14 #define hmap(_tile) (height_map[tile_index(_tile)])
17 #define H_UNIT MIN(1, (hmap_max_level - hmap_shore_level) / 100)
30 #define hmap_max_level 1000
void make_random_hmap()
Create uncorrelated rand map and do some call to smoth to correlate it a little and create randoms sh...
void renormalize_hmap_poles()
Invert (most of) the effects of normalize_hmap_poles so that we have accurate heights for texturing t...
void normalize_hmap_poles()
Lower the land near the map edges and (optionally) the polar region to avoid too much land there.
bool area_is_too_flat(struct tile *ptile, int thill, int my_height)
We don't want huge areas of grass/plains, so we put in a hill here and there, where it gets too 'clea...
void make_pseudofractal_hmap()
Generator 5 makes earthlike worlds with one or more large continents and a scattering of smaller isla...