forked from github/server
random_terrain() function
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@ -37,6 +37,28 @@
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#include <string.h>
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#include <stdlib.h>
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const terrain_type *
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random_terrain(unsigned int flags)
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{
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static int nterrains;
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const terrain_type * terrain;
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int n;
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if (nterrains==0) {
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for (terrain=terrains();terrain;terrain=terrain->next) {
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if (fval(terrain, flags)==flags) {
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++nterrains;
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}
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}
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}
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n = rand() % nterrains;
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for (terrain=terrains();n;terrain=terrain->next) {
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if (fval(terrain, flags)==flags) {
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--n;
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}
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}
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return terrain;
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}
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static int
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count_demand(const region *r)
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@ -622,7 +644,7 @@ autoseed(newfaction ** players, int nsize, boolean new_island)
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--isize;
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if (psize>=PLAYERS_PER_ISLAND) break;
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} else {
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terraform(r, (terrain_t)((rand() % T_GLACIER)+1));
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terraform_region(r, random_terrain(NORMAL_TERRAIN));
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--isize;
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}
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}
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@ -655,15 +677,15 @@ autoseed(newfaction ** players, int nsize, boolean new_island)
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for (d=0;d!=MAXDIRECTIONS;++d) {
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region * rn = rconnect(r, d);
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if (rn==NULL) {
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terrain_t terrain = T_OCEAN;
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const struct terrain_type * terrain = newterrain(T_OCEAN);
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rn = new_region(r->x + delta_x[d], r->y + delta_y[d]);
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if (rand() % SPECIALCHANCE < special) {
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terrain = (terrain_t)(1 + rand() % T_GLACIER);
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terrain = random_terrain(NORMAL_TERRAIN);
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special = SPECIALCHANCE / 3; /* 33% chance auf noch eines */
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} else {
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special = 1;
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}
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terraform(rn, terrain);
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terraform_region(rn, terrain);
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/* the new region has an extra 15% chance to have laen */
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if (rand() % 100 < 15) rsetlaen(r, 5 + rand() % 5);
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/* the new region has an extra 20% chance to have mallorn */
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@ -36,6 +36,7 @@ extern int autoseed(newfaction ** players, int nsize, boolean new_island);
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extern newfaction * read_newfactions(const char * filename);
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extern void get_island(struct region * root, struct region_list ** rlist);
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extern int fix_demand(struct region *r);
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extern const struct terrain_type * random_terrain(unsigned int flags);
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#ifdef __cplusplus
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}
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@ -1153,19 +1153,7 @@ movearound(short rx, short ry) {
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case 'I':
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a=map_input(0,0,0,"Wieviele Regionen?",0,500,0);
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if (a) {
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const terrain_type * terrain;
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int nterrains;
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for (terrain=terrains();terrain;terrain=terrain->next) {
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if (fval(terrain, NORMAL_TERRAIN)) {
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++nterrains;
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}
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}
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nterrains = rand() % nterrains;
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for (terrain=terrains();nterrains;terrain=terrain->next) {
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if (fval(terrain, NORMAL_TERRAIN)) {
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--nterrains;
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}
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}
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const terrain_type * terrain = random_terrain(NORMAL_TERRAIN);
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create_island(r, a, terrain);
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modified=1;
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}
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