home *** CD-ROM | disk | FTP | other *** search
Text File | 1996-04-04 | 2.6 KB | 98 lines | [TEXT/XCNQ] |
- (game-module "stdterr"
- ;;; A standard set of terrain types shared by many game designs.
- )
-
- (terrain-type sea
- (color "sky blue") (image-name "sea") (char ".")
- (help "deep ocean"))
- (terrain-type shallows
- (color "cyan") (image-name "shallows") (char ",")
- (help "coastal waters and lakes"))
- (terrain-type swamp
- (color "yellow green") (image-name "swamp") (char "=")
- )
- (terrain-type desert
- (color "yellow") (image-name "desert") (char "~")
- )
- (terrain-type plains
- (color "green") (image-name "plains") (char "+")
- )
- (terrain-type forest
- (color "forest green") (image-name "forest") (char "%")
- )
- (terrain-type mountains
- (color "sienna") (image-name "mountains") (char "^")
- )
- (terrain-type ice
- (color "white") (image-name "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
- (color "gray") (char ">")
- (subtype connection) (subtype-x road-x))
-
- (terrain-type river
- (color "blue") (char "<")
- (subtype border) (subtype-x river-x))
-
- (add t* elevation-min -100)
- (add t* elevation-max 2000)
- (add (sea shallows swamp) elevation-min 0)
- (add (sea shallows swamp) elevation-max (0 0 10))
- (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 200)
- (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.
-
-