1 |
elmex |
1.1 |
/* generate a rogue/nethack-like layout */ |
2 |
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#include <global.h> |
3 |
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#include <random_map.h> |
4 |
root |
1.11 |
#include <rproto.h> |
5 |
elmex |
1.1 |
|
6 |
root |
1.3 |
typedef struct |
7 |
|
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{ |
8 |
elmex |
1.1 |
int x; |
9 |
root |
1.3 |
int y; /* coordinates of room centers */ |
10 |
elmex |
1.1 |
|
11 |
|
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int sx; |
12 |
root |
1.3 |
int sy; /* sizes */ |
13 |
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int ax, ay, zx, zy; /* coordinates of extrema of the rectangle */ |
14 |
elmex |
1.1 |
|
15 |
root |
1.3 |
int rtype; /* circle or rectangular */ |
16 |
elmex |
1.1 |
} Room; |
17 |
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|
18 |
root |
1.7 |
static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms); |
19 |
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static void roguelike_make_rooms (Room *rooms, char **maze, int options); |
20 |
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static void roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize); |
21 |
elmex |
1.1 |
|
22 |
root |
1.3 |
int |
23 |
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surround_check (char **layout, int i, int j, int Xsize, int Ysize) |
24 |
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{ |
25 |
elmex |
1.1 |
/* 1 = wall to left, |
26 |
root |
1.3 |
2 = wall to right, |
27 |
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4 = wall above |
28 |
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8 = wall below */ |
29 |
elmex |
1.1 |
int surround_index = 0; |
30 |
root |
1.3 |
|
31 |
root |
1.10 |
if ((i > 0) && (layout[i - 1][j] != 0 && layout[i - 1][j] != '.')) surround_index |= 1; |
32 |
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if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) surround_index |= 2; |
33 |
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if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) surround_index |= 4; |
34 |
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if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) surround_index |= 8; |
35 |
root |
1.9 |
|
36 |
elmex |
1.1 |
return surround_index; |
37 |
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} |
38 |
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|
39 |
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/* actually make the layout: we work by a reduction process: |
40 |
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* first we make everything a wall, then we remove areas to make rooms |
41 |
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*/ |
42 |
root |
1.8 |
void |
43 |
root |
1.9 |
roguelike_layout_gen (Layout maze, int options) |
44 |
root |
1.3 |
{ |
45 |
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int i, j; |
46 |
elmex |
1.1 |
Room *walk; |
47 |
root |
1.3 |
int nrooms = 0; |
48 |
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int tries = 0; |
49 |
elmex |
1.1 |
|
50 |
root |
1.8 |
int xsize = maze->w; |
51 |
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int ysize = maze->h; |
52 |
elmex |
1.1 |
|
53 |
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/* minimum room size is basically 5x5: if xsize/ysize is |
54 |
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less than 3x that then hollow things out, stick in |
55 |
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a stairsup and stairs down, and exit */ |
56 |
root |
1.3 |
if (xsize < 11 || ysize < 11) |
57 |
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{ |
58 |
root |
1.8 |
maze->clear (); |
59 |
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maze->border (); |
60 |
root |
1.7 |
|
61 |
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maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
62 |
root |
1.3 |
maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
63 |
root |
1.7 |
|
64 |
root |
1.8 |
return; |
65 |
root |
1.3 |
} |
66 |
elmex |
1.1 |
|
67 |
root |
1.8 |
maze->clear ('#'); |
68 |
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|
69 |
elmex |
1.1 |
/* decide on the number of rooms */ |
70 |
root |
1.10 |
nrooms = rmg_rndm (10) + 6; |
71 |
root |
1.7 |
Room *rooms = salloc0<Room> (nrooms + 1); |
72 |
elmex |
1.1 |
|
73 |
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/* actually place the rooms */ |
74 |
root |
1.3 |
i = 0; |
75 |
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while (tries < 450 && i < nrooms) |
76 |
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{ |
77 |
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/* try to place the room */ |
78 |
root |
1.7 |
if (!roguelike_place_room (rooms, xsize, ysize, nrooms)) |
79 |
root |
1.3 |
tries++; |
80 |
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else |
81 |
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i++; |
82 |
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} |
83 |
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|
84 |
root |
1.9 |
if (i == 0) /* no can do! */ |
85 |
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{ |
86 |
root |
1.8 |
maze->clear (); |
87 |
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maze->border (); |
88 |
root |
1.7 |
|
89 |
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maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
90 |
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maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
91 |
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|
92 |
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sfree (rooms, nrooms + 1); |
93 |
root |
1.8 |
return; |
94 |
root |
1.3 |
} |
95 |
|
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|
96 |
elmex |
1.1 |
/* erase the areas occupied by the rooms */ |
97 |
root |
1.7 |
roguelike_make_rooms (rooms, maze, options); |
98 |
elmex |
1.1 |
|
99 |
root |
1.7 |
roguelike_link_rooms (rooms, maze, xsize, ysize); |
100 |
elmex |
1.1 |
|
101 |
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/* put in the stairs */ |
102 |
root |
1.3 |
|
103 |
root |
1.7 |
maze[rooms->x][rooms->y] = '<'; |
104 |
|
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|
105 |
elmex |
1.1 |
/* get the last one */ |
106 |
root |
1.7 |
for (walk = rooms; walk->x != 0; walk++) |
107 |
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; |
108 |
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|
109 |
elmex |
1.1 |
/* back up one */ |
110 |
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walk--; |
111 |
root |
1.7 |
|
112 |
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if (walk == rooms) |
113 |
root |
1.3 |
{ |
114 |
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/* In this case, there is only a single room. We don't want to |
115 |
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* clobber are up exit (above) with a down exit, so put the |
116 |
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* other exit one space up/down, depending which is a space |
117 |
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* and not a wall. |
118 |
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*/ |
119 |
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if (maze[walk->x][walk->y + 1] == '.') |
120 |
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maze[walk->x][walk->y + 1] = '>'; |
121 |
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else |
122 |
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maze[walk->x][walk->y - 1] = '>'; |
123 |
|
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} |
124 |
elmex |
1.1 |
else |
125 |
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maze[walk->x][walk->y] = '>'; |
126 |
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|
127 |
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/* convert all the '.' to 0, we're through with the '.' */ |
128 |
root |
1.3 |
for (i = 0; i < xsize; i++) |
129 |
|
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for (j = 0; j < ysize; j++) |
130 |
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{ |
131 |
|
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if (maze[i][j] == '.') |
132 |
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maze[i][j] = 0; |
133 |
root |
1.7 |
|
134 |
root |
1.3 |
if (maze[i][j] == 'D') |
135 |
|
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{ /* remove bad door. */ |
136 |
|
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int si = surround_check (maze, i, j, xsize, ysize); |
137 |
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|
138 |
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if (si != 3 && si != 12) |
139 |
|
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{ |
140 |
|
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maze[i][j] = 0; |
141 |
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/* back up and recheck any nearby doors */ |
142 |
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i = 0; |
143 |
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j = 0; |
144 |
|
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} |
145 |
|
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} |
146 |
elmex |
1.1 |
} |
147 |
root |
1.3 |
|
148 |
root |
1.7 |
sfree (rooms, nrooms + 1); |
149 |
elmex |
1.1 |
} |
150 |
|
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|
151 |
root |
1.3 |
static int |
152 |
root |
1.7 |
roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
153 |
root |
1.3 |
{ |
154 |
|
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int tx, ty; /* trial center locations */ |
155 |
|
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int sx, sy; /* trial sizes */ |
156 |
|
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int ax, ay; /* min coords of rect */ |
157 |
|
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int zx, zy; /* max coords of rect */ |
158 |
elmex |
1.1 |
int x_basesize; |
159 |
|
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int y_basesize; |
160 |
|
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Room *walk; |
161 |
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|
162 |
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/* decide on the base x and y sizes */ |
163 |
root |
1.3 |
x_basesize = xsize / isqrt (nrooms); |
164 |
|
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y_basesize = ysize / isqrt (nrooms); |
165 |
elmex |
1.1 |
|
166 |
root |
1.10 |
tx = rmg_rndm (xsize); |
167 |
|
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ty = rmg_rndm (ysize); |
168 |
root |
1.3 |
|
169 |
elmex |
1.1 |
/* generate a distribution of sizes centered about basesize */ |
170 |
root |
1.10 |
sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize); |
171 |
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sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize); |
172 |
root |
1.3 |
sy = (int) (sy * .5); /* renormalize */ |
173 |
elmex |
1.1 |
|
174 |
|
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/* find the corners */ |
175 |
|
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ax = tx - sx / 2; |
176 |
root |
1.3 |
zx = tx + sx / 2 + sx % 2; |
177 |
elmex |
1.1 |
|
178 |
|
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ay = ty - sy / 2; |
179 |
root |
1.3 |
zy = ty + sy / 2 + sy % 2; |
180 |
elmex |
1.1 |
|
181 |
|
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/* check to see if it's in the map */ |
182 |
root |
1.7 |
if (zx > xsize - 1 || ax < 1) return 0; |
183 |
|
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if (zy > ysize - 1 || ay < 1) return 0; |
184 |
root |
1.3 |
|
185 |
elmex |
1.1 |
/* no small fish */ |
186 |
root |
1.3 |
if (sx < 3 || sy < 3) |
187 |
|
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return 0; |
188 |
elmex |
1.1 |
|
189 |
|
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/* check overlap with existing rooms */ |
190 |
root |
1.7 |
for (walk = rooms; walk->x != 0; walk++) |
191 |
root |
1.3 |
{ |
192 |
|
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int dx = abs (tx - walk->x); |
193 |
|
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int dy = abs (ty - walk->y); |
194 |
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|
195 |
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if ((dx < (walk->sx + sx) / 2 + 2) && (dy < (walk->sy + sy) / 2 + 2)) |
196 |
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return 0; |
197 |
|
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} |
198 |
elmex |
1.1 |
|
199 |
|
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/* if we've got here, presumably the room is OK. */ |
200 |
|
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|
201 |
|
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/* get a pointer to the first free room */ |
202 |
root |
1.7 |
for (walk = rooms; walk->x != 0; walk++) |
203 |
|
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; |
204 |
|
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|
205 |
elmex |
1.1 |
walk->x = tx; |
206 |
|
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walk->y = ty; |
207 |
|
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walk->sx = sx; |
208 |
|
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walk->sy = sy; |
209 |
|
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walk->ax = ax; |
210 |
|
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walk->ay = ay; |
211 |
|
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walk->zx = zx; |
212 |
|
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walk->zy = zy; |
213 |
root |
1.7 |
|
214 |
root |
1.3 |
return 1; /* success */ |
215 |
elmex |
1.1 |
} |
216 |
root |
1.3 |
|
217 |
elmex |
1.1 |
/* write all the rooms into the maze */ |
218 |
root |
1.3 |
static void |
219 |
root |
1.7 |
roguelike_make_rooms (Room *rooms, char **maze, int options) |
220 |
root |
1.3 |
{ |
221 |
|
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int making_circle = 0; |
222 |
|
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int i, j; |
223 |
elmex |
1.1 |
int R; |
224 |
|
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Room *walk; |
225 |
|
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|
226 |
root |
1.7 |
for (walk = rooms; walk->x != 0; walk++) |
227 |
root |
1.3 |
{ |
228 |
|
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/* first decide what shape to make */ |
229 |
|
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switch (options) |
230 |
|
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{ |
231 |
root |
1.4 |
case 1: |
232 |
|
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making_circle = 0; |
233 |
|
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break; |
234 |
|
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case 2: |
235 |
|
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making_circle = 1; |
236 |
|
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break; |
237 |
|
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default: |
238 |
root |
1.10 |
making_circle = ((rmg_rndm (3) == 0) ? 1 : 0); |
239 |
root |
1.4 |
break; |
240 |
root |
1.3 |
} |
241 |
|
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|
242 |
|
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if (walk->sx < walk->sy) |
243 |
|
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R = walk->sx / 2; |
244 |
|
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else |
245 |
|
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R = walk->sy / 2; |
246 |
|
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|
247 |
|
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/* enscribe a rectangle */ |
248 |
|
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for (i = walk->ax; i < walk->zx; i++) |
249 |
|
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for (j = walk->ay; j < walk->zy; j++) |
250 |
root |
1.7 |
if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R) |
251 |
|
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maze[i][j] = '.'; |
252 |
elmex |
1.1 |
} |
253 |
|
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} |
254 |
|
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|
255 |
root |
1.3 |
static void |
256 |
root |
1.7 |
roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize) |
257 |
root |
1.3 |
{ |
258 |
elmex |
1.1 |
Room *walk; |
259 |
root |
1.3 |
int i, j; |
260 |
|
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|
261 |
elmex |
1.1 |
/* link each room to the previous room */ |
262 |
root |
1.7 |
if (rooms[1].x == 0) |
263 |
root |
1.3 |
return; /* only 1 room */ |
264 |
elmex |
1.1 |
|
265 |
root |
1.7 |
for (walk = rooms + 1; walk->x != 0; walk++) |
266 |
root |
1.3 |
{ |
267 |
|
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int x1 = walk->x; |
268 |
|
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int y1 = walk->y; |
269 |
|
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int x2 = (walk - 1)->x; |
270 |
|
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int y2 = (walk - 1)->y; |
271 |
|
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int in_wall = 0; |
272 |
|
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|
273 |
root |
1.10 |
if (rmg_rndm (2)) |
274 |
root |
1.3 |
{ /* connect in x direction first */ |
275 |
|
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/* horizontal connect */ |
276 |
|
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/* swap (x1,y1) (x2,y2) if necessary */ |
277 |
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|
278 |
|
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if (x2 < x1) |
279 |
|
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{ |
280 |
|
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int tx = x2, ty = y2; |
281 |
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|
282 |
|
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x2 = x1; |
283 |
|
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y2 = y1; |
284 |
|
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x1 = tx; |
285 |
|
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y1 = ty; |
286 |
|
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} |
287 |
|
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|
288 |
|
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|
289 |
|
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j = y1; |
290 |
|
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for (i = x1; i < x2; i++) |
291 |
|
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{ |
292 |
|
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if (in_wall == 0 && maze[i][j] == '#') |
293 |
|
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{ |
294 |
|
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in_wall = 1; |
295 |
|
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maze[i][j] = 'D'; |
296 |
|
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} |
297 |
|
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else if (in_wall && maze[i][j] == '.') |
298 |
|
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{ |
299 |
|
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in_wall = 0; |
300 |
|
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maze[i - 1][j] = 'D'; |
301 |
|
|
} |
302 |
|
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else if (maze[i][j] != 'D' && maze[i][j] != '.') |
303 |
|
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maze[i][j] = 0; |
304 |
|
|
} |
305 |
root |
1.11 |
|
306 |
|
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j = min (y1, y2); |
307 |
|
|
|
308 |
root |
1.3 |
if (maze[i][j] == '.') |
309 |
|
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in_wall = 0; |
310 |
root |
1.11 |
|
311 |
root |
1.3 |
if (maze[i][j] == 0 || maze[i][j] == '#') |
312 |
|
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in_wall = 1; |
313 |
root |
1.11 |
|
314 |
|
|
for ( /* j set already */ ; j < max (y1, y2); j++) |
315 |
root |
1.3 |
{ |
316 |
|
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if (in_wall == 0 && maze[i][j] == '#') |
317 |
|
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{ |
318 |
|
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in_wall = 1; |
319 |
|
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maze[i][j] = 'D'; |
320 |
|
|
} |
321 |
|
|
else if (in_wall && maze[i][j] == '.') |
322 |
|
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{ |
323 |
|
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in_wall = 0; |
324 |
|
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maze[i][j - 1] = 'D'; |
325 |
|
|
} |
326 |
|
|
else if (maze[i][j] != 'D' && maze[i][j] != '.') |
327 |
|
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maze[i][j] = 0; |
328 |
|
|
} |
329 |
elmex |
1.1 |
|
330 |
|
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} |
331 |
root |
1.3 |
else |
332 |
|
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{ /* connect in y direction first */ |
333 |
|
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in_wall = 0; |
334 |
|
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/* swap if necessary */ |
335 |
|
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if (y2 < y1) |
336 |
|
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{ |
337 |
|
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int tx = x2, ty = y2; |
338 |
|
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|
339 |
|
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x2 = x1; |
340 |
|
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y2 = y1; |
341 |
|
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x1 = tx; |
342 |
|
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y1 = ty; |
343 |
|
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} |
344 |
|
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i = x1; |
345 |
|
|
/* vertical connect */ |
346 |
|
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for (j = y1; j < y2; j++) |
347 |
|
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{ |
348 |
|
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if (in_wall == 0 && maze[i][j] == '#') |
349 |
|
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{ |
350 |
|
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in_wall = 1; |
351 |
|
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maze[i][j] = 'D'; |
352 |
|
|
} |
353 |
|
|
else if (in_wall && maze[i][j] == '.') |
354 |
|
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{ |
355 |
|
|
in_wall = 0; |
356 |
|
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maze[i][j - 1] = 'D'; |
357 |
|
|
} |
358 |
|
|
else if (maze[i][j] != 'D' && maze[i][j] != '.') |
359 |
|
|
maze[i][j] = 0; |
360 |
|
|
} |
361 |
|
|
|
362 |
root |
1.11 |
i = min (x1, x2); |
363 |
|
|
|
364 |
root |
1.3 |
if (maze[i][j] == '.') |
365 |
|
|
in_wall = 0; |
366 |
root |
1.11 |
|
367 |
root |
1.3 |
if (maze[i][j] == 0 || maze[i][j] == '#') |
368 |
|
|
in_wall = 1; |
369 |
root |
1.11 |
|
370 |
|
|
for ( /* i set already */ ; i < max (x1, x2); i++) |
371 |
root |
1.3 |
{ |
372 |
|
|
if (in_wall == 0 && maze[i][j] == '#') |
373 |
|
|
{ |
374 |
|
|
in_wall = 1; |
375 |
|
|
maze[i][j] = 'D'; |
376 |
|
|
} |
377 |
|
|
else if (in_wall && maze[i][j] == '.') |
378 |
|
|
{ |
379 |
|
|
in_wall = 0; |
380 |
|
|
maze[i - 1][j] = 'D'; |
381 |
|
|
} |
382 |
|
|
else if (maze[i][j] != 'D' && maze[i][j] != '.') |
383 |
|
|
maze[i][j] = 0; |
384 |
|
|
|
385 |
|
|
} |
386 |
elmex |
1.1 |
|
387 |
|
|
} |
388 |
|
|
|
389 |
|
|
} |
390 |
|
|
} |
391 |
root |
1.7 |
|