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MacWorld 1999 February
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Macworld (1999-02).dmg
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SharewareGames
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Xconq 7.2.2
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lib
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stdterr.g
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1998-05-22
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(game-module "stdterr"
(blurb "Standard set of terrain types shared by many game designs")
)
(terrain-type sea (char ".")
(help "deep ocean"))
(terrain-type shallows (char ",")
(help "coastal waters and lakes"))
(terrain-type swamp (char "=")
(help "standing water and dense undergrowth"))
(terrain-type desert (char "~")
(help "dry and sandy or rocky terrain"))
(terrain-type plains (char "+")
(help "flat or rolling countryside or steppe"))
(terrain-type forest (char "%")
(help "dense forest or jungle"))
(terrain-type mountains (char "^")
(help "high elevation and/or rugged terrain"))
(terrain-type ice (char "_")
(help "permanent ice fields"))
(define land-t* (desert plains forest mountains))
(define cell-t* (sea shallows swamp desert plains forest mountains ice))
(terrain-type road (char ">")
(subtype connection) (subtype-x road-x))
(terrain-type river (char "<")
(subtype border) (subtype-x river-x))
;; Different classes of terrain should not have overlapping elevation ranges.
(add (sea shallows swamp) elevation-min 0)
(add (sea shallows swamp) elevation-max (0 0 2))
(add (desert plains forest) elevation-min 3)
(add (desert plains forest) elevation-max 2000)
(add mountains elevation-min 2001)
(add mountains elevation-max 6000)
(add ice elevation-min 6001)
(add ice elevation-max 9000)
;; The elevations above are consistent with 100-km-across cells. */
(area (cell-width 100000))
(add (sea shallows) liquid true)
;;; Some defns for the fractal percentile generator.
(set alt-blob-density 10000)
(set alt-blob-height 500)
(set alt-blob-size 100)
(set alt-smoothing 4)
(set wet-blob-density 2000)
(set wet-blob-size 100)
(add cell-t* alt-percentile-min ( 0 68 69 70 70 70 93 99))
(add cell-t* alt-percentile-max ( 68 69 71 93 93 93 99 100))
(add cell-t* wet-percentile-min ( 0 0 50 0 20 80 0 0))
(add cell-t* wet-percentile-max (100 100 100 20 80 100 100 100))
;;; River generation.
;; Rivers are most likely to start in the mountains or forests.
(add (plains forest mountains) river-chance (5.00 8.00 12.00))
;; Rivers empty into lakes if they don't reach the sea.
(set river-sink-terrain shallows)
;;; Road generation.
(table road-into-chance
(land-t* land-t* 100)
;; No roads across ice fields.
(land-t* ice 0)
;; Try to get a road back out into the plains.
(cell-t* plains 100)
;; Be reluctant to run through hostile terrain.
(plains (desert forest mountains) (40 30 20))
)
(set edge-terrain ice)
;;; Any attempts to use t* in other games should be aware of
;;; how many types are defined in this file.