Updated land generator tool to use high mountains instead of wasteland, generate beaches at low altitude, and not generate compiler warnings.
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@20279 282e977c-c81d-0410-88c4-b93c2d0d6712master
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274e5264ca
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81829617db
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@ -1,3 +1,8 @@
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2016-05-24 12:29 Daniel Hawkins
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* Info/land.c: Updated to solve some compiler warnings, use impassable
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mountains instead of wastelands, and generate beaches.
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2016-05-22 15:59 Daniel Hawkins
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2016-05-22 15:59 Daniel Hawkins
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* scorn/misc/battle_arena/entrance: Made the information books start identified.
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* scorn/misc/battle_arena/entrance: Made the information books start identified.
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21
Info/land.c
21
Info/land.c
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@ -52,10 +52,11 @@ typedef enum {
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Woods3=15,
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Woods3=15,
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Hills=16,
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Hills=16,
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HillsRocky=17,
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HillsRocky=17,
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Steppe=17,
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Steppe=18,
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Mountain=19,
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Mountain=19,
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HighMountain=20,
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HighMountain=20,
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WasteLand=21
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WasteLand=21, /*Now just higher mountain */
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Beach = 22
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} Terrain_Types;
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} Terrain_Types;
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char *Terrain_Names[][2] = {
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char *Terrain_Names[][2] = {
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@ -84,7 +85,9 @@ char *Terrain_Names[][2] = {
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{"steppe", "150 97 34 "},
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{"steppe", "150 97 34 "},
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{"mountain", "183 190 190 "},
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{"mountain", "183 190 190 "},
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{"mountain2", "191 196 185 "},
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{"mountain2", "191 196 185 "},
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{"wasteland", "255 255 255 "},
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{"mountain4", "255 255 255 "},
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/* Maybe need to put in order? */
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{"beach", "232 228 165 "},
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};
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};
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@ -145,6 +148,9 @@ void write_crossfire_maps(int mapy, int mapx)
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if (altitude[y][x] < 10) {
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if (altitude[y][x] < 10) {
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terrain[x + y * mapx] = Swamp + (r1 % 2);
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terrain[x + y * mapx] = Swamp + (r1 % 2);
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}
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}
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else if (altitude[y][x] < 75){
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terrain[x + y * mapx] = Beach;
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}
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else if (altitude[y][x] < 1000) {
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else if (altitude[y][x] < 1000) {
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terrain[x + y * mapx] = Grass + (r1 % 3);
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terrain[x + y * mapx] = Grass + (r1 % 3);
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} else if (altitude[y][x] < 3000) {
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} else if (altitude[y][x] < 3000) {
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@ -171,7 +177,10 @@ void write_crossfire_maps(int mapy, int mapx)
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if (altitude[y][x] < 10) {
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if (altitude[y][x] < 10) {
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terrain[x + y * mapx] = Swamp + (r1 % 2);
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terrain[x + y * mapx] = Swamp + (r1 % 2);
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}
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}
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if (altitude[y][x] < 1000) {
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else if (altitude[y][x] < 75){
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terrain[x + y * mapx] = Beach;
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}
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else if (altitude[y][x] < 1000) {
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terrain[x + y * mapx] = Grass + (r1 % 3);
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terrain[x + y * mapx] = Grass + (r1 % 3);
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} else if (altitude[y][x] < 3000) {
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} else if (altitude[y][x] < 3000) {
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terrain[x + y * mapx] = EverGreens + (r2 % 9);
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terrain[x + y * mapx] = EverGreens + (r2 % 9);
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@ -204,7 +213,7 @@ void write_crossfire_maps(int mapy, int mapx)
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fprintf(fp,"width %d\n", MAP_SIZE);
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fprintf(fp,"width %d\n", MAP_SIZE);
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fprintf(fp,"height %d\n", MAP_SIZE);
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fprintf(fp,"height %d\n", MAP_SIZE);
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/* Not used right now, but useful to include */
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/* Not used right now, but useful to include */
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fprintf(fp,"outdoor 1\n", MAP_SIZE);
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fprintf(fp,"outdoor 1\n");
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/* don't do difficult, reset time, or enter coordinates */
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/* don't do difficult, reset time, or enter coordinates */
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/* Set up the tile paths */
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/* Set up the tile paths */
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@ -250,7 +259,7 @@ void write_crossfire_maps(int mapy, int mapx)
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fprintf(fp, "P3 %d %d 255\n", mapy, mapx);
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fprintf(fp, "P3 %d %d 255\n", mapy, mapx);
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for (y=0; y < mapy; y++) {
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for (y=0; y < mapy; y++) {
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for (x=0; x < mapx; x++) {
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for (x=0; x < mapx; x++) {
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fprintf(fp, Terrain_Names[terrain[x + y * mapx]][1]);
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fprintf(fp, "%s", Terrain_Names[terrain[x + y * mapx]][1]);
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}
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}
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fprintf(fp, "\n");
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fprintf(fp, "\n");
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}
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}
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