1 |
root |
1.3 |
|
2 |
elmex |
1.1 |
/* generate a rogue/nethack-like layout */ |
3 |
|
|
#include <global.h> |
4 |
|
|
#include <random_map.h> |
5 |
|
|
#include <math.h> |
6 |
|
|
|
7 |
root |
1.3 |
typedef struct |
8 |
|
|
{ |
9 |
elmex |
1.1 |
int x; |
10 |
root |
1.3 |
int y; /* coordinates of room centers */ |
11 |
elmex |
1.1 |
|
12 |
|
|
int sx; |
13 |
root |
1.3 |
int sy; /* sizes */ |
14 |
|
|
int ax, ay, zx, zy; /* coordinates of extrema of the rectangle */ |
15 |
elmex |
1.1 |
|
16 |
root |
1.3 |
int rtype; /* circle or rectangular */ |
17 |
elmex |
1.1 |
} Room; |
18 |
|
|
|
19 |
root |
1.7 |
static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms); |
20 |
|
|
static void roguelike_make_rooms (Room *rooms, char **maze, int options); |
21 |
|
|
static void roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize); |
22 |
elmex |
1.1 |
|
23 |
root |
1.3 |
int |
24 |
|
|
surround_check (char **layout, int i, int j, int Xsize, int Ysize) |
25 |
|
|
{ |
26 |
elmex |
1.1 |
/* 1 = wall to left, |
27 |
root |
1.3 |
2 = wall to right, |
28 |
|
|
4 = wall above |
29 |
|
|
8 = wall below */ |
30 |
elmex |
1.1 |
int surround_index = 0; |
31 |
root |
1.3 |
|
32 |
|
|
if ((i > 0) && (layout[i - 1][j] != 0 && layout[i - 1][j] != '.')) |
33 |
|
|
surround_index += 1; |
34 |
|
|
if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) |
35 |
|
|
surround_index += 2; |
36 |
|
|
if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) |
37 |
|
|
surround_index += 4; |
38 |
|
|
if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) |
39 |
|
|
surround_index += 8; |
40 |
elmex |
1.1 |
return surround_index; |
41 |
|
|
} |
42 |
|
|
|
43 |
|
|
/* actually make the layout: we work by a reduction process: |
44 |
|
|
* first we make everything a wall, then we remove areas to make rooms |
45 |
|
|
*/ |
46 |
root |
1.8 |
void |
47 |
|
|
roguelike_layout_gen (Maze maze, int options) |
48 |
root |
1.3 |
{ |
49 |
|
|
int i, j; |
50 |
elmex |
1.1 |
Room *walk; |
51 |
root |
1.3 |
int nrooms = 0; |
52 |
|
|
int tries = 0; |
53 |
elmex |
1.1 |
|
54 |
root |
1.8 |
int xsize = maze->w; |
55 |
|
|
int ysize = maze->h; |
56 |
elmex |
1.1 |
|
57 |
|
|
/* minimum room size is basically 5x5: if xsize/ysize is |
58 |
|
|
less than 3x that then hollow things out, stick in |
59 |
|
|
a stairsup and stairs down, and exit */ |
60 |
root |
1.3 |
if (xsize < 11 || ysize < 11) |
61 |
|
|
{ |
62 |
root |
1.8 |
maze->clear (); |
63 |
|
|
maze->border (); |
64 |
root |
1.7 |
|
65 |
|
|
maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
66 |
root |
1.3 |
maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
67 |
root |
1.7 |
|
68 |
root |
1.8 |
return; |
69 |
root |
1.3 |
} |
70 |
elmex |
1.1 |
|
71 |
root |
1.8 |
maze->clear ('#'); |
72 |
|
|
|
73 |
elmex |
1.1 |
/* decide on the number of rooms */ |
74 |
root |
1.5 |
nrooms = rndm (10) + 6; |
75 |
root |
1.7 |
Room *rooms = salloc0<Room> (nrooms + 1); |
76 |
elmex |
1.1 |
|
77 |
|
|
/* actually place the rooms */ |
78 |
root |
1.3 |
i = 0; |
79 |
|
|
while (tries < 450 && i < nrooms) |
80 |
|
|
{ |
81 |
|
|
/* try to place the room */ |
82 |
root |
1.7 |
if (!roguelike_place_room (rooms, xsize, ysize, nrooms)) |
83 |
root |
1.3 |
tries++; |
84 |
|
|
else |
85 |
|
|
i++; |
86 |
|
|
} |
87 |
|
|
|
88 |
|
|
if (i == 0) |
89 |
|
|
{ /* no can do! */ |
90 |
root |
1.8 |
maze->clear (); |
91 |
|
|
maze->border (); |
92 |
root |
1.7 |
|
93 |
|
|
maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
94 |
|
|
maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
95 |
|
|
|
96 |
|
|
sfree (rooms, nrooms + 1); |
97 |
root |
1.8 |
return; |
98 |
root |
1.3 |
} |
99 |
|
|
|
100 |
|
|
|
101 |
elmex |
1.1 |
/* erase the areas occupied by the rooms */ |
102 |
root |
1.7 |
roguelike_make_rooms (rooms, maze, options); |
103 |
elmex |
1.1 |
|
104 |
root |
1.7 |
roguelike_link_rooms (rooms, maze, xsize, ysize); |
105 |
elmex |
1.1 |
|
106 |
|
|
/* put in the stairs */ |
107 |
root |
1.3 |
|
108 |
root |
1.7 |
maze[rooms->x][rooms->y] = '<'; |
109 |
|
|
|
110 |
elmex |
1.1 |
/* get the last one */ |
111 |
root |
1.7 |
for (walk = rooms; walk->x != 0; walk++) |
112 |
|
|
; |
113 |
|
|
|
114 |
elmex |
1.1 |
/* back up one */ |
115 |
|
|
walk--; |
116 |
root |
1.7 |
|
117 |
|
|
if (walk == rooms) |
118 |
root |
1.3 |
{ |
119 |
|
|
/* In this case, there is only a single room. We don't want to |
120 |
|
|
* clobber are up exit (above) with a down exit, so put the |
121 |
|
|
* other exit one space up/down, depending which is a space |
122 |
|
|
* and not a wall. |
123 |
|
|
*/ |
124 |
|
|
if (maze[walk->x][walk->y + 1] == '.') |
125 |
|
|
maze[walk->x][walk->y + 1] = '>'; |
126 |
|
|
else |
127 |
|
|
maze[walk->x][walk->y - 1] = '>'; |
128 |
|
|
} |
129 |
elmex |
1.1 |
else |
130 |
|
|
maze[walk->x][walk->y] = '>'; |
131 |
|
|
|
132 |
|
|
/* convert all the '.' to 0, we're through with the '.' */ |
133 |
root |
1.3 |
for (i = 0; i < xsize; i++) |
134 |
|
|
for (j = 0; j < ysize; j++) |
135 |
|
|
{ |
136 |
|
|
if (maze[i][j] == '.') |
137 |
|
|
maze[i][j] = 0; |
138 |
root |
1.7 |
|
139 |
root |
1.3 |
if (maze[i][j] == 'D') |
140 |
|
|
{ /* remove bad door. */ |
141 |
|
|
int si = surround_check (maze, i, j, xsize, ysize); |
142 |
|
|
|
143 |
|
|
if (si != 3 && si != 12) |
144 |
|
|
{ |
145 |
|
|
maze[i][j] = 0; |
146 |
|
|
/* back up and recheck any nearby doors */ |
147 |
|
|
i = 0; |
148 |
|
|
j = 0; |
149 |
|
|
} |
150 |
|
|
} |
151 |
elmex |
1.1 |
} |
152 |
root |
1.3 |
|
153 |
root |
1.7 |
sfree (rooms, nrooms + 1); |
154 |
elmex |
1.1 |
} |
155 |
|
|
|
156 |
root |
1.3 |
static int |
157 |
root |
1.7 |
roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
158 |
root |
1.3 |
{ |
159 |
|
|
int tx, ty; /* trial center locations */ |
160 |
|
|
int sx, sy; /* trial sizes */ |
161 |
|
|
int ax, ay; /* min coords of rect */ |
162 |
|
|
int zx, zy; /* max coords of rect */ |
163 |
elmex |
1.1 |
int x_basesize; |
164 |
|
|
int y_basesize; |
165 |
|
|
Room *walk; |
166 |
|
|
|
167 |
|
|
/* decide on the base x and y sizes */ |
168 |
root |
1.3 |
x_basesize = xsize / isqrt (nrooms); |
169 |
|
|
y_basesize = ysize / isqrt (nrooms); |
170 |
elmex |
1.1 |
|
171 |
root |
1.6 |
tx = rndm (xsize); |
172 |
|
|
ty = rndm (ysize); |
173 |
root |
1.3 |
|
174 |
elmex |
1.1 |
/* generate a distribution of sizes centered about basesize */ |
175 |
root |
1.6 |
sx = rndm (x_basesize) + rndm (x_basesize) + rndm (x_basesize); |
176 |
|
|
sy = rndm (y_basesize) + rndm (y_basesize) + rndm (y_basesize); |
177 |
root |
1.3 |
sy = (int) (sy * .5); /* renormalize */ |
178 |
elmex |
1.1 |
|
179 |
|
|
/* find the corners */ |
180 |
|
|
ax = tx - sx / 2; |
181 |
root |
1.3 |
zx = tx + sx / 2 + sx % 2; |
182 |
elmex |
1.1 |
|
183 |
|
|
ay = ty - sy / 2; |
184 |
root |
1.3 |
zy = ty + sy / 2 + sy % 2; |
185 |
elmex |
1.1 |
|
186 |
|
|
/* check to see if it's in the map */ |
187 |
root |
1.7 |
if (zx > xsize - 1 || ax < 1) return 0; |
188 |
|
|
if (zy > ysize - 1 || ay < 1) return 0; |
189 |
root |
1.3 |
|
190 |
elmex |
1.1 |
/* no small fish */ |
191 |
root |
1.3 |
if (sx < 3 || sy < 3) |
192 |
|
|
return 0; |
193 |
elmex |
1.1 |
|
194 |
|
|
/* check overlap with existing rooms */ |
195 |
root |
1.7 |
for (walk = rooms; walk->x != 0; walk++) |
196 |
root |
1.3 |
{ |
197 |
|
|
int dx = abs (tx - walk->x); |
198 |
|
|
int dy = abs (ty - walk->y); |
199 |
|
|
|
200 |
|
|
if ((dx < (walk->sx + sx) / 2 + 2) && (dy < (walk->sy + sy) / 2 + 2)) |
201 |
|
|
return 0; |
202 |
|
|
} |
203 |
elmex |
1.1 |
|
204 |
|
|
/* if we've got here, presumably the room is OK. */ |
205 |
|
|
|
206 |
|
|
/* get a pointer to the first free room */ |
207 |
root |
1.7 |
for (walk = rooms; walk->x != 0; walk++) |
208 |
|
|
; |
209 |
|
|
|
210 |
elmex |
1.1 |
walk->x = tx; |
211 |
|
|
walk->y = ty; |
212 |
|
|
walk->sx = sx; |
213 |
|
|
walk->sy = sy; |
214 |
|
|
walk->ax = ax; |
215 |
|
|
walk->ay = ay; |
216 |
|
|
walk->zx = zx; |
217 |
|
|
walk->zy = zy; |
218 |
root |
1.7 |
|
219 |
root |
1.3 |
return 1; /* success */ |
220 |
elmex |
1.1 |
} |
221 |
root |
1.3 |
|
222 |
elmex |
1.1 |
/* write all the rooms into the maze */ |
223 |
root |
1.3 |
static void |
224 |
root |
1.7 |
roguelike_make_rooms (Room *rooms, char **maze, int options) |
225 |
root |
1.3 |
{ |
226 |
|
|
int making_circle = 0; |
227 |
|
|
int i, j; |
228 |
elmex |
1.1 |
int R; |
229 |
|
|
Room *walk; |
230 |
|
|
|
231 |
root |
1.7 |
for (walk = rooms; walk->x != 0; walk++) |
232 |
root |
1.3 |
{ |
233 |
|
|
/* first decide what shape to make */ |
234 |
|
|
switch (options) |
235 |
|
|
{ |
236 |
root |
1.4 |
case 1: |
237 |
|
|
making_circle = 0; |
238 |
|
|
break; |
239 |
|
|
case 2: |
240 |
|
|
making_circle = 1; |
241 |
|
|
break; |
242 |
|
|
default: |
243 |
root |
1.5 |
making_circle = ((rndm (3) == 0) ? 1 : 0); |
244 |
root |
1.4 |
break; |
245 |
root |
1.3 |
} |
246 |
|
|
|
247 |
|
|
if (walk->sx < walk->sy) |
248 |
|
|
R = walk->sx / 2; |
249 |
|
|
else |
250 |
|
|
R = walk->sy / 2; |
251 |
|
|
|
252 |
|
|
/* enscribe a rectangle */ |
253 |
|
|
for (i = walk->ax; i < walk->zx; i++) |
254 |
|
|
for (j = walk->ay; j < walk->zy; j++) |
255 |
root |
1.7 |
if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R) |
256 |
|
|
maze[i][j] = '.'; |
257 |
elmex |
1.1 |
} |
258 |
|
|
} |
259 |
|
|
|
260 |
root |
1.3 |
static void |
261 |
root |
1.7 |
roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize) |
262 |
root |
1.3 |
{ |
263 |
elmex |
1.1 |
Room *walk; |
264 |
root |
1.3 |
int i, j; |
265 |
|
|
|
266 |
elmex |
1.1 |
/* link each room to the previous room */ |
267 |
root |
1.7 |
if (rooms[1].x == 0) |
268 |
root |
1.3 |
return; /* only 1 room */ |
269 |
elmex |
1.1 |
|
270 |
root |
1.7 |
for (walk = rooms + 1; walk->x != 0; walk++) |
271 |
root |
1.3 |
{ |
272 |
|
|
int x1 = walk->x; |
273 |
|
|
int y1 = walk->y; |
274 |
|
|
int x2 = (walk - 1)->x; |
275 |
|
|
int y2 = (walk - 1)->y; |
276 |
|
|
int in_wall = 0; |
277 |
|
|
|
278 |
root |
1.5 |
if (rndm (2)) |
279 |
root |
1.3 |
{ /* connect in x direction first */ |
280 |
|
|
/* horizontal connect */ |
281 |
|
|
/* swap (x1,y1) (x2,y2) if necessary */ |
282 |
|
|
|
283 |
|
|
if (x2 < x1) |
284 |
|
|
{ |
285 |
|
|
int tx = x2, ty = y2; |
286 |
|
|
|
287 |
|
|
x2 = x1; |
288 |
|
|
y2 = y1; |
289 |
|
|
x1 = tx; |
290 |
|
|
y1 = ty; |
291 |
|
|
} |
292 |
|
|
|
293 |
|
|
|
294 |
|
|
j = y1; |
295 |
|
|
for (i = x1; i < x2; i++) |
296 |
|
|
{ |
297 |
|
|
if (in_wall == 0 && maze[i][j] == '#') |
298 |
|
|
{ |
299 |
|
|
in_wall = 1; |
300 |
|
|
maze[i][j] = 'D'; |
301 |
|
|
} |
302 |
|
|
else if (in_wall && maze[i][j] == '.') |
303 |
|
|
{ |
304 |
|
|
in_wall = 0; |
305 |
|
|
maze[i - 1][j] = 'D'; |
306 |
|
|
} |
307 |
|
|
else if (maze[i][j] != 'D' && maze[i][j] != '.') |
308 |
|
|
maze[i][j] = 0; |
309 |
|
|
} |
310 |
|
|
j = MIN (y1, y2); |
311 |
|
|
if (maze[i][j] == '.') |
312 |
|
|
in_wall = 0; |
313 |
|
|
if (maze[i][j] == 0 || maze[i][j] == '#') |
314 |
|
|
in_wall = 1; |
315 |
|
|
for ( /* j set already */ ; j < MAX (y1, y2); j++) |
316 |
|
|
{ |
317 |
|
|
if (in_wall == 0 && maze[i][j] == '#') |
318 |
|
|
{ |
319 |
|
|
in_wall = 1; |
320 |
|
|
maze[i][j] = 'D'; |
321 |
|
|
} |
322 |
|
|
else if (in_wall && maze[i][j] == '.') |
323 |
|
|
{ |
324 |
|
|
in_wall = 0; |
325 |
|
|
maze[i][j - 1] = 'D'; |
326 |
|
|
} |
327 |
|
|
else if (maze[i][j] != 'D' && maze[i][j] != '.') |
328 |
|
|
maze[i][j] = 0; |
329 |
|
|
} |
330 |
elmex |
1.1 |
|
331 |
|
|
} |
332 |
root |
1.3 |
else |
333 |
|
|
{ /* connect in y direction first */ |
334 |
|
|
in_wall = 0; |
335 |
|
|
/* swap if necessary */ |
336 |
|
|
if (y2 < y1) |
337 |
|
|
{ |
338 |
|
|
int tx = x2, ty = y2; |
339 |
|
|
|
340 |
|
|
x2 = x1; |
341 |
|
|
y2 = y1; |
342 |
|
|
x1 = tx; |
343 |
|
|
y1 = ty; |
344 |
|
|
} |
345 |
|
|
i = x1; |
346 |
|
|
/* vertical connect */ |
347 |
|
|
for (j = y1; j < y2; j++) |
348 |
|
|
{ |
349 |
|
|
if (in_wall == 0 && maze[i][j] == '#') |
350 |
|
|
{ |
351 |
|
|
in_wall = 1; |
352 |
|
|
maze[i][j] = 'D'; |
353 |
|
|
} |
354 |
|
|
else if (in_wall && maze[i][j] == '.') |
355 |
|
|
{ |
356 |
|
|
in_wall = 0; |
357 |
|
|
maze[i][j - 1] = 'D'; |
358 |
|
|
} |
359 |
|
|
else if (maze[i][j] != 'D' && maze[i][j] != '.') |
360 |
|
|
maze[i][j] = 0; |
361 |
|
|
} |
362 |
|
|
|
363 |
|
|
i = MIN (x1, x2); |
364 |
|
|
if (maze[i][j] == '.') |
365 |
|
|
in_wall = 0; |
366 |
|
|
if (maze[i][j] == 0 || maze[i][j] == '#') |
367 |
|
|
in_wall = 1; |
368 |
|
|
for ( /* i set already */ ; i < MAX (x1, x2); i++) |
369 |
|
|
{ |
370 |
|
|
if (in_wall == 0 && maze[i][j] == '#') |
371 |
|
|
{ |
372 |
|
|
in_wall = 1; |
373 |
|
|
maze[i][j] = 'D'; |
374 |
|
|
} |
375 |
|
|
else if (in_wall && maze[i][j] == '.') |
376 |
|
|
{ |
377 |
|
|
in_wall = 0; |
378 |
|
|
maze[i - 1][j] = 'D'; |
379 |
|
|
} |
380 |
|
|
else if (maze[i][j] != 'D' && maze[i][j] != '.') |
381 |
|
|
maze[i][j] = 0; |
382 |
|
|
|
383 |
|
|
} |
384 |
elmex |
1.1 |
|
385 |
|
|
} |
386 |
|
|
|
387 |
|
|
} |
388 |
|
|
} |
389 |
root |
1.7 |
|