1.0f;
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xr = sin(xr * M_PI_2);
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xr = sin(xr * M_PI_2);
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xr = 0.5f * (xr + 1.0f);
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float xri = 1.0f - xr;
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if (x1 > 0) {
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x1--;
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if (x2 >= sx) x2--;
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}
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for (uint y = 0; y < _height_map.size_y; y++) {
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/* Get our Y grid position and bi-linear ratio */
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float fy = (float)(sy * y) / _height_map.size_y + 0.5f;
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uint y1 = fy;
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uint y2 = y1;
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float yr = 2.0f * (fy - y1) - 1.0f;
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yr = sin(yr * M_PI_2);
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yr = sin(yr * M_PI_2);
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yr = 0.5f * (yr + 1.0f);
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float yri = 1.0f - yr;
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if (y1 > 0) {
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y1--;
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if (y2 >= sy) y2--;
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}
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uint corner_a = c[x1 + sx * y1];
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uint corner_b = c[x1 + sx * y2];
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uint corner_c = c[x2 + sx * y1];
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uint corner_d = c[x2 + sx * y2];
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/* Bitmask of which curve maps are chosen, so that we do not bother
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* calculating a curve which won't be used. */
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uint corner_bits = 0;
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corner_bits |= 1 << corner_a;
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corner_bits |= 1 << corner_b;
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corner_bits |= 1 << corner_c;
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corner_bits |= 1 << corner_d;
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height_t *h = &_height_map.height(x, y);
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/* Apply all curve maps that are used on this tile. */
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for (uint t = 0; t < lengthof(_curve_maps); t++) {
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if (!HasBit(corner_bits, t)) continue;
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const control_point_t *cm = _curve_maps[t].list;
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for (uint i = 0; i < _curve_maps[t].length - 1; i++) {
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const control_point_t &p1 = cm[i];
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const control_point_t &p2 = cm[i + 1];
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if (*h >= p1.x && *h < p2.x) {
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ht[t] = p1.y + (*h - p1.x) * (p2.y - p1.y) / (p2.x - p1.x);
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break;
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}
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}
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}
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/* Apply interpolation of curve map results. */
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*h = (ht[corner_a] * yri + ht[corner_b] * yr) * xri + (ht[corner_c] * yri + ht[corner_d] * yr) * xr;
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}
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}
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}
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/** Adjusts heights in height map to contain required amount of water tiles */
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static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_new)
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{
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@ -728,6 +863,11 @@ static void HeightMapNormalize()
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HeightMapSmoothSlopes(roughness);
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HeightMapSineTransform(12, h_max_new);
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if (_settings_game.game_creation.variety > 0) {
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HeightMapCurves(_settings_game.game_creation.variety);
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}
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HeightMapSmoothSlopes(16);
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}
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