--- deliantra/server/random_maps/rogue_layout.C 2006/08/29 08:01:36 1.2 +++ deliantra/server/random_maps/rogue_layout.C 2006/09/10 16:06:37 1.3 @@ -1,34 +1,43 @@ + /* generate a rogue/nethack-like layout */ #include #include #include -typedef struct { +typedef struct +{ int x; - int y; /* coordinates of room centers */ + int y; /* coordinates of room centers */ int sx; - int sy; /* sizes */ - int ax,ay,zx,zy; /* coordinates of extrema of the rectangle */ + int sy; /* sizes */ + int ax, ay, zx, zy; /* coordinates of extrema of the rectangle */ - int rtype; /* circle or rectangular */ + int rtype; /* circle or rectangular */ } Room; -static int roguelike_place_room(Room *Rooms,int xsize, int ysize,int nrooms); -static void roguelike_make_rooms(Room *Rooms,char **maze, int options); -static void roguelike_link_rooms(Room *Rooms,char **maze,int xsize,int ysize); +static int roguelike_place_room (Room * Rooms, int xsize, int ysize, int nrooms); +static void roguelike_make_rooms (Room * Rooms, char **maze, int options); +static void roguelike_link_rooms (Room * Rooms, char **maze, int xsize, int ysize); -int surround_check(char **layout,int i,int j,int Xsize, int Ysize){ +int +surround_check (char **layout, int i, int j, int Xsize, int Ysize) +{ /* 1 = wall to left, - 2 = wall to right, - 4 = wall above - 8 = wall below */ + 2 = wall to right, + 4 = wall above + 8 = wall below */ int surround_index = 0; - if((i > 0) && (layout[i-1][j]!=0&&layout[i-1][j]!='.')) surround_index +=1; - if((i < Xsize-1) && (layout[i+1][j]!=0&&layout[i+1][j]!='.')) surround_index +=2; - if((j > 0) && (layout[i][j-1]!=0&&layout[i][j-1]!='.')) surround_index +=4; - if((j < Ysize-1) && (layout[i][j+1]!=0&&layout[i][j+1]!='.')) surround_index +=8; + + if ((i > 0) && (layout[i - 1][j] != 0 && layout[i - 1][j] != '.')) + surround_index += 1; + if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) + surround_index += 2; + if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) + surround_index += 4; + if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) + surround_index += 8; return surround_index; } @@ -37,153 +46,176 @@ * first we make everything a wall, then we remove areas to make rooms */ -char **roguelike_layout_gen(int xsize, int ysize, int options) { - int i,j; - Room * Rooms = 0; +char ** +roguelike_layout_gen (int xsize, int ysize, int options) +{ + int i, j; + Room *Rooms = 0; Room *walk; - int nrooms=0; - int tries=0; + int nrooms = 0; + int tries = 0; /* allocate that array, write walls everywhere up */ - char **maze = (char **)malloc(sizeof(char*)*xsize); - for(i=0;ix][Rooms->y] = '<'; /* get the last one */ - for(walk=Rooms;walk->x!=0;walk++); + for (walk = Rooms; walk->x != 0; walk++); /* back up one */ walk--; - if (walk == Rooms) { - /* In this case, there is only a single room. We don't want to - * clobber are up exit (above) with a down exit, so put the - * other exit one space up/down, depending which is a space - * and not a wall. - */ - if (maze[walk->x][walk->y+1] == '.') - maze[walk->x][walk->y+1] = '>'; - else - maze[walk->x][walk->y-1] = '>'; - } + if (walk == Rooms) + { + /* In this case, there is only a single room. We don't want to + * clobber are up exit (above) with a down exit, so put the + * other exit one space up/down, depending which is a space + * and not a wall. + */ + if (maze[walk->x][walk->y + 1] == '.') + maze[walk->x][walk->y + 1] = '>'; + else + maze[walk->x][walk->y - 1] = '>'; + } else maze[walk->x][walk->y] = '>'; /* convert all the '.' to 0, we're through with the '.' */ - for(i=0;i xsize - 1 || ax < 1) return 0; - if(zy > ysize - 1 || ay < 1) return 0; - + if (zx > xsize - 1 || ax < 1) + return 0; + if (zy > ysize - 1 || ay < 1) + return 0; + /* no small fish */ - if(sx < 3 || sy < 3) return 0; + if (sx < 3 || sy < 3) + return 0; /* check overlap with existing rooms */ - for(walk=Rooms;walk->x!=0;walk++) { - int dx = abs(tx - walk->x); - int dy = abs(ty - walk->y); - if( (dx < (walk->sx + sx)/2 + 2) && - (dy < (walk->sy + sy)/2 + 2)) - return 0; - } + for (walk = Rooms; walk->x != 0; walk++) + { + int dx = abs (tx - walk->x); + int dy = abs (ty - walk->y); + + if ((dx < (walk->sx + sx) / 2 + 2) && (dy < (walk->sy + sy) / 2 + 2)) + return 0; + } /* if we've got here, presumably the room is OK. */ /* get a pointer to the first free room */ - for(walk=Rooms;walk->x!=0;walk++); + for (walk = Rooms; walk->x != 0; walk++); walk->x = tx; walk->y = ty; walk->sx = sx; @@ -192,143 +224,179 @@ walk->ay = ay; walk->zx = zx; walk->zy = zy; - return 1; /* success */ + return 1; /* success */ } - + /* write all the rooms into the maze */ -static void roguelike_make_rooms(Room *Rooms,char **maze, int options) { - int making_circle=0; - int i,j; +static void +roguelike_make_rooms (Room * Rooms, char **maze, int options) +{ + int making_circle = 0; + int i, j; int R; Room *walk; - for(walk=Rooms;walk->x!=0;walk++) { - /* first decide what shape to make */ - switch(options) { - case 1: - making_circle=0; - break; - case 2: - making_circle = 1; - break; - default: - making_circle = ((RANDOM()%3 == 0)? 1:0); - break; - } + for (walk = Rooms; walk->x != 0; walk++) + { + /* first decide what shape to make */ + switch (options) + { + case 1: + making_circle = 0; + break; + case 2: + making_circle = 1; + break; + default: + making_circle = ((RANDOM () % 3 == 0) ? 1 : 0); + break; + } - if(walk->sx < walk->sy) - R = walk->sx/2; - else - R = walk->sy/2; - - /* enscribe a rectangle */ - for(i=walk->ax;izx;i++) - for(j=walk->ay;jzy;j++) { - if(!making_circle || ((int)(0.5+hypot(walk->x-i,walk->y-j))) <=R) - maze[i][j]='.'; - } - } + if (walk->sx < walk->sy) + R = walk->sx / 2; + else + R = walk->sy / 2; + + /* enscribe a rectangle */ + for (i = walk->ax; i < walk->zx; i++) + for (j = walk->ay; j < walk->zy; j++) + { + if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R) + maze[i][j] = '.'; + } + } } -static void roguelike_link_rooms(Room *Rooms,char **maze,int xsize,int ysize){ +static void +roguelike_link_rooms (Room * Rooms, char **maze, int xsize, int ysize) +{ Room *walk; - int i,j; + int i, j; + /* link each room to the previous room */ - if(Rooms[1].x==0) return; /* only 1 room */ - - for(walk = Rooms +1; walk->x !=0; walk++) { - int x1=walk->x; - int y1=walk->y; - int x2=(walk-1)->x; - int y2=(walk-1)->y; - int in_wall=0; - if(RANDOM()%2) { /* connect in x direction first */ - /* horizontal connect */ - /* swap (x1,y1) (x2,y2) if necessary */ - - if(x2 < x1) { - int tx=x2,ty=y2; - x2 = x1; y2 = y1; - x1 = tx; y1 = ty; - } + if (Rooms[1].x == 0) + return; /* only 1 room */ + for (walk = Rooms + 1; walk->x != 0; walk++) + { + int x1 = walk->x; + int y1 = walk->y; + int x2 = (walk - 1)->x; + int y2 = (walk - 1)->y; + int in_wall = 0; + + if (RANDOM () % 2) + { /* connect in x direction first */ + /* horizontal connect */ + /* swap (x1,y1) (x2,y2) if necessary */ + + if (x2 < x1) + { + int tx = x2, ty = y2; + + x2 = x1; + y2 = y1; + x1 = tx; + y1 = ty; + } + + + j = y1; + for (i = x1; i < x2; i++) + { + if (in_wall == 0 && maze[i][j] == '#') + { + in_wall = 1; + maze[i][j] = 'D'; + } + else if (in_wall && maze[i][j] == '.') + { + in_wall = 0; + maze[i - 1][j] = 'D'; + } + else if (maze[i][j] != 'D' && maze[i][j] != '.') + maze[i][j] = 0; + } + j = MIN (y1, y2); + if (maze[i][j] == '.') + in_wall = 0; + if (maze[i][j] == 0 || maze[i][j] == '#') + in_wall = 1; + for ( /* j set already */ ; j < MAX (y1, y2); j++) + { + if (in_wall == 0 && maze[i][j] == '#') + { + in_wall = 1; + maze[i][j] = 'D'; + } + else if (in_wall && maze[i][j] == '.') + { + in_wall = 0; + maze[i][j - 1] = 'D'; + } + else if (maze[i][j] != 'D' && maze[i][j] != '.') + maze[i][j] = 0; + } - j = y1; - for(i=x1;i