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map_type_data.cpp
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#include "map.h"
Map_type_datum* Map_type_data[MAP_MAX];
#define _ter(n) \
cur_id = (n)
#define _name(n) \
Map_type_data[cur_id]->name = (n)
#define _water() \
Map_type_data[cur_id]->is_water = true
#define _river() \
Map_type_data[cur_id]->is_river = true
#define _road_cost(n) \
Map_type_data[cur_id]->road_cost = (n)
#define _travel_cost(n) \
Map_type_data[cur_id]->travel_cost = (n)
#define _symbol(c, f) \
Map_type_data[cur_id]->symbol = glyph( (c), (f), c_black)
#define _role(r) \
Map_type_data[cur_id]->city_roles.push_back( (r) )
void init_map_type_data()
{
int cur_id = 0;
for (int i = 0; i < MAP_MAX; i++) {
Map_type_data[i] = new Map_type_datum;
}
_ter(MAP_NULL);
_name("Out of bounds");
_road_cost(-1); // Roads are forbidden
_travel_cost(-1); // Can't travel here
_symbol('x', c_red);
_ter(MAP_TUNDRA);
_name("tundra");
_road_cost(50);
_travel_cost(50);
_symbol('*', c_white);
_role(CITY_ROLE_HUNTING);
_ter(MAP_DESERT);
_name("desert");
_road_cost(35);
_travel_cost(40);
_symbol('x', c_yellow);
_role(CITY_ROLE_HUNTING);
_ter(MAP_WASTELAND);
_name("wasteland");
_road_cost(13);
_travel_cost(40);
_symbol(',', c_brown);
_role(CITY_ROLE_FARMING);
_role(CITY_ROLE_MINING);
_role(CITY_ROLE_HUNTING);
_ter(MAP_PLAINS);
_name("plains");
_road_cost(10);
_travel_cost(25);
_symbol('.', c_green);
_role(CITY_ROLE_FARMING);
_role(CITY_ROLE_HUNTING);
_role(CITY_ROLE_LIVESTOCK);
_ter(MAP_FOREST);
_name("forest");
_road_cost(25);
_travel_cost(75);
_symbol('7', c_ltgreen);
_role(CITY_ROLE_LOGGING);
_role(CITY_ROLE_HUNTING);
_ter(MAP_SWAMP);
_name("swamp");
_road_cost(40);
_travel_cost(125);
_water();
_symbol('s', c_cyan);
_role(CITY_ROLE_FARMING);
_ter(MAP_JUNGLE);
_name("jungle");
_road_cost(75);
_travel_cost(200);
_symbol('J', c_ltcyan);
_role(CITY_ROLE_LOGGING);
_role(CITY_ROLE_HUNTING);
_ter(MAP_FOOTHILLS);
_name("foothills");
_road_cost(20);
_travel_cost(50);
_symbol('n', c_brown);
_role(CITY_ROLE_FARMING);
_role(CITY_ROLE_MINING);
_role(CITY_ROLE_HUNTING);
_role(CITY_ROLE_LIVESTOCK);
_ter(MAP_ICY_FOOTHILLS);
_name("icy foothills");
_road_cost(35);
_travel_cost(100);
_symbol('n', c_ltcyan);
_role(CITY_ROLE_MINING);
_role(CITY_ROLE_HUNTING);
_ter(MAP_MOUNTAINOUS);
_name("mountain range");
_road_cost(100);
_travel_cost(250);
_symbol('M', c_ltgray);
_role(CITY_ROLE_MINING);
_ter(MAP_ICY_MOUNTAIN);
_name("icy mountain");
_road_cost(-1);
_travel_cost(400);
_symbol('M', c_white);
_role(CITY_ROLE_MINING);
_ter(MAP_BASIN);
_name("river basin");
_road_cost(25);
_travel_cost(20);
_river();
_water();
_symbol('S', c_blue);
_role(CITY_ROLE_FARMING);
_role(CITY_ROLE_HUNTING);
_role(CITY_ROLE_LIVESTOCK);
_ter(MAP_CANYON);
_name("canyon");
_road_cost(30);
_travel_cost(40);
_river();
_water();
_symbol('S', c_ltblue);
_role(CITY_ROLE_FARMING);
_role(CITY_ROLE_MINING);
_role(CITY_ROLE_HUNTING);
_ter(MAP_GLACIER);
_name("glacier");
_road_cost(40);
_travel_cost(75);
_river();
_water();
_symbol('S', c_ltcyan);
_ter(MAP_COASTAL);
_name("coastal");
_road_cost(9);
_travel_cost(25);
_symbol('.', c_yellow);
_role(CITY_ROLE_FARMING);
_ter(MAP_OCEAN);
_name("ocean");
_road_cost(-1);
_travel_cost(-1);
_water();
_symbol('=', c_blue);
_ter(MAP_ICECAP);
_name("icecap");
_road_cost(100);
_travel_cost(100);
_symbol('=', c_ltcyan);
}