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Files
OpenRCT2/src/openrct2/world/MapGen.cpp
2018-10-03 12:18:21 +02:00

867 lines
26 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2018 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#include "MapGen.h"
#include "../Context.h"
#include "../Game.h"
#include "../common.h"
#include "../core/Guard.hpp"
#include "../core/Imaging.h"
#include "../core/String.hpp"
#include "../core/Util.hpp"
#include "../localisation/StringIds.h"
#include "../object/Object.h"
#include "../platform/platform.h"
#include "../util/Util.h"
#include "Map.h"
#include "MapHelpers.h"
#include "Scenery.h"
#include "SmallScenery.h"
#include "Surface.h"
#include <algorithm>
#include <cmath>
#include <cstring>
#include <vector>
#pragma region Height map struct
static struct
{
uint32_t width, height;
uint8_t* mono_bitmap;
} _heightMapData = { 0, 0, nullptr };
#pragma endregion Height map struct
#pragma region Random objects
static constexpr const char* GrassTrees[] = {
// Dark
"TCF ", // Caucasian Fir Tree
"TRF ", // Red Fir Tree
"TRF2 ", // Red Fir Tree
"TSP ", // Scots Pine Tree
"TMZP ", // Montezuma Pine Tree
"TAP ", // Aleppo Pine Tree
"TCRP ", // Corsican Pine Tree
"TBP ", // Black Poplar Tree
// Light
"TCL ", // Cedar of Lebanon Tree
"TEL ", // European Larch Tree
};
static constexpr const char* DesertTrees[] = {
"TMP ", // Monkey-Puzzle Tree
"THL ", // Honey Locust Tree
"TH1 ", // Canary Palm Tree
"TH2 ", // Palm Tree
"TPM ", // Palm Tree
"TROPT1 ", // Tree
"TBC ", // Cactus
"TSC ", // Cactus
};
static constexpr const char* SnowTrees[] = {
"TCFS ", // Snow-covered Caucasian Fir Tree
"TNSS ", // Snow-covered Norway Spruce Tree
"TRF3 ", // Snow-covered Red Fir Tree
"TRFS ", // Snow-covered Red Fir Tree
};
#pragma endregion
// Randomly chosen base terrains. We rarely want a whole map made out of chequerboard or rock.
static constexpr const uint8_t BaseTerrain[] = { TERRAIN_GRASS, TERRAIN_SAND, TERRAIN_SAND_LIGHT, TERRAIN_DIRT, TERRAIN_ICE };
#define BLOB_HEIGHT 255
static void mapgen_place_trees();
static void mapgen_set_water_level(int32_t waterLevel);
static void mapgen_smooth_height(int32_t iterations);
static void mapgen_set_height();
static void mapgen_simplex(mapgen_settings* settings);
static int32_t _heightSize;
static uint8_t* _height;
static int32_t get_height(int32_t x, int32_t y)
{
if (x >= 0 && y >= 0 && x < _heightSize && y < _heightSize)
return _height[x + y * _heightSize];
else
return 0;
}
static void set_height(int32_t x, int32_t y, int32_t height)
{
if (x >= 0 && y >= 0 && x < _heightSize && y < _heightSize)
_height[x + y * _heightSize] = height;
}
void mapgen_generate_blank(mapgen_settings* settings)
{
int32_t x, y;
rct_tile_element* tileElement;
map_clear_all_elements();
map_init(settings->mapSize);
for (y = 1; y < settings->mapSize - 1; y++)
{
for (x = 1; x < settings->mapSize - 1; x++)
{
tileElement = map_get_surface_element_at(x, y);
tileElement->AsSurface()->SetSurfaceStyle(settings->floor);
tileElement->AsSurface()->SetEdgeStyle(settings->wall);
tileElement->base_height = settings->height;
tileElement->clearance_height = settings->height;
}
}
mapgen_set_water_level(settings->water_level);
}
void mapgen_generate(mapgen_settings* settings)
{
int32_t x, y, mapSize, floorTexture, wallTexture, waterLevel;
rct_tile_element* tileElement;
util_srand((int32_t)platform_get_ticks());
mapSize = settings->mapSize;
floorTexture = settings->floor;
wallTexture = settings->wall;
waterLevel = settings->water_level;
if (floorTexture == -1)
floorTexture = BaseTerrain[util_rand() % Util::CountOf(BaseTerrain)];
if (wallTexture == -1)
{
// Base edge type on surface type
switch (floorTexture)
{
case TERRAIN_DIRT:
wallTexture = TERRAIN_EDGE_WOOD_RED;
break;
case TERRAIN_ICE:
wallTexture = TERRAIN_EDGE_ICE;
break;
default:
wallTexture = TERRAIN_EDGE_ROCK;
break;
}
}
map_clear_all_elements();
// Initialise the base map
map_init(mapSize);
for (y = 1; y < mapSize - 1; y++)
{
for (x = 1; x < mapSize - 1; x++)
{
tileElement = map_get_surface_element_at(x, y);
tileElement->AsSurface()->SetSurfaceStyle(floorTexture);
tileElement->AsSurface()->SetEdgeStyle(wallTexture);
tileElement->base_height = settings->height;
tileElement->clearance_height = settings->height;
}
}
// Create the temporary height map and initialise
_heightSize = mapSize * 2;
_height = new uint8_t[_heightSize * _heightSize];
memset(_height, 0, _heightSize * _heightSize * sizeof(uint8_t));
mapgen_simplex(settings);
mapgen_smooth_height(2 + (util_rand() % 6));
// Set the game map to the height map
mapgen_set_height();
delete[] _height;
// Set the tile slopes so that there are no cliffs
while (map_smooth(1, 1, mapSize - 1, mapSize - 1))
{
}
// Add the water
mapgen_set_water_level(waterLevel);
// Add sandy beaches
int32_t beachTexture = floorTexture;
if (settings->floor == -1 && floorTexture == TERRAIN_GRASS)
{
switch (util_rand() % 4)
{
case 0:
beachTexture = TERRAIN_SAND;
break;
case 1:
beachTexture = TERRAIN_SAND_LIGHT;
break;
}
}
for (y = 1; y < mapSize - 1; y++)
{
for (x = 1; x < mapSize - 1; x++)
{
tileElement = map_get_surface_element_at(x, y);
if (tileElement->base_height < waterLevel + 6)
tileElement->AsSurface()->SetSurfaceStyle(beachTexture);
}
}
// Place the trees
if (settings->trees != 0)
mapgen_place_trees();
map_reorganise_elements();
}
static void mapgen_place_tree(int32_t type, int32_t x, int32_t y)
{
int32_t surfaceZ;
rct_tile_element* tileElement;
rct_scenery_entry* sceneryEntry = get_small_scenery_entry(type);
if (sceneryEntry == nullptr)
{
return;
}
surfaceZ = tile_element_height(x * 32 + 16, y * 32 + 16) / 8;
tileElement = tile_element_insert(x, y, surfaceZ, (1 | 2 | 4 | 8));
assert(tileElement != nullptr);
tileElement->clearance_height = surfaceZ + (sceneryEntry->small_scenery.height >> 3);
tileElement->SetType(TILE_ELEMENT_TYPE_SMALL_SCENERY);
tileElement->SetDirection(util_rand() & 3);
SmallSceneryElement* sceneryElement = tileElement->AsSmallScenery();
sceneryElement->SetEntryIndex(type);
sceneryElement->SetAge(0);
sceneryElement->SetPrimaryColour(COLOUR_YELLOW);
}
/**
* Randomly places a selection of preset trees on the map. Picks the right tree for the terrain it is placing it on.
*/
static void mapgen_place_trees()
{
std::vector<int32_t> grassTreeIds(Util::CountOf(GrassTrees), 0);
std::vector<int32_t> desertTreeIds(Util::CountOf(DesertTrees), 0);
std::vector<int32_t> snowTreeIds(Util::CountOf(SnowTrees), 0);
for (int32_t i = 0; i < object_entry_group_counts[OBJECT_TYPE_SMALL_SCENERY]; i++)
{
auto sceneryEntry = get_small_scenery_entry(i);
auto entry = object_entry_get_entry(OBJECT_TYPE_SMALL_SCENERY, i);
if (sceneryEntry == nullptr)
continue;
uint32_t j;
for (j = 0; j < Util::CountOf(GrassTrees); j++)
{
if (strncmp(GrassTrees[j], entry->name, 8) == 0)
break;
}
if (j != Util::CountOf(GrassTrees))
{
grassTreeIds.push_back(i);
continue;
}
for (j = 0; j < Util::CountOf(DesertTrees); j++)
{
if (strncmp(DesertTrees[j], entry->name, 8) == 0)
break;
}
if (j != Util::CountOf(DesertTrees))
{
desertTreeIds.push_back(i);
continue;
}
for (j = 0; j < Util::CountOf(SnowTrees); j++)
{
if (strncmp(SnowTrees[j], entry->name, 8) == 0)
break;
}
if (j != Util::CountOf(SnowTrees))
{
snowTreeIds.push_back(i);
continue;
}
}
CoordsXY tmp, pos;
std::vector<CoordsXY> availablePositions;
// Create list of available tiles
for (int32_t y = 1; y < gMapSize - 1; y++)
{
for (int32_t x = 1; x < gMapSize - 1; x++)
{
rct_tile_element* tileElement = map_get_surface_element_at(x, y);
// Exclude water tiles
if (tileElement->AsSurface()->GetWaterHeight() > 0)
continue;
pos.x = x;
pos.y = y;
availablePositions.push_back(pos);
}
}
// Shuffle list
for (uint32_t i = 0; i < availablePositions.size(); i++)
{
uint32_t rindex = util_rand() % availablePositions.size();
if (rindex == i)
continue;
tmp = availablePositions[i];
availablePositions[i] = availablePositions[rindex];
availablePositions[rindex] = tmp;
}
// Place trees
float treeToLandRatio = (10 + (util_rand() % 30)) / 100.0f;
int32_t numTrees = std::min(
std::max(4, (int32_t)(availablePositions.size() * treeToLandRatio)), (int32_t)availablePositions.size());
for (int32_t i = 0; i < numTrees; i++)
{
pos = availablePositions[i];
int32_t type = -1;
rct_tile_element* tileElement = map_get_surface_element_at(pos.x, pos.y);
switch (tileElement->AsSurface()->GetSurfaceStyle())
{
case TERRAIN_GRASS:
case TERRAIN_DIRT:
case TERRAIN_GRASS_CLUMPS:
if (grassTreeIds.size() == 0)
break;
type = grassTreeIds[util_rand() % grassTreeIds.size()];
break;
case TERRAIN_SAND:
case TERRAIN_SAND_DARK:
case TERRAIN_SAND_LIGHT:
if (desertTreeIds.size() == 0)
break;
if (util_rand() % 4 == 0)
type = desertTreeIds[util_rand() % desertTreeIds.size()];
break;
case TERRAIN_ICE:
if (snowTreeIds.size() == 0)
break;
type = snowTreeIds[util_rand() % snowTreeIds.size()];
break;
}
if (type != -1)
mapgen_place_tree(type, pos.x, pos.y);
}
}
/**
* Sets each tile's water level to the specified water level if underneath that water level.
*/
static void mapgen_set_water_level(int32_t waterLevel)
{
int32_t x, y, mapSize;
rct_tile_element* tileElement;
mapSize = gMapSize;
for (y = 1; y < mapSize - 1; y++)
{
for (x = 1; x < mapSize - 1; x++)
{
tileElement = map_get_surface_element_at(x, y);
if (tileElement->base_height < waterLevel)
tileElement->AsSurface()->SetWaterHeight(waterLevel / 2);
}
}
}
/**
* Smooths the height map.
*/
static void mapgen_smooth_height(int32_t iterations)
{
int32_t i, x, y, xx, yy, avg;
int32_t arraySize = _heightSize * _heightSize * sizeof(uint8_t);
uint8_t* copyHeight = new uint8_t[arraySize];
for (i = 0; i < iterations; i++)
{
memcpy(copyHeight, _height, arraySize);
for (y = 1; y < _heightSize - 1; y++)
{
for (x = 1; x < _heightSize - 1; x++)
{
avg = 0;
for (yy = -1; yy <= 1; yy++)
{
for (xx = -1; xx <= 1; xx++)
{
avg += copyHeight[(y + yy) * _heightSize + (x + xx)];
}
}
avg /= 9;
set_height(x, y, avg);
}
}
}
delete[] copyHeight;
}
/**
* Sets the height of the actual game map tiles to the height map.
*/
static void mapgen_set_height()
{
int32_t x, y, heightX, heightY, mapSize;
rct_tile_element* tileElement;
mapSize = _heightSize / 2;
for (y = 1; y < mapSize - 1; y++)
{
for (x = 1; x < mapSize - 1; x++)
{
heightX = x * 2;
heightY = y * 2;
uint8_t q00 = get_height(heightX + 0, heightY + 0);
uint8_t q01 = get_height(heightX + 0, heightY + 1);
uint8_t q10 = get_height(heightX + 1, heightY + 0);
uint8_t q11 = get_height(heightX + 1, heightY + 1);
uint8_t baseHeight = (q00 + q01 + q10 + q11) / 4;
tileElement = map_get_surface_element_at(x, y);
tileElement->base_height = std::max(2, baseHeight * 2);
tileElement->clearance_height = tileElement->base_height;
uint8_t currentSlope = tileElement->AsSurface()->GetSlope();
if (q00 > baseHeight)
currentSlope |= TILE_ELEMENT_SLOPE_S_CORNER_UP;
if (q01 > baseHeight)
currentSlope |= TILE_ELEMENT_SLOPE_W_CORNER_UP;
if (q10 > baseHeight)
currentSlope |= TILE_ELEMENT_SLOPE_E_CORNER_UP;
if (q11 > baseHeight)
currentSlope |= TILE_ELEMENT_SLOPE_N_CORNER_UP;
tileElement->AsSurface()->SetSlope(currentSlope);
}
}
}
#pragma region Noise
/**
* Simplex Noise Algorithm with Fractional Brownian Motion
* Based on:
* - https://code.google.com/p/simplexnoise/
* - https://code.google.com/p/fractalterraingeneration/wiki/Fractional_Brownian_Motion
*/
static float generate(float x, float y);
static int32_t fast_floor(float x);
static float grad(int32_t hash, float x, float y);
static uint8_t perm[512];
static void noise_rand()
{
for (auto& i : perm)
{
i = util_rand() & 0xFF;
}
}
static float fractal_noise(int32_t x, int32_t y, float frequency, int32_t octaves, float lacunarity, float persistence)
{
float total = 0.0f;
float amplitude = persistence;
for (int32_t i = 0; i < octaves; i++)
{
total += generate(x * frequency, y * frequency) * amplitude;
frequency *= lacunarity;
amplitude *= persistence;
}
return total;
}
static float generate(float x, float y)
{
const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0)
const float G2 = 0.211324865f; // G2 = (3.0-sqrt(3.0))/6.0
float n0, n1, n2; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
float s = (x + y) * F2; // Hairy factor for 2D
float xs = x + s;
float ys = y + s;
int32_t i = fast_floor(xs);
int32_t j = fast_floor(ys);
float t = (float)(i + j) * G2;
float X0 = i - t; // Unskew the cell origin back to (x,y) space
float Y0 = j - t;
float x0 = x - X0; // The x,y distances from the cell origin
float y0 = y - Y0;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
int32_t i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if (x0 > y0)
{
i1 = 1;
j1 = 0;
} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
else
{
i1 = 0;
j1 = 1;
} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
float y1 = y0 - j1 + G2;
float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
float y2 = y0 - 1.0f + 2.0f * G2;
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
int32_t ii = i % 256;
int32_t jj = j % 256;
// Calculate the contribution from the three corners
float t0 = 0.5f - x0 * x0 - y0 * y0;
if (t0 < 0.0f)
{
n0 = 0.0f;
}
else
{
t0 *= t0;
n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0);
}
float t1 = 0.5f - x1 * x1 - y1 * y1;
if (t1 < 0.0f)
{
n1 = 0.0f;
}
else
{
t1 *= t1;
n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1);
}
float t2 = 0.5f - x2 * x2 - y2 * y2;
if (t2 < 0.0f)
{
n2 = 0.0f;
}
else
{
t2 *= t2;
n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
}
static int32_t fast_floor(float x)
{
return (x > 0) ? ((int32_t)x) : (((int32_t)x) - 1);
}
static float grad(int32_t hash, float x, float y)
{
int32_t h = hash & 7; // Convert low 3 bits of hash code
float u = h < 4 ? x : y; // into 8 simple gradient directions,
float v = h < 4 ? y : x; // and compute the dot product with (x,y).
return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v);
}
static void mapgen_simplex(mapgen_settings* settings)
{
int32_t x, y;
float freq = settings->simplex_base_freq * (1.0f / _heightSize);
int32_t octaves = settings->simplex_octaves;
int32_t low = settings->simplex_low;
int32_t high = settings->simplex_high;
noise_rand();
for (y = 0; y < _heightSize; y++)
{
for (x = 0; x < _heightSize; x++)
{
float noiseValue = std::clamp(fractal_noise(x, y, freq, octaves, 2.0f, 0.65f), -1.0f, 1.0f);
float normalisedNoiseValue = (noiseValue + 1.0f) / 2.0f;
set_height(x, y, low + (int32_t)(normalisedNoiseValue * high));
}
}
}
#pragma endregion
#pragma region Heightmap
bool mapgen_load_heightmap(const utf8* path)
{
auto format = Imaging::GetImageFormatFromPath(path);
if (format == IMAGE_FORMAT::PNG)
{
// Promote to 32-bit
format = IMAGE_FORMAT::PNG_32;
}
try
{
auto image = Imaging::ReadFromFile(path, format);
if (image.Width != image.Height)
{
context_show_error(STR_HEIGHT_MAP_ERROR, STR_ERROR_WIDTH_AND_HEIGHT_DO_NOT_MATCH);
return false;
}
auto size = image.Width;
if (image.Width > MAXIMUM_MAP_SIZE_PRACTICAL)
{
context_show_error(STR_HEIGHT_MAP_ERROR, STR_ERROR_HEIHGT_MAP_TOO_BIG);
size = std::min<uint32_t>(image.Height, MAXIMUM_MAP_SIZE_PRACTICAL);
}
// Allocate memory for the height map values, one byte pixel
delete[] _heightMapData.mono_bitmap;
_heightMapData.mono_bitmap = new uint8_t[size * size];
_heightMapData.width = size;
_heightMapData.height = size;
// Copy average RGB value to mono bitmap
constexpr auto numChannels = 4;
const auto pitch = image.Stride;
const auto pixels = image.Pixels.data();
for (uint32_t x = 0; x < _heightMapData.width; x++)
{
for (uint32_t y = 0; y < _heightMapData.height; y++)
{
const auto red = pixels[x * numChannels + y * pitch];
const auto green = pixels[x * numChannels + y * pitch + 1];
const auto blue = pixels[x * numChannels + y * pitch + 2];
_heightMapData.mono_bitmap[x + y * _heightMapData.width] = (red + green + blue) / 3;
}
}
return true;
}
catch (const std::exception& e)
{
switch (format)
{
case IMAGE_FORMAT::BITMAP:
context_show_error(STR_HEIGHT_MAP_ERROR, STR_ERROR_READING_BITMAP);
break;
case IMAGE_FORMAT::PNG_32:
context_show_error(STR_HEIGHT_MAP_ERROR, STR_ERROR_READING_PNG);
break;
default:
log_error("Unable to load height map image: %s", e.what());
break;
}
return false;
}
}
/**
* Frees the memory used to store the selected height map
*/
void mapgen_unload_heightmap()
{
SafeDeleteArray(_heightMapData.mono_bitmap);
_heightMapData.width = 0;
_heightMapData.height = 0;
}
/**
* Applies box blur to the surface N times
*/
static void mapgen_smooth_heightmap(uint8_t* src, int32_t strength)
{
// Create buffer to store one channel
uint8_t* dest = new uint8_t[_heightMapData.width * _heightMapData.height];
for (int32_t i = 0; i < strength; i++)
{
// Calculate box blur value to all pixels of the surface
for (uint32_t y = 0; y < _heightMapData.height; y++)
{
for (uint32_t x = 0; x < _heightMapData.width; x++)
{
uint32_t heightSum = 0;
// Loop over neighbour pixels, all of them have the same weight
for (int8_t offsetX = -1; offsetX <= 1; offsetX++)
{
for (int8_t offsetY = -1; offsetY <= 1; offsetY++)
{
// Clamp x and y so they stay within the image
// This assumes the height map is not tiled, and increases the weight of the edges
const int32_t readX = std::clamp<int32_t>(x + offsetX, 0, _heightMapData.width - 1);
const int32_t readY = std::clamp<int32_t>(y + offsetY, 0, _heightMapData.height - 1);
heightSum += src[readX + readY * _heightMapData.width];
}
}
// Take average
dest[x + y * _heightMapData.width] = heightSum / 9;
}
}
// Now apply the blur to the source pixels
for (uint32_t y = 0; y < _heightMapData.height; y++)
{
for (uint32_t x = 0; x < _heightMapData.width; x++)
{
src[x + y * _heightMapData.width] = dest[x + y * _heightMapData.width];
}
}
}
delete[] dest;
}
void mapgen_generate_from_heightmap(mapgen_settings* settings)
{
openrct2_assert(_heightMapData.width == _heightMapData.height, "Invalid height map size");
openrct2_assert(_heightMapData.mono_bitmap != nullptr, "No height map loaded");
openrct2_assert(settings->simplex_high != settings->simplex_low, "Low and high setting cannot be the same");
// Make a copy of the original height map that we can edit
uint8_t* dest = new uint8_t[_heightMapData.width * _heightMapData.height];
memcpy(dest, _heightMapData.mono_bitmap, _heightMapData.width * _heightMapData.width);
map_init(_heightMapData.width + 2); // + 2 for the black tiles around the map
if (settings->smooth_height_map)
{
mapgen_smooth_heightmap(dest, settings->smooth_strength);
}
uint8_t maxValue = 255;
uint8_t minValue = 0;
if (settings->normalize_height)
{
// Get highest and lowest pixel value
maxValue = 0;
minValue = 0xff;
for (uint32_t y = 0; y < _heightMapData.height; y++)
{
for (uint32_t x = 0; x < _heightMapData.width; x++)
{
uint8_t value = dest[x + y * _heightMapData.width];
maxValue = std::max(maxValue, value);
minValue = std::min(minValue, value);
}
}
if (minValue == maxValue)
{
context_show_error(STR_HEIGHT_MAP_ERROR, STR_ERROR_CANNOT_NORMALIZE);
delete[] dest;
return;
}
}
openrct2_assert(maxValue > minValue, "Input range is invalid");
openrct2_assert(settings->simplex_high > settings->simplex_low, "Output range is invalid");
const uint8_t rangeIn = maxValue - minValue;
const uint8_t rangeOut = settings->simplex_high - settings->simplex_low;
for (uint32_t y = 0; y < _heightMapData.height; y++)
{
for (uint32_t x = 0; x < _heightMapData.width; x++)
{
// The x and y axis are flipped in the world, so this uses y for x and x for y.
rct_tile_element* const surfaceElement = map_get_surface_element_at(y + 1, x + 1);
// Read value from bitmap, and convert its range
uint8_t value = dest[x + y * _heightMapData.width];
value = (uint8_t)((float)(value - minValue) / rangeIn * rangeOut) + settings->simplex_low;
surfaceElement->base_height = value;
// Floor to even number
surfaceElement->base_height /= 2;
surfaceElement->base_height *= 2;
surfaceElement->clearance_height = surfaceElement->base_height;
// Set water level
if (surfaceElement->base_height < settings->water_level)
{
surfaceElement->AsSurface()->SetWaterHeight(settings->water_level / 2);
}
}
}
// Smooth map
if (settings->smooth)
{
// Keep smoothing the entire map until no tiles are changed anymore
while (true)
{
uint32_t numTilesChanged = 0;
for (uint32_t y = 1; y <= _heightMapData.height; y++)
{
for (uint32_t x = 1; x <= _heightMapData.width; x++)
{
numTilesChanged += tile_smooth(x, y);
}
}
if (numTilesChanged == 0)
break;
}
}
// Clean up
delete[] dest;
}
#pragma endregion