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Comparing deliantra/server/random_maps/rogue_layout.C (file contents):
Revision 1.8 by root, Mon Apr 14 22:41:17 2008 UTC vs.
Revision 1.17 by root, Mon Jul 5 00:07:21 2010 UTC

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 maze */
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
7typedef struct 29typedef struct
8{ 30{
9 int x; 31 int x;
10 int y; /* coordinates of room centers */ 32 int y; /* coordinates of room centers */
16 int rtype; /* circle or rectangular */ 38 int rtype; /* circle or rectangular */
17} Room; 39} Room;
18 40
19static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms); 41static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms);
20static void roguelike_make_rooms (Room *rooms, char **maze, int options); 42static void roguelike_make_rooms (Room *rooms, char **maze, int options);
21static void roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize); 43static void roguelike_link_rooms (Room *rooms, layout &maze);
22 44
23int 45int
24surround_check (char **layout, int i, int j, int Xsize, int Ysize) 46surround_check (layout &maze, int i, int j)
25{ 47{
26 /* 1 = wall to left, 48 /* 1 = wall to left,
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) && (maze[i - 1][j] != 0 && maze[i - 1][j] != '.')) surround_index |= 1;
33 surround_index += 1; 55 if ((i < maze.w - 1) && (maze[i + 1][j] != 0 && maze[i + 1][j] != '.')) surround_index |= 2;
34 if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) 56 if ((j > 0) && (maze[i][j - 1] != 0 && maze[i][j - 1] != '.')) surround_index |= 4;
35 surround_index += 2; 57 if ((j < maze.h - 1) && (maze[i][j + 1] != 0 && maze[i][j + 1] != '.')) surround_index |= 8;
36 if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) 58
37 surround_index += 4;
38 if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.'))
39 surround_index += 8;
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 maze: 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 */
46void 65void
47roguelike_layout_gen (Maze maze, int options) 66roguelike_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 int xsize = maze->w; 73 int xsize = maze.w;
55 int ysize = maze->h; 74 int ysize = maze.h;
56 75
57 /* minimum room size is basically 5x5: if xsize/ysize is 76 /* minimum room size is basically 5x5: if xsize/ysize is
58 less than 3x that then hollow things out, stick in 77 less than 3x that then hollow things out, stick in
59 a stairsup and stairs down, and exit */ 78 a stairsup and stairs down, and exit */
60 if (xsize < 11 || ysize < 11) 79 if (xsize < 11 || ysize < 11)
61 { 80 {
62 maze->clear (); 81 maze.clear ();
63 maze->border (); 82 maze.border ();
64 83
65 maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; 84 maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>';
66 maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; 85 maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<';
67 86
68 return; 87 return;
69 } 88 }
70 89
71 maze->clear ('#'); 90 maze.fill ('#');
72 91
73 /* decide on the number of rooms */ 92 /* decide on the number of rooms */
74 nrooms = rndm (10) + 6; 93 nrooms = rmg_rndm (10) + 6;
75 Room *rooms = salloc0<Room> (nrooms + 1); 94 Room *rooms = salloc0<Room> (nrooms + 1);
76 95
77 /* actually place the rooms */ 96 /* actually place the rooms */
78 i = 0; 97 i = 0;
79 while (tries < 450 && i < nrooms) 98 while (tries < 450 && i < nrooms)
83 tries++; 102 tries++;
84 else 103 else
85 i++; 104 i++;
86 } 105 }
87 106
88 if (i == 0) 107 if (i == 0) /* no can do! */
89 { /* no can do! */ 108 {
90 maze->clear (); 109 maze.clear ();
91 maze->border (); 110 maze.border ();
92 111
93 maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; 112 maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>';
94 maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; 113 maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<';
95 114
96 sfree (rooms, nrooms + 1); 115 sfree (rooms, nrooms + 1);
97 return; 116 return;
98 } 117 }
99 118
100
101 /* erase the areas occupied by the rooms */ 119 /* erase the areas occupied by the rooms */
102 roguelike_make_rooms (rooms, maze, options); 120 roguelike_make_rooms (rooms, maze, options);
103 121
104 roguelike_link_rooms (rooms, maze, xsize, ysize); 122 roguelike_link_rooms (rooms, maze);
105 123
106 /* put in the stairs */ 124 /* put in the stairs */
107 125
108 maze[rooms->x][rooms->y] = '<'; 126 maze[rooms->x][rooms->y] = '<';
109 127
136 if (maze[i][j] == '.') 154 if (maze[i][j] == '.')
137 maze[i][j] = 0; 155 maze[i][j] = 0;
138 156
139 if (maze[i][j] == 'D') 157 if (maze[i][j] == 'D')
140 { /* remove bad door. */ 158 { /* remove bad door. */
141 int si = surround_check (maze, i, j, xsize, ysize); 159 int si = surround_check (maze, i, j);
142 160
143 if (si != 3 && si != 12) 161 if (si != 3 && si != 12)
144 { 162 {
145 maze[i][j] = 0; 163 maze[i][j] = 0;
146 /* back up and recheck any nearby doors */ 164 /* back up and recheck any nearby doors */
166 184
167 /* decide on the base x and y sizes */ 185 /* decide on the base x and y sizes */
168 x_basesize = xsize / isqrt (nrooms); 186 x_basesize = xsize / isqrt (nrooms);
169 y_basesize = ysize / isqrt (nrooms); 187 y_basesize = ysize / isqrt (nrooms);
170 188
171 tx = rndm (xsize); 189 tx = rmg_rndm (xsize);
172 ty = rndm (ysize); 190 ty = rmg_rndm (ysize);
173 191
174 /* generate a distribution of sizes centered about basesize */ 192 /* generate a distribution of sizes centered about basesize */
175 sx = rndm (x_basesize) + rndm (x_basesize) + rndm (x_basesize); 193 sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize);
176 sy = rndm (y_basesize) + rndm (y_basesize) + rndm (y_basesize); 194 sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize);
177 sy = (int) (sy * .5); /* renormalize */ 195 sy >>= 1; /* renormalize */
178 196
179 /* find the corners */ 197 /* find the corners */
180 ax = tx - sx / 2; 198 ax = tx - sx / 2;
181 zx = tx + sx / 2 + sx % 2; 199 zx = tx + sx / 2 + sx % 2;
182 200
202 } 220 }
203 221
204 /* if we've got here, presumably the room is OK. */ 222 /* if we've got here, presumably the room is OK. */
205 223
206 /* get a pointer to the first free room */ 224 /* get a pointer to the first free room */
207 for (walk = rooms; walk->x != 0; walk++) 225 for (walk = rooms; walk->x; walk++)
208 ; 226 ;
209 227
210 walk->x = tx; 228 walk->x = tx;
211 walk->y = ty; 229 walk->y = ty;
212 walk->sx = sx; 230 walk->sx = sx;
213 walk->sy = sy; 231 walk->sy = sy;
214 walk->ax = ax; 232 walk->ax = ax;
215 walk->ay = ay; 233 walk->ay = ay;
216 walk->zx = zx; 234 walk->zx = zx;
222/* write all the rooms into the maze */ 240/* write all the rooms into the maze */
223static void 241static void
224roguelike_make_rooms (Room *rooms, char **maze, int options) 242roguelike_make_rooms (Room *rooms, char **maze, int options)
225{ 243{
226 int making_circle = 0; 244 int making_circle = 0;
227 int i, j;
228 int R; 245 int R;
229 Room *walk; 246 Room *walk;
230 247
231 for (walk = rooms; walk->x != 0; walk++) 248 for (walk = rooms; walk->x; walk++)
232 { 249 {
233 /* first decide what shape to make */ 250 /* first decide what shape to make */
234 switch (options) 251 switch (options)
235 { 252 {
236 case 1: 253 case 1:
238 break; 255 break;
239 case 2: 256 case 2:
240 making_circle = 1; 257 making_circle = 1;
241 break; 258 break;
242 default: 259 default:
243 making_circle = ((rndm (3) == 0) ? 1 : 0); 260 making_circle = ((rmg_rndm (3) == 0) ? 1 : 0);
244 break; 261 break;
245 } 262 }
246 263
247 if (walk->sx < walk->sy) 264 if (walk->sx < walk->sy)
248 R = walk->sx / 2; 265 R = walk->sx / 2;
249 else 266 else
250 R = walk->sy / 2; 267 R = walk->sy / 2;
251 268
252 /* enscribe a rectangle */ 269 /* enscribe a rectangle */
253 for (i = walk->ax; i < walk->zx; i++) 270 for (int i = walk->ax; i < walk->zx; i++)
254 for (j = walk->ay; j < walk->zy; j++) 271 for (int j = walk->ay; j < walk->zy; j++)
255 if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R) 272 if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R)
256 maze[i][j] = '.'; 273 maze[i][j] = '.';
257 } 274 }
258} 275}
259 276
260static void 277static void
261roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize) 278roguelike_link_rooms (Room *rooms, layout &maze)
262{ 279{
263 Room *walk; 280 Room *walk;
264 int i, j; 281 int i, j;
265 282
266 /* link each room to the previous room */ 283 /* link each room to the previous room */
273 int y1 = walk->y; 290 int y1 = walk->y;
274 int x2 = (walk - 1)->x; 291 int x2 = (walk - 1)->x;
275 int y2 = (walk - 1)->y; 292 int y2 = (walk - 1)->y;
276 int in_wall = 0; 293 int in_wall = 0;
277 294
278 if (rndm (2)) 295 if (rmg_rndm (2))
279 { /* connect in x direction first */ 296 { /* connect in x direction first */
280 /* horizontal connect */ 297 /* horizontal connect */
281 /* swap (x1,y1) (x2,y2) if necessary */ 298 /* swap (x1,y1) (x2,y2) if necessary */
282 299
283 if (x2 < x1) 300 if (x2 < x1)
305 maze[i - 1][j] = 'D'; 322 maze[i - 1][j] = 'D';
306 } 323 }
307 else if (maze[i][j] != 'D' && maze[i][j] != '.') 324 else if (maze[i][j] != 'D' && maze[i][j] != '.')
308 maze[i][j] = 0; 325 maze[i][j] = 0;
309 } 326 }
327
310 j = MIN (y1, y2); 328 j = min (y1, y2);
329
311 if (maze[i][j] == '.') 330 if (maze[i][j] == '.')
312 in_wall = 0; 331 in_wall = 0;
332
313 if (maze[i][j] == 0 || maze[i][j] == '#') 333 if (maze[i][j] == 0 || maze[i][j] == '#')
314 in_wall = 1; 334 in_wall = 1;
335
315 for ( /* j set already */ ; j < MAX (y1, y2); j++) 336 for ( /* j set already */ ; j < max (y1, y2); j++)
316 { 337 {
317 if (in_wall == 0 && maze[i][j] == '#') 338 if (in_wall == 0 && maze[i][j] == '#')
318 { 339 {
319 in_wall = 1; 340 in_wall = 1;
320 maze[i][j] = 'D'; 341 maze[i][j] = 'D';
358 } 379 }
359 else if (maze[i][j] != 'D' && maze[i][j] != '.') 380 else if (maze[i][j] != 'D' && maze[i][j] != '.')
360 maze[i][j] = 0; 381 maze[i][j] = 0;
361 } 382 }
362 383
363 i = MIN (x1, x2); 384 i = min (x1, x2);
385
364 if (maze[i][j] == '.') 386 if (maze[i][j] == '.')
365 in_wall = 0; 387 in_wall = 0;
388
366 if (maze[i][j] == 0 || maze[i][j] == '#') 389 if (maze[i][j] == 0 || maze[i][j] == '#')
367 in_wall = 1; 390 in_wall = 1;
391
368 for ( /* i set already */ ; i < MAX (x1, x2); i++) 392 for ( /* i set already */ ; i < max (x1, x2); i++)
369 { 393 {
370 if (in_wall == 0 && maze[i][j] == '#') 394 if (in_wall == 0 && maze[i][j] == '#')
371 { 395 {
372 in_wall = 1; 396 in_wall = 1;
373 maze[i][j] = 'D'; 397 maze[i][j] = 'D';

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