201 |
201 |
202 /** Noise amplitudes (multiplied by 1024) |
202 /** Noise amplitudes (multiplied by 1024) |
203 * - indexed by "smoothness setting" and log2(frequency) */ |
203 * - indexed by "smoothness setting" and log2(frequency) */ |
204 static const amplitude_t _amplitudes_by_smoothness_and_frequency[4][12] = { |
204 static const amplitude_t _amplitudes_by_smoothness_and_frequency[4][12] = { |
205 /* Very smooth */ |
205 /* Very smooth */ |
206 {1000, 350, 123, 43, 15, 1, 1, 0, 0, 0, 0, 0}, |
206 {16000, 5600, 1968, 688, 240, 16, 16, 0, 0, 0, 0, 0}, |
207 /* Smooth */ |
207 /* Smooth */ |
208 {1000, 1000, 403, 200, 64, 8, 1, 0, 0, 0, 0, 0}, |
208 {16000, 16000, 6448, 3200, 1024, 128, 16, 0, 0, 0, 0, 0}, |
209 /* Rough */ |
209 /* Rough */ |
210 {1000, 1200, 800, 500, 200, 16, 4, 0, 0, 0, 0, 0}, |
210 {16000, 19200, 12800, 8000, 3200, 256, 64, 0, 0, 0, 0, 0}, |
211 /* Very Rough */ |
211 /* Very Rough */ |
212 {1500, 1000, 1200, 1000, 500, 32, 20, 0, 0, 0, 0, 0}, |
212 {24000, 16000, 19200, 16000, 8000, 512, 320, 0, 0, 0, 0, 0}, |
213 }; |
213 }; |
214 |
214 |
215 /** Desired water percentage (100% == 1024) - indexed by _settings_game.difficulty.quantity_sea_lakes */ |
215 /** Desired water percentage (100% == 1024) - indexed by _settings_game.difficulty.quantity_sea_lakes */ |
216 static const amplitude_t _water_percent[4] = {20, 80, 250, 400}; |
216 static const amplitude_t _water_percent[4] = {20, 80, 250, 400}; |
217 |
217 |