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-rw-r--r--src/tgp.cpp10
1 files changed, 4 insertions, 6 deletions
diff --git a/src/tgp.cpp b/src/tgp.cpp
index a05113119..1816130e9 100644
--- a/src/tgp.cpp
+++ b/src/tgp.cpp
@@ -203,13 +203,13 @@ static HeightMap _height_map = {NULL, 0, 0, 0, 0};
* - indexed by "smoothness setting" and log2(frequency) */
static const amplitude_t _amplitudes_by_smoothness_and_frequency[4][12] = {
/* Very smooth */
- {1000, 350, 123, 43, 15, 1, 1, 0, 0, 0, 0, 0},
+ {16000, 5600, 1968, 688, 240, 16, 16, 0, 0, 0, 0, 0},
/* Smooth */
- {1000, 1000, 403, 200, 64, 8, 1, 0, 0, 0, 0, 0},
+ {16000, 16000, 6448, 3200, 1024, 128, 16, 0, 0, 0, 0, 0},
/* Rough */
- {1000, 1200, 800, 500, 200, 16, 4, 0, 0, 0, 0, 0},
+ {16000, 19200, 12800, 8000, 3200, 256, 64, 0, 0, 0, 0, 0},
/* Very Rough */
- {1500, 1000, 1200, 1000, 500, 32, 20, 0, 0, 0, 0, 0},
+ {24000, 16000, 19200, 16000, 8000, 512, 320, 0, 0, 0, 0, 0},
};
/** Desired water percentage (100% == 1024) - indexed by _settings_game.difficulty.quantity_sea_lakes */
@@ -267,8 +267,6 @@ static inline height_t RandomHeight(amplitude_t rMax)
{
amplitude_t ra = (Random() << 16) | (Random() & 0x0000FFFF);
height_t rh;
- /* Scale the amplitude for better resolution */
- rMax *= 16;
/* Spread height into range -rMax..+rMax */
rh = A2H(ra % (2 * rMax + 1) - rMax);
return rh;