… | |
… | |
29 | 8 = wall below */ |
29 | 8 = wall below */ |
30 | int surround_index = 0; |
30 | int surround_index = 0; |
31 | |
31 | |
32 | if ((i > 0) && (layout[i - 1][j] != 0 && layout[i - 1][j] != '.')) |
32 | if ((i > 0) && (layout[i - 1][j] != 0 && layout[i - 1][j] != '.')) |
33 | surround_index += 1; |
33 | surround_index += 1; |
|
|
34 | |
34 | if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) |
35 | if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) |
35 | surround_index += 2; |
36 | surround_index += 2; |
|
|
37 | |
36 | if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) |
38 | if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) |
37 | surround_index += 4; |
39 | surround_index += 4; |
|
|
40 | |
38 | if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) |
41 | if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) |
39 | surround_index += 8; |
42 | surround_index += 8; |
|
|
43 | |
40 | return surround_index; |
44 | return surround_index; |
41 | } |
45 | } |
42 | |
46 | |
43 | /* actually make the layout: we work by a reduction process: |
47 | /* actually make the layout: we work by a reduction process: |
44 | * first we make everything a wall, then we remove areas to make rooms |
48 | * first we make everything a wall, then we remove areas to make rooms |
45 | */ |
49 | */ |
46 | Maze |
50 | void |
47 | roguelike_layout_gen (int xsize, int ysize, int options) |
51 | roguelike_layout_gen (Layout maze, int options) |
48 | { |
52 | { |
49 | int i, j; |
53 | int i, j; |
50 | Room *walk; |
54 | Room *walk; |
51 | int nrooms = 0; |
55 | int nrooms = 0; |
52 | int tries = 0; |
56 | int tries = 0; |
53 | |
57 | |
54 | Maze maze (xsize, ysize); |
58 | int xsize = maze->w; |
55 | |
59 | int ysize = maze->h; |
56 | for (i = 0; i < xsize; i++) |
|
|
57 | for (j = 0; j < ysize; j++) |
|
|
58 | maze[i][j] = '#'; |
|
|
59 | |
60 | |
60 | /* minimum room size is basically 5x5: if xsize/ysize is |
61 | /* minimum room size is basically 5x5: if xsize/ysize is |
61 | less than 3x that then hollow things out, stick in |
62 | less than 3x that then hollow things out, stick in |
62 | a stairsup and stairs down, and exit */ |
63 | a stairsup and stairs down, and exit */ |
63 | |
|
|
64 | if (xsize < 11 || ysize < 11) |
64 | if (xsize < 11 || ysize < 11) |
65 | { |
65 | { |
66 | for (i = 1; i < xsize - 1; i++) |
66 | maze->clear (); |
67 | for (j = 1; j < ysize - 1; j++) |
67 | maze->border (); |
68 | maze[i][j] = 0; |
|
|
69 | |
68 | |
70 | maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
69 | maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
71 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
70 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
72 | |
71 | |
73 | return maze; |
72 | return; |
74 | } |
73 | } |
|
|
74 | |
|
|
75 | maze->clear ('#'); |
75 | |
76 | |
76 | /* decide on the number of rooms */ |
77 | /* decide on the number of rooms */ |
77 | nrooms = rndm (10) + 6; |
78 | nrooms = rndm (10) + 6; |
78 | Room *rooms = salloc0<Room> (nrooms + 1); |
79 | Room *rooms = salloc0<Room> (nrooms + 1); |
79 | |
80 | |
… | |
… | |
86 | tries++; |
87 | tries++; |
87 | else |
88 | else |
88 | i++; |
89 | i++; |
89 | } |
90 | } |
90 | |
91 | |
91 | if (i == 0) |
92 | if (i == 0) /* no can do! */ |
92 | { /* no can do! */ |
93 | { |
93 | for (i = 1; i < xsize - 1; i++) |
94 | maze->clear (); |
94 | for (j = 1; j < ysize - 1; j++) |
95 | maze->border (); |
95 | maze[i][j] = 0; |
|
|
96 | |
96 | |
97 | maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
97 | maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
98 | maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
98 | maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
99 | |
99 | |
100 | sfree (rooms, nrooms + 1); |
100 | sfree (rooms, nrooms + 1); |
101 | return maze; |
101 | return; |
102 | } |
102 | } |
103 | |
|
|
104 | |
103 | |
105 | /* erase the areas occupied by the rooms */ |
104 | /* erase the areas occupied by the rooms */ |
106 | roguelike_make_rooms (rooms, maze, options); |
105 | roguelike_make_rooms (rooms, maze, options); |
107 | |
106 | |
108 | roguelike_link_rooms (rooms, maze, xsize, ysize); |
107 | roguelike_link_rooms (rooms, maze, xsize, ysize); |
… | |
… | |
153 | } |
152 | } |
154 | } |
153 | } |
155 | } |
154 | } |
156 | |
155 | |
157 | sfree (rooms, nrooms + 1); |
156 | sfree (rooms, nrooms + 1); |
158 | return maze; |
|
|
159 | } |
157 | } |
160 | |
158 | |
161 | static int |
159 | static int |
162 | roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
160 | roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
163 | { |
161 | { |