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unit MapTiles;
{***********************************************************
Project: C-evo External Map Generator
Copyright: 1999-2023 P Blackman
License: GPLv3+
Subroutines for Map Tiles that don't need to be in CevoMap.pas
***********************************************************}
interface
const
lxMax = 126;
lyMax = 132; // must be a mutiple of 4
type
tTerrain =
// Jungle is not used in map files
// The game itself switches forest near the equator to jungle
(Ocean, Coast, Grass, Desert, Prairie, Tundra, Arctic, Glacier = Arctic, Swamp,
Jungle, Forest, Hills, Mountain);
// Respresentation of one tile in the map, 4 bytes
tTile =
packed record
Terrain,
Improve,
StartPos,
Special: Byte;
end;
function Lowlands(R, T: Integer): tterrain;
function Steppe(R, T: Integer): tterrain;
function Highlands(R, T: Integer): tterrain;
function TerrainChar(T: tTerrain): Char;
implementation
function Lowlands(R, T: Integer): tterrain;
begin
result := Grass;
case R of
0:
case T of
0: Result := Glacier;
1: Result := Tundra;
2: Result := Prairie;
3: Result := Desert;
end;
1:
case T of
0: Result := Glacier;
1: Result := Tundra;
2: Result := Grass;
3: Result := Desert;
end;
2:
case T of
0: Result := Swamp;
1: Result := Grass;
2: Result := Grass;
3: Result := Forest;
end;
3:
case T of
0: Result := Swamp;
1: Result := Swamp;
2: Result := Forest;
3: Result := Forest;
end;
end;
end;
function Steppe(R, T: Integer): tterrain;
begin
result := Prairie;
case R of
0:
case T of
0: Result := Tundra;
1: Result := Tundra;
2: Result := Prairie;
3: Result := Desert;
end;
1:
case T of
0: Result := Tundra;
1: Result := Prairie;
2: Result := Forest;
3: Result := Desert;
end;
2:
case T of
0: Result := Glacier;
1: Result := Forest;
2: Result := Grass;
3: Result := Prairie;
end;
3:
case T of
0: Result := Glacier;
1: Result := Grass;
2: Result := Forest;
3: Result := Forest;
end;
end;
end;
function Highlands(R, T: Integer): tterrain;
begin
result := Hills;
case R of
0:
case T of
0: Result := Tundra;
1: Result := Hills;
2: Result := Hills;
3: Result := Desert;
end;
1:
case T of
0: Result := Tundra;
1: Result := Hills;
2: Result := Hills;
3: Result := Prairie;
end;
2:
case T of
0: Result := Glacier;
1: Result := Hills;
2: Result := Hills;
3: Result := Hills;
end;
3:
case T of
0: Result := Glacier;
1: Result := Forest;
2: Result := Hills;
3: Result := Hills;
end
end;
end;
function TerrainChar(T: tTerrain): Char;
begin
case T of
Ocean: Result := 'O';
Coast: Result := 'C';
Grass: Result := 'G';
Desert: Result := 'D';
Prairie: Result := 'R';
Tundra: Result := 'T';
Arctic: Result := 'A';
Swamp: Result := 'S';
Forest: Result := 'F';
Hills: Result := 'H';
Mountain: Result := 'M';
otherwise
Result := '?';
end;
end;
end.
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