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@ -205,7 +205,7 @@ static HeightMap _height_map = {NULL, 0, 0, 0, 0};
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#define FOR_ALL_TILES_IN_HEIGHT(h) for (h = _height_map.h; h < &_height_map.h[_height_map.total_size]; h++)
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/** Maximum number of TGP noise frequencies. */
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static const int MAX_TGP_FREQUENCIES = 7;
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static const int MAX_TGP_FREQUENCIES = 10;
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/** Desired water percentage (100% == 1024) - indexed by _settings_game.difficulty.quantity_sea_lakes */
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static const amplitude_t _water_percent[4] = {20, 80, 250, 400};
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@ -255,9 +255,35 @@ static amplitude_t GetAmplitude(int frequency)
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{32000, 19200, 12800, 8000, 3200, 256, 64}, ///< Rough
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{48000, 24000, 19200, 16000, 8000, 512, 320}, ///< Very rough
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};
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/*
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* Extrapolation factors for ranges before the table.
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* The extrapolation is needed to account for the higher map heights. They need larger
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* areas with a particular gradient so that we are able to create maps without too
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* many steep slopes up to the wanted height level. It's definitely not perfect since
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* it will bring larger rectangles with similar slopes which makes the rectangular
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* behaviour of TGP more noticable. However, these height differentiations cannot
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* happen over much smaller areas; we basically double the "range" to give a similar
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* slope for every doubling of map height.
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*/
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static const double extrapolation_factors[] = { 3.3, 2.8, 2.3, 1.8 };
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int smoothness = _settings_game.game_creation.tgen_smoothness;
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return amplitudes[smoothness][frequency];
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/* Get the table index, and return that value if possible. */
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int index = frequency - MAX_TGP_FREQUENCIES + lengthof(amplitudes[smoothness]);
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amplitude_t amplitude = amplitudes[smoothness][max(0, index)];
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if (index >= 0) return amplitude;
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/* We need to extrapolate the amplitude. */
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double extrapolation_factor = extrapolation_factors[smoothness];
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int height_range = 16;
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do {
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amplitude = (amplitude_t)(extrapolation_factor * (double)amplitude);
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height_range <<= 1;
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index++;
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} while (index < 0);
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return Clamp((TGPGetMaxHeight() - height_range) / height_range, 0, 1) * amplitude;
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}
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/**
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