forked from github/server
Newbie islands should not have volcano terrain.
This commit is contained in:
parent
b48b69bc94
commit
df746dd342
|
@ -160,7 +160,7 @@ static int tolua_make_island(lua_State * L)
|
||||||
int y = (int)tolua_tonumber(L, 2, 0);
|
int y = (int)tolua_tonumber(L, 2, 0);
|
||||||
int s = (int)tolua_tonumber(L, 3, 0);
|
int s = (int)tolua_tonumber(L, 3, 0);
|
||||||
|
|
||||||
s = build_island_e3(x, y, s, NULL, 0);
|
s = build_island(x, y, s, NULL, 0);
|
||||||
lua_pushinteger(L, s);
|
lua_pushinteger(L, s);
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1143,7 +1143,7 @@ static void handlekey(state * st, int c)
|
||||||
else {
|
else {
|
||||||
n = minpop;
|
n = minpop;
|
||||||
}
|
}
|
||||||
build_island_e3(nx, ny, n, NULL, 0);
|
build_island(nx, ny, n, NULL, 0);
|
||||||
st->modified = 1;
|
st->modified = 1;
|
||||||
st->wnd_info->update |= 1;
|
st->wnd_info->update |= 1;
|
||||||
st->wnd_status->update |= 1;
|
st->wnd_status->update |= 1;
|
||||||
|
|
|
@ -49,7 +49,7 @@
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
#include <assert.h>
|
#include <assert.h>
|
||||||
|
|
||||||
const terrain_type *random_terrain(const terrain_type * terrains[],
|
static const terrain_type *random_terrain_select(const terrain_type * terrains[],
|
||||||
int distribution[], int size)
|
int distribution[], int size)
|
||||||
{
|
{
|
||||||
int ndistribution = size;
|
int ndistribution = size;
|
||||||
|
@ -583,7 +583,7 @@ int autoseed(newfaction ** players, int nsize, int max_agediff)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
terraform_region(r, random_terrain(terrainarr, distribution, nterrains));
|
terraform_region(r, random_terrain_select(terrainarr, distribution, nterrains));
|
||||||
--isize;
|
--isize;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -619,7 +619,7 @@ int autoseed(newfaction ** players, int nsize, int max_agediff)
|
||||||
pnormalize(&x, &y, pl);
|
pnormalize(&x, &y, pl);
|
||||||
rn = new_region(x, y, pl, 0);
|
rn = new_region(x, y, pl, 0);
|
||||||
if (rng_int() % SPECIALCHANCE < special) {
|
if (rng_int() % SPECIALCHANCE < special) {
|
||||||
terrain = random_terrain(terrainarr, distribution, nterrains);
|
terrain = random_terrain_select(terrainarr, distribution, nterrains);
|
||||||
special = SPECIALCHANCE / 3; /* 33% chance auf noch eines */
|
special = SPECIALCHANCE / 3; /* 33% chance auf noch eines */
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
|
@ -698,23 +698,21 @@ region *regionqueue_pop(region_list ** rlist)
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
#define GEOMAX 8
|
#define GEOMAX 7
|
||||||
static struct geo {
|
static struct geo {
|
||||||
int distribution;
|
int distribution;
|
||||||
terrain_t type;
|
terrain_t type;
|
||||||
} geography_e3[GEOMAX] = {
|
} geography_e3[GEOMAX] = {
|
||||||
{
|
{ 8, T_OCEAN },
|
||||||
8, T_OCEAN }, {
|
{ 3, T_SWAMP },
|
||||||
3, T_SWAMP }, {
|
{ 3, T_DESERT },
|
||||||
1, T_VOLCANO }, {
|
{ 4, T_HIGHLAND },
|
||||||
3, T_DESERT }, {
|
{ 3, T_MOUNTAIN },
|
||||||
4, T_HIGHLAND }, {
|
{ 2, T_GLACIER },
|
||||||
3, T_MOUNTAIN }, {
|
{ 1, T_PLAIN }
|
||||||
2, T_GLACIER }, {
|
|
||||||
1, T_PLAIN }
|
|
||||||
};
|
};
|
||||||
|
|
||||||
const terrain_type *random_terrain_e3(direction_t dir)
|
const terrain_type *random_terrain(direction_t dir)
|
||||||
{
|
{
|
||||||
static const terrain_type **terrainarr = 0;
|
static const terrain_type **terrainarr = 0;
|
||||||
static int *distribution = 0;
|
static int *distribution = 0;
|
||||||
|
@ -731,7 +729,7 @@ const terrain_type *random_terrain_e3(direction_t dir)
|
||||||
distribution[n] = geography_e3[n].distribution;
|
distribution[n] = geography_e3[n].distribution;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return random_terrain(terrainarr, distribution, GEOMAX);
|
return random_terrain_select(terrainarr, distribution, GEOMAX);
|
||||||
}
|
}
|
||||||
|
|
||||||
static int
|
static int
|
||||||
|
@ -864,8 +862,8 @@ static void starting_region(newfaction ** players, region * r, region * rn[])
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/* E3A island generation */
|
/* island generator */
|
||||||
int build_island_e3(int x, int y, int minsize, newfaction ** players, int numfactions)
|
int build_island(int x, int y, int minsize, newfaction ** players, int numfactions)
|
||||||
{
|
{
|
||||||
#define MIN_QUALITY 1000
|
#define MIN_QUALITY 1000
|
||||||
int nfactions = 0;
|
int nfactions = 0;
|
||||||
|
@ -881,14 +879,14 @@ int build_island_e3(int x, int y, int minsize, newfaction ** players, int numfac
|
||||||
r = new_region(x, y, pl, 0);
|
r = new_region(x, y, pl, 0);
|
||||||
}
|
}
|
||||||
do {
|
do {
|
||||||
terraform_region(r, random_terrain_e3(NODIRECTION));
|
terraform_region(r, random_terrain(NODIRECTION));
|
||||||
} while (!r->land);
|
} while (!r->land);
|
||||||
|
|
||||||
while (r) {
|
while (r) {
|
||||||
fset(r, RF_MARK);
|
fset(r, RF_MARK);
|
||||||
if (r->land) {
|
if (r->land) {
|
||||||
if (nsize < minsize) {
|
if (nsize < minsize) {
|
||||||
nsize += random_neighbours(r, &rlist, &random_terrain_e3, minsize - nsize);
|
nsize += random_neighbours(r, &rlist, &random_terrain, minsize - nsize);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
nsize += random_neighbours(r, &rlist, &get_ocean, minsize - nsize);
|
nsize += random_neighbours(r, &rlist, &get_ocean, minsize - nsize);
|
||||||
|
|
|
@ -33,10 +33,8 @@ extern "C" {
|
||||||
|
|
||||||
extern int autoseed(newfaction ** players, int nsize, int max_agediff);
|
extern int autoseed(newfaction ** players, int nsize, int max_agediff);
|
||||||
extern newfaction *read_newfactions(const char *filename);
|
extern newfaction *read_newfactions(const char *filename);
|
||||||
extern const struct terrain_type *random_terrain(const struct terrain_type
|
|
||||||
*terrains[], int distribution[], int size);
|
|
||||||
|
|
||||||
extern int build_island_e3(int x, int y, int minsize, newfaction **players, int numfactions);
|
extern int build_island(int x, int y, int minsize, newfaction **players, int numfactions);
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue