#define MAX_TILE 256
const unsigned char WorldTileTable[MAX_TILE][100] =
{
{
/* Number: 0/00
* Description: Solid sea water
* Quarters1: SS
* Quarters2: SS
* River: NONE
* No: 0
*/
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0
},
(snip)
{
/* Number: 10/0a
* Description: River Through Plain
* Quarters1: PP
* Quarters2: PP
* River: E2W
* No: 103
*/
10, 10, 10, 10, 10, 10, 10, 10, 10, 10,
10, 10, 10, 10, 10, 10, 10, 10, 10, 10,
10, 10, 10, 10, 10, 10, 28, 28, 10, 10,
28, 28, 10, 10, 10, 28, 9, 6, 28, 28,
6, 6, 28, 28, 28, 9, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 28, 28, 8, 6,
28, 28, 8, 6, 6, 28, 10, 10, 28, 28,
10, 10, 28, 28, 28, 10, 10, 10, 10, 10,
10, 10, 10, 10, 10, 10, 10, 10, 10, 10,
10, 10, 10, 10, 10, 10, 10, 10, 10, 10
},
(and so on)
#define MAX_TILE 256
const unsigned char WorldTileTable[MAX_TILE][100] =
{
{
(and so on)
Anyhow my preference would be to use more standard terminology (i.e. a map keyed by coordinate pair implemented as a hash table) so that we can get straight to the more interesting stuff.