public override void Generate(int seed, RDungeonEntry entry) { this.seed = seed; this.entry = entry; rand = new Random(seed); for (int i = 0; i < entry.Floors.Count - 1; i++) { floorLinks.Add(new FloorLink(i, 1), new FloorLink(i + 1, 0)); } floorLinks.Add(new FloorLink(entry.Floors.Count - 1, 1), new FloorLink(-1, 0)); Start = new Loc3D(this[0].BorderPoints[0].X, this[0].BorderPoints[0].Y, 0); }
public override void Generate(int seed, RDungeonEntry entry) { Generate(seed, ""); }
public static void Init() { #if GAME_MODE ItemDex = new ItemEntry[MAX_ITEMS]; for (int i = 0; i < MAX_ITEMS; i++) { ItemDex[i] = new ItemEntry(); ItemDex[i].Load(i); } MoveDex = new MoveEntry[MAX_MOVES]; for (int i = 0; i < MAX_MOVES; i++) { MoveDex[i] = new MoveEntry(); MoveDex[i].Load(i); } #endif Dex = new DexEntry[MAX_DEX + 1]; for (int i = 0; i <= MAX_DEX; i++) { try { Dex[i] = new DexEntry(); Dex[i].Load(i); } catch (Exception ex) { Logs.Logger.LogError(ex); } } #if GAME_MODE RoomAlgorithmDex = new RoomAlgorithm[MAX_ROOM_ALGORITHMS]; for (int i = 0; i < MAX_ROOM_ALGORITHMS; i++) { RoomAlgorithmDex[i] = new RoomAlgorithm(); RoomAlgorithmDex[i].Load(i); } FloorAlgorithmDex = new FloorAlgorithm[MAX_FLOOR_ALGORITHMS]; for (int i = 0; i < MAX_FLOOR_ALGORITHMS; i++) { FloorAlgorithmDex[i] = new FloorAlgorithm(); FloorAlgorithmDex[i].Load(i); } DungeonAlgorithmDex = new AlgorithmEntry[MAX_DUNGEON_ALGORITHMS]; for (int i = 0; i < MAX_DUNGEON_ALGORITHMS; i++) { DungeonAlgorithmDex[i] = new AlgorithmEntry(); DungeonAlgorithmDex[i].Load(i); } RDungeonDex = new RDungeonEntry[MAX_RDUNGEONS]; for (int i = 0; i < MAX_RDUNGEONS; i++) { RDungeonDex[i] = new RDungeonEntry(); RDungeonDex[i].Load(i); } #endif }
public static void Init() { #if GAME_MODE ItemDex = new ItemEntry[MAX_ITEMS]; for (int i = 0; i < MAX_ITEMS; i++) { ItemDex[i] = new ItemEntry(); ItemDex[i].Load(i); } MoveDex = new MoveEntry[MAX_MOVES]; for (int i = 0; i < MAX_MOVES; i++) { MoveDex[i] = new MoveEntry(); MoveDex[i].Load(i); } #endif Dex = new DexEntry[MAX_DEX+1]; for (int i = 0; i <= MAX_DEX; i++) { try { Dex[i] = new DexEntry(); Dex[i].Load(i); } catch (Exception ex) { Logs.Logger.LogError(ex); } } #if GAME_MODE RoomAlgorithmDex = new RoomAlgorithm[MAX_ROOM_ALGORITHMS]; for (int i = 0; i < MAX_ROOM_ALGORITHMS; i++) { RoomAlgorithmDex[i] = new RoomAlgorithm(); RoomAlgorithmDex[i].Load(i); } FloorAlgorithmDex = new FloorAlgorithm[MAX_FLOOR_ALGORITHMS]; for (int i = 0; i < MAX_FLOOR_ALGORITHMS; i++) { FloorAlgorithmDex[i] = new FloorAlgorithm(); FloorAlgorithmDex[i].Load(i); } DungeonAlgorithmDex = new AlgorithmEntry[MAX_DUNGEON_ALGORITHMS]; for (int i = 0; i < MAX_DUNGEON_ALGORITHMS; i++) { DungeonAlgorithmDex[i] = new AlgorithmEntry(); DungeonAlgorithmDex[i].Load(i); } RDungeonDex = new RDungeonEntry[MAX_RDUNGEONS]; for (int i = 0; i < MAX_RDUNGEONS; i++) { RDungeonDex[i] = new RDungeonEntry(); RDungeonDex[i].Load(i); } #endif }