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authorJude Brown <bookofjude@users.sourceforge.net>2010-01-12 22:09:51 +1000
committerJude Brown <bookofjude@users.sourceforge.net>2010-01-13 21:44:55 +1000
commited8f8e0dbefef13fc35572729c5f6b5cf70ebc1b (patch)
tree0edc1534af0ed08b6f4fae1cbec15807625f3203 /crawl-ref/source/dungeon.cc
parent2ee889338d8f6210ebedf62ad734dd838fa9b84e (diff)
downloadcrawl-ref-ed8f8e0dbefef13fc35572729c5f6b5cf70ebc1b.tar.gz
crawl-ref-ed8f8e0dbefef13fc35572729c5f6b5cf70ebc1b.zip
Convert _city_level to Lua.
This commit translates the original C++ _city_level code into Lua. It opens up the way for nicer Vault layouts, using a series of subvaults. Hopefully it doesn't break anything too much! Should be reverted if it does.
Diffstat (limited to 'crawl-ref/source/dungeon.cc')
-rw-r--r--crawl-ref/source/dungeon.cc82
1 files changed, 8 insertions, 74 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index c9a29e76e7..442ff363b1 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -2561,10 +2561,10 @@ static builder_rc_type _builder_normal(int level_number, char level_type,
if (player_in_branch( BRANCH_VAULTS ))
{
- if (one_chance_in(3))
- _city_level(level_number);
- else
- _plan_main(level_number, 4);
+ //if (one_chance_in(3))
+ _city_level(level_number);
+ //else
+ // _plan_main(level_number, 4);
return BUILD_SKIP;
}
@@ -7122,77 +7122,11 @@ static void _city_level(int level_number)
dgn_Build_Method += make_stringf(" city_level [%d]", level_number);
dgn_Layout_Type = "city";
- int temp_rand; // probability determination {dlb}
- // Remember, can have many wall types in one level.
- dungeon_feature_type wall_type;
- // Simplifies logic of innermost loop. {dlb}
- dungeon_feature_type wall_type_room;
-
- int xs = 0, ys = 0;
- int x1 = 0, x2 = 0;
- int y1 = 0, y2 = 0;
- int i,j;
-
- temp_rand = random2(8);
-
- wall_type = ((temp_rand > 4) ? DNGN_ROCK_WALL : // 37.5% {dlb}
- (temp_rand > 1) ? DNGN_STONE_WALL // 37.5% {dlb}
- : DNGN_METAL_WALL); // 25.0% {dlb}
-
- if (one_chance_in(100))
- wall_type = DNGN_GREEN_CRYSTAL_WALL;
-
- _make_box( 7, 7, GXM-7, GYM-7, DNGN_FLOOR );
-
- for (i = 0; i < 5; i++)
- for (j = 0; j < 4; j++)
- {
- xs = 8 + (i * 13);
- ys = 8 + (j * 14);
- x1 = xs + random2avg(5, 2);
- y1 = ys + random2avg(5, 2);
- x2 = xs + 11 - random2avg(5, 2);
- y2 = ys + 11 - random2avg(5, 2);
-
- temp_rand = random2(280);
-
- if (temp_rand > 39) // 85.7% draw room(s) {dlb}
- {
- wall_type_room = ((temp_rand > 63) ? wall_type : // 77.1%
- (temp_rand > 54) ? DNGN_STONE_WALL : // 3.2%
- (temp_rand > 45) ? DNGN_ROCK_WALL // 3.2%
- : DNGN_METAL_WALL); // 2.1%
-
- if (one_chance_in(250))
- wall_type_room = DNGN_GREEN_CRYSTAL_WALL;
-
- _box_room(x1, x2, y1, y2, wall_type_room);
-
- // Inner room - neat.
- if (x2 - x1 > 5 && y2 - y1 > 5 && one_chance_in(8))
- {
- _box_room(x1 + 2, x2 - 2, y1 + 2, y2 - 2, wall_type);
-
- // Treasure area... neat.
- if (one_chance_in(3))
- {
- _treasure_area(level_number, x1 + 3, x2 - 3,
- y1 + 3, y2 - 3);
- }
- }
- }
- }
-
- int stair_count = coinflip() ? 4 : 3;
-
- for (j = 0; j < stair_count; j++)
- for (i = 0; i < 2; i++)
- {
- _place_specific_stair( static_cast<dungeon_feature_type>(
- j + ((i == 0) ? DNGN_STONE_STAIRS_DOWN_I
- : DNGN_STONE_STAIRS_UP_I)) );
- }
+ const map_def *vault = find_map_by_name("layout_city");
+ ASSERT(vault);
+ bool success = _build_vaults(level_number, vault);
+ dgn_ensure_vault_placed(success, false);
}
static bool _treasure_area(int level_number, unsigned char ta1_x,