diff -r 6165e12570bf -r 106ed18a7675 tgp.c --- a/tgp.c Mon Sep 04 17:30:30 2006 +0000 +++ b/tgp.c Mon Sep 04 20:40:33 2006 +0000 @@ -505,25 +505,25 @@ 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 @@ } /** -* 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;