|
|
1 | /* |
|
|
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
|
|
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
|
|
5 | * Copyright (©) Crossfire Development Team (restored, original file without copyright notice) |
|
|
6 | * |
|
|
7 | * Deliantra is free software: you can redistribute it and/or modify it under |
|
|
8 | * the terms of the Affero GNU General Public License as published by the |
|
|
9 | * Free Software Foundation, either version 3 of the License, or (at your |
|
|
10 | * option) any later version. |
|
|
11 | * |
|
|
12 | * This program is distributed in the hope that it will be useful, |
|
|
13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
|
14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
|
15 | * GNU General Public License for more details. |
|
|
16 | * |
|
|
17 | * You should have received a copy of the Affero GNU General Public License |
|
|
18 | * and the GNU General Public License along with this program. If not, see |
|
|
19 | * <http://www.gnu.org/licenses/>. |
|
|
20 | * |
|
|
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
|
|
22 | */ |
1 | |
23 | |
2 | /* generate a rogue/nethack-like layout */ |
24 | /* generate a rogue/nethack-like layout */ |
3 | #include <global.h> |
25 | #include <global.h> |
4 | #include <random_map.h> |
26 | #include <random_map.h> |
5 | #include <math.h> |
27 | #include <rproto.h> |
6 | |
28 | |
7 | typedef struct |
29 | typedef struct |
8 | { |
30 | { |
9 | int x; |
31 | int x; |
10 | int y; /* coordinates of room centers */ |
32 | int y; /* coordinates of room centers */ |
… | |
… | |
27 | 2 = wall to right, |
49 | 2 = wall to right, |
28 | 4 = wall above |
50 | 4 = wall above |
29 | 8 = wall below */ |
51 | 8 = wall below */ |
30 | int surround_index = 0; |
52 | int surround_index = 0; |
31 | |
53 | |
32 | if ((i > 0) && (layout[i - 1][j] != 0 && layout[i - 1][j] != '.')) |
54 | if ((i > 0) && (layout[i - 1][j] != 0 && layout[i - 1][j] != '.')) surround_index |= 1; |
33 | surround_index += 1; |
|
|
34 | if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) |
55 | if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) surround_index |= 2; |
35 | surround_index += 2; |
|
|
36 | if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) |
56 | if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) surround_index |= 4; |
37 | surround_index += 4; |
|
|
38 | if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) |
57 | if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) surround_index |= 8; |
39 | surround_index += 8; |
58 | |
40 | return surround_index; |
59 | return surround_index; |
41 | } |
60 | } |
42 | |
61 | |
43 | /* actually make the layout: we work by a reduction process: |
62 | /* actually make the layout: we work by a reduction process: |
44 | * first we make everything a wall, then we remove areas to make rooms |
63 | * first we make everything a wall, then we remove areas to make rooms |
45 | */ |
64 | */ |
46 | Maze |
65 | void |
47 | roguelike_layout_gen (int xsize, int ysize, int options) |
66 | roguelike_layout_gen (Layout maze, int options) |
48 | { |
67 | { |
49 | int i, j; |
68 | int i, j; |
50 | Room *walk; |
69 | Room *walk; |
51 | int nrooms = 0; |
70 | int nrooms = 0; |
52 | int tries = 0; |
71 | int tries = 0; |
53 | |
72 | |
54 | Maze maze (xsize, ysize); |
73 | int xsize = maze->w; |
55 | |
74 | int ysize = maze->h; |
56 | for (i = 0; i < xsize; i++) |
|
|
57 | for (j = 0; j < ysize; j++) |
|
|
58 | maze[i][j] = '#'; |
|
|
59 | |
75 | |
60 | /* minimum room size is basically 5x5: if xsize/ysize is |
76 | /* minimum room size is basically 5x5: if xsize/ysize is |
61 | less than 3x that then hollow things out, stick in |
77 | less than 3x that then hollow things out, stick in |
62 | a stairsup and stairs down, and exit */ |
78 | a stairsup and stairs down, and exit */ |
63 | |
|
|
64 | if (xsize < 11 || ysize < 11) |
79 | if (xsize < 11 || ysize < 11) |
65 | { |
80 | { |
66 | for (i = 1; i < xsize - 1; i++) |
81 | maze->clear (); |
67 | for (j = 1; j < ysize - 1; j++) |
82 | maze->border (); |
68 | maze[i][j] = 0; |
|
|
69 | |
83 | |
70 | maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
84 | maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
71 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
85 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
72 | |
86 | |
73 | return maze; |
87 | return; |
74 | } |
88 | } |
|
|
89 | |
|
|
90 | maze->fill ('#'); |
75 | |
91 | |
76 | /* decide on the number of rooms */ |
92 | /* decide on the number of rooms */ |
77 | nrooms = rndm (10) + 6; |
93 | nrooms = rmg_rndm (10) + 6; |
78 | Room *rooms = salloc0<Room> (nrooms + 1); |
94 | Room *rooms = salloc0<Room> (nrooms + 1); |
79 | |
95 | |
80 | /* actually place the rooms */ |
96 | /* actually place the rooms */ |
81 | i = 0; |
97 | i = 0; |
82 | while (tries < 450 && i < nrooms) |
98 | while (tries < 450 && i < nrooms) |
… | |
… | |
86 | tries++; |
102 | tries++; |
87 | else |
103 | else |
88 | i++; |
104 | i++; |
89 | } |
105 | } |
90 | |
106 | |
91 | if (i == 0) |
107 | if (i == 0) /* no can do! */ |
92 | { /* no can do! */ |
108 | { |
93 | for (i = 1; i < xsize - 1; i++) |
109 | maze->clear (); |
94 | for (j = 1; j < ysize - 1; j++) |
110 | maze->border (); |
95 | maze[i][j] = 0; |
|
|
96 | |
111 | |
97 | maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
112 | maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
98 | maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
113 | maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
99 | |
114 | |
100 | sfree (rooms, nrooms + 1); |
115 | sfree (rooms, nrooms + 1); |
101 | return maze; |
116 | return; |
102 | } |
117 | } |
103 | |
|
|
104 | |
118 | |
105 | /* erase the areas occupied by the rooms */ |
119 | /* erase the areas occupied by the rooms */ |
106 | roguelike_make_rooms (rooms, maze, options); |
120 | roguelike_make_rooms (rooms, maze, options); |
107 | |
121 | |
108 | roguelike_link_rooms (rooms, maze, xsize, ysize); |
122 | roguelike_link_rooms (rooms, maze, xsize, ysize); |
… | |
… | |
153 | } |
167 | } |
154 | } |
168 | } |
155 | } |
169 | } |
156 | |
170 | |
157 | sfree (rooms, nrooms + 1); |
171 | sfree (rooms, nrooms + 1); |
158 | return maze; |
|
|
159 | } |
172 | } |
160 | |
173 | |
161 | static int |
174 | static int |
162 | roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
175 | roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
163 | { |
176 | { |
… | |
… | |
171 | |
184 | |
172 | /* decide on the base x and y sizes */ |
185 | /* decide on the base x and y sizes */ |
173 | x_basesize = xsize / isqrt (nrooms); |
186 | x_basesize = xsize / isqrt (nrooms); |
174 | y_basesize = ysize / isqrt (nrooms); |
187 | y_basesize = ysize / isqrt (nrooms); |
175 | |
188 | |
176 | tx = rndm (xsize); |
189 | tx = rmg_rndm (xsize); |
177 | ty = rndm (ysize); |
190 | ty = rmg_rndm (ysize); |
178 | |
191 | |
179 | /* generate a distribution of sizes centered about basesize */ |
192 | /* generate a distribution of sizes centered about basesize */ |
180 | sx = rndm (x_basesize) + rndm (x_basesize) + rndm (x_basesize); |
193 | sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize); |
181 | sy = rndm (y_basesize) + rndm (y_basesize) + rndm (y_basesize); |
194 | sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize); |
182 | sy = (int) (sy * .5); /* renormalize */ |
195 | sy = (int) (sy * .5); /* renormalize */ |
183 | |
196 | |
184 | /* find the corners */ |
197 | /* find the corners */ |
185 | ax = tx - sx / 2; |
198 | ax = tx - sx / 2; |
186 | zx = tx + sx / 2 + sx % 2; |
199 | zx = tx + sx / 2 + sx % 2; |
… | |
… | |
243 | break; |
256 | break; |
244 | case 2: |
257 | case 2: |
245 | making_circle = 1; |
258 | making_circle = 1; |
246 | break; |
259 | break; |
247 | default: |
260 | default: |
248 | making_circle = ((rndm (3) == 0) ? 1 : 0); |
261 | making_circle = ((rmg_rndm (3) == 0) ? 1 : 0); |
249 | break; |
262 | break; |
250 | } |
263 | } |
251 | |
264 | |
252 | if (walk->sx < walk->sy) |
265 | if (walk->sx < walk->sy) |
253 | R = walk->sx / 2; |
266 | R = walk->sx / 2; |
… | |
… | |
278 | int y1 = walk->y; |
291 | int y1 = walk->y; |
279 | int x2 = (walk - 1)->x; |
292 | int x2 = (walk - 1)->x; |
280 | int y2 = (walk - 1)->y; |
293 | int y2 = (walk - 1)->y; |
281 | int in_wall = 0; |
294 | int in_wall = 0; |
282 | |
295 | |
283 | if (rndm (2)) |
296 | if (rmg_rndm (2)) |
284 | { /* connect in x direction first */ |
297 | { /* connect in x direction first */ |
285 | /* horizontal connect */ |
298 | /* horizontal connect */ |
286 | /* swap (x1,y1) (x2,y2) if necessary */ |
299 | /* swap (x1,y1) (x2,y2) if necessary */ |
287 | |
300 | |
288 | if (x2 < x1) |
301 | if (x2 < x1) |
… | |
… | |
310 | maze[i - 1][j] = 'D'; |
323 | maze[i - 1][j] = 'D'; |
311 | } |
324 | } |
312 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
325 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
313 | maze[i][j] = 0; |
326 | maze[i][j] = 0; |
314 | } |
327 | } |
|
|
328 | |
315 | j = MIN (y1, y2); |
329 | j = min (y1, y2); |
|
|
330 | |
316 | if (maze[i][j] == '.') |
331 | if (maze[i][j] == '.') |
317 | in_wall = 0; |
332 | in_wall = 0; |
|
|
333 | |
318 | if (maze[i][j] == 0 || maze[i][j] == '#') |
334 | if (maze[i][j] == 0 || maze[i][j] == '#') |
319 | in_wall = 1; |
335 | in_wall = 1; |
|
|
336 | |
320 | for ( /* j set already */ ; j < MAX (y1, y2); j++) |
337 | for ( /* j set already */ ; j < max (y1, y2); j++) |
321 | { |
338 | { |
322 | if (in_wall == 0 && maze[i][j] == '#') |
339 | if (in_wall == 0 && maze[i][j] == '#') |
323 | { |
340 | { |
324 | in_wall = 1; |
341 | in_wall = 1; |
325 | maze[i][j] = 'D'; |
342 | maze[i][j] = 'D'; |
… | |
… | |
363 | } |
380 | } |
364 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
381 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
365 | maze[i][j] = 0; |
382 | maze[i][j] = 0; |
366 | } |
383 | } |
367 | |
384 | |
368 | i = MIN (x1, x2); |
385 | i = min (x1, x2); |
|
|
386 | |
369 | if (maze[i][j] == '.') |
387 | if (maze[i][j] == '.') |
370 | in_wall = 0; |
388 | in_wall = 0; |
|
|
389 | |
371 | if (maze[i][j] == 0 || maze[i][j] == '#') |
390 | if (maze[i][j] == 0 || maze[i][j] == '#') |
372 | in_wall = 1; |
391 | in_wall = 1; |
|
|
392 | |
373 | for ( /* i set already */ ; i < MAX (x1, x2); i++) |
393 | for ( /* i set already */ ; i < max (x1, x2); i++) |
374 | { |
394 | { |
375 | if (in_wall == 0 && maze[i][j] == '#') |
395 | if (in_wall == 0 && maze[i][j] == '#') |
376 | { |
396 | { |
377 | in_wall = 1; |
397 | in_wall = 1; |
378 | maze[i][j] = 'D'; |
398 | maze[i][j] = 'D'; |