1 |
root |
1.3 |
|
2 |
elmex |
1.1 |
/* generate a rogue/nethack-like layout */ |
3 |
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#include <global.h> |
4 |
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#include <random_map.h> |
5 |
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#include <math.h> |
6 |
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7 |
root |
1.3 |
typedef struct |
8 |
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{ |
9 |
elmex |
1.1 |
int x; |
10 |
root |
1.3 |
int y; /* coordinates of room centers */ |
11 |
elmex |
1.1 |
|
12 |
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int sx; |
13 |
root |
1.3 |
int sy; /* sizes */ |
14 |
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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 |
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19 |
root |
1.3 |
static int roguelike_place_room (Room * Rooms, int xsize, int ysize, int nrooms); |
20 |
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static void roguelike_make_rooms (Room * Rooms, char **maze, int options); |
21 |
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static void roguelike_link_rooms (Room * Rooms, char **maze, int xsize, int ysize); |
22 |
elmex |
1.1 |
|
23 |
root |
1.3 |
int |
24 |
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surround_check (char **layout, int i, int j, int Xsize, int Ysize) |
25 |
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{ |
26 |
elmex |
1.1 |
/* 1 = wall to left, |
27 |
root |
1.3 |
2 = wall to right, |
28 |
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4 = wall above |
29 |
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8 = wall below */ |
30 |
elmex |
1.1 |
int surround_index = 0; |
31 |
root |
1.3 |
|
32 |
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if ((i > 0) && (layout[i - 1][j] != 0 && layout[i - 1][j] != '.')) |
33 |
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surround_index += 1; |
34 |
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if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) |
35 |
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surround_index += 2; |
36 |
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if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) |
37 |
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surround_index += 4; |
38 |
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if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) |
39 |
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surround_index += 8; |
40 |
elmex |
1.1 |
return surround_index; |
41 |
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} |
42 |
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43 |
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44 |
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/* actually make the layout: we work by a reduction process: |
45 |
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* first we make everything a wall, then we remove areas to make rooms |
46 |
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*/ |
47 |
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48 |
root |
1.3 |
char ** |
49 |
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roguelike_layout_gen (int xsize, int ysize, int options) |
50 |
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{ |
51 |
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int i, j; |
52 |
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Room *Rooms = 0; |
53 |
elmex |
1.1 |
Room *walk; |
54 |
root |
1.3 |
int nrooms = 0; |
55 |
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int tries = 0; |
56 |
elmex |
1.1 |
|
57 |
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/* allocate that array, write walls everywhere up */ |
58 |
root |
1.3 |
char **maze = (char **) malloc (sizeof (char *) * xsize); |
59 |
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|
60 |
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for (i = 0; i < xsize; i++) |
61 |
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{ |
62 |
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maze[i] = (char *) malloc (sizeof (char) * ysize); |
63 |
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for (j = 0; j < ysize; j++) |
64 |
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maze[i][j] = '#'; |
65 |
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} |
66 |
elmex |
1.1 |
|
67 |
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/* minimum room size is basically 5x5: if xsize/ysize is |
68 |
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less than 3x that then hollow things out, stick in |
69 |
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a stairsup and stairs down, and exit */ |
70 |
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|
71 |
root |
1.3 |
if (xsize < 11 || ysize < 11) |
72 |
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{ |
73 |
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for (i = 1; i < xsize - 1; i++) |
74 |
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for (j = 1; j < ysize - 1; j++) |
75 |
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maze[i][j] = 0; |
76 |
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maze[(xsize - 1) / 2][(ysize - 1) / 2] = '>'; |
77 |
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maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
78 |
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return maze; |
79 |
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} |
80 |
elmex |
1.1 |
|
81 |
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/* decide on the number of rooms */ |
82 |
root |
1.5 |
nrooms = rndm (10) + 6; |
83 |
root |
1.3 |
Rooms = (Room *) calloc (nrooms + 1, sizeof (Room)); |
84 |
elmex |
1.1 |
|
85 |
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/* actually place the rooms */ |
86 |
root |
1.3 |
i = 0; |
87 |
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while (tries < 450 && i < nrooms) |
88 |
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{ |
89 |
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/* try to place the room */ |
90 |
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if (!roguelike_place_room (Rooms, xsize, ysize, nrooms)) |
91 |
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tries++; |
92 |
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else |
93 |
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i++; |
94 |
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} |
95 |
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96 |
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if (i == 0) |
97 |
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{ /* no can do! */ |
98 |
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for (i = 1; i < xsize - 1; i++) |
99 |
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for (j = 1; j < ysize - 1; j++) |
100 |
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maze[i][j] = 0; |
101 |
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maze[(xsize - 1) / 2][(ysize - 1) / 2] = '>'; |
102 |
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maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
103 |
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free (Rooms); |
104 |
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return maze; |
105 |
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} |
106 |
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107 |
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|
108 |
elmex |
1.1 |
/* erase the areas occupied by the rooms */ |
109 |
root |
1.3 |
roguelike_make_rooms (Rooms, maze, options); |
110 |
elmex |
1.1 |
|
111 |
root |
1.3 |
roguelike_link_rooms (Rooms, maze, xsize, ysize); |
112 |
elmex |
1.1 |
|
113 |
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/* put in the stairs */ |
114 |
root |
1.3 |
|
115 |
elmex |
1.1 |
maze[Rooms->x][Rooms->y] = '<'; |
116 |
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/* get the last one */ |
117 |
root |
1.3 |
for (walk = Rooms; walk->x != 0; walk++); |
118 |
elmex |
1.1 |
/* back up one */ |
119 |
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walk--; |
120 |
root |
1.3 |
if (walk == Rooms) |
121 |
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{ |
122 |
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/* In this case, there is only a single room. We don't want to |
123 |
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* clobber are up exit (above) with a down exit, so put the |
124 |
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* other exit one space up/down, depending which is a space |
125 |
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* and not a wall. |
126 |
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*/ |
127 |
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if (maze[walk->x][walk->y + 1] == '.') |
128 |
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maze[walk->x][walk->y + 1] = '>'; |
129 |
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else |
130 |
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maze[walk->x][walk->y - 1] = '>'; |
131 |
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} |
132 |
elmex |
1.1 |
else |
133 |
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maze[walk->x][walk->y] = '>'; |
134 |
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|
135 |
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/* convert all the '.' to 0, we're through with the '.' */ |
136 |
root |
1.3 |
for (i = 0; i < xsize; i++) |
137 |
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for (j = 0; j < ysize; j++) |
138 |
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{ |
139 |
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if (maze[i][j] == '.') |
140 |
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maze[i][j] = 0; |
141 |
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if (maze[i][j] == 'D') |
142 |
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{ /* remove bad door. */ |
143 |
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int si = surround_check (maze, i, j, xsize, ysize); |
144 |
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145 |
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if (si != 3 && si != 12) |
146 |
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{ |
147 |
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maze[i][j] = 0; |
148 |
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/* back up and recheck any nearby doors */ |
149 |
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i = 0; |
150 |
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j = 0; |
151 |
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} |
152 |
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} |
153 |
elmex |
1.1 |
} |
154 |
root |
1.3 |
|
155 |
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free (Rooms); |
156 |
elmex |
1.1 |
return maze; |
157 |
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} |
158 |
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159 |
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160 |
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161 |
root |
1.3 |
static int |
162 |
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roguelike_place_room (Room * Rooms, int xsize, int ysize, int nrooms) |
163 |
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{ |
164 |
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165 |
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int tx, ty; /* trial center locations */ |
166 |
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int sx, sy; /* trial sizes */ |
167 |
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int ax, ay; /* min coords of rect */ |
168 |
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int zx, zy; /* max coords of rect */ |
169 |
elmex |
1.1 |
int x_basesize; |
170 |
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int y_basesize; |
171 |
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Room *walk; |
172 |
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173 |
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/* decide on the base x and y sizes */ |
174 |
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|
175 |
root |
1.3 |
x_basesize = xsize / isqrt (nrooms); |
176 |
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y_basesize = ysize / isqrt (nrooms); |
177 |
elmex |
1.1 |
|
178 |
root |
1.6 |
tx = rndm (xsize); |
179 |
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ty = rndm (ysize); |
180 |
root |
1.3 |
|
181 |
elmex |
1.1 |
/* generate a distribution of sizes centered about basesize */ |
182 |
root |
1.6 |
sx = rndm (x_basesize) + rndm (x_basesize) + rndm (x_basesize); |
183 |
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sy = rndm (y_basesize) + rndm (y_basesize) + rndm (y_basesize); |
184 |
root |
1.3 |
sy = (int) (sy * .5); /* renormalize */ |
185 |
elmex |
1.1 |
|
186 |
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/* find the corners */ |
187 |
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ax = tx - sx / 2; |
188 |
root |
1.3 |
zx = tx + sx / 2 + sx % 2; |
189 |
elmex |
1.1 |
|
190 |
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ay = ty - sy / 2; |
191 |
root |
1.3 |
zy = ty + sy / 2 + sy % 2; |
192 |
elmex |
1.1 |
|
193 |
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/* check to see if it's in the map */ |
194 |
root |
1.3 |
if (zx > xsize - 1 || ax < 1) |
195 |
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return 0; |
196 |
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if (zy > ysize - 1 || ay < 1) |
197 |
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return 0; |
198 |
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|
199 |
elmex |
1.1 |
/* no small fish */ |
200 |
root |
1.3 |
if (sx < 3 || sy < 3) |
201 |
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return 0; |
202 |
elmex |
1.1 |
|
203 |
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/* check overlap with existing rooms */ |
204 |
root |
1.3 |
for (walk = Rooms; walk->x != 0; walk++) |
205 |
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{ |
206 |
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int dx = abs (tx - walk->x); |
207 |
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int dy = abs (ty - walk->y); |
208 |
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209 |
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if ((dx < (walk->sx + sx) / 2 + 2) && (dy < (walk->sy + sy) / 2 + 2)) |
210 |
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return 0; |
211 |
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} |
212 |
elmex |
1.1 |
|
213 |
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/* if we've got here, presumably the room is OK. */ |
214 |
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|
215 |
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/* get a pointer to the first free room */ |
216 |
root |
1.3 |
for (walk = Rooms; walk->x != 0; walk++); |
217 |
elmex |
1.1 |
walk->x = tx; |
218 |
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walk->y = ty; |
219 |
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walk->sx = sx; |
220 |
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walk->sy = sy; |
221 |
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walk->ax = ax; |
222 |
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walk->ay = ay; |
223 |
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walk->zx = zx; |
224 |
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walk->zy = zy; |
225 |
root |
1.3 |
return 1; /* success */ |
226 |
elmex |
1.1 |
|
227 |
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} |
228 |
root |
1.3 |
|
229 |
elmex |
1.1 |
|
230 |
|
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/* write all the rooms into the maze */ |
231 |
root |
1.3 |
static void |
232 |
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roguelike_make_rooms (Room * Rooms, char **maze, int options) |
233 |
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{ |
234 |
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int making_circle = 0; |
235 |
|
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int i, j; |
236 |
elmex |
1.1 |
int R; |
237 |
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Room *walk; |
238 |
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|
239 |
root |
1.3 |
for (walk = Rooms; walk->x != 0; walk++) |
240 |
|
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{ |
241 |
|
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/* first decide what shape to make */ |
242 |
|
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switch (options) |
243 |
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{ |
244 |
root |
1.4 |
case 1: |
245 |
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making_circle = 0; |
246 |
|
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break; |
247 |
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case 2: |
248 |
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making_circle = 1; |
249 |
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break; |
250 |
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default: |
251 |
root |
1.5 |
making_circle = ((rndm (3) == 0) ? 1 : 0); |
252 |
root |
1.4 |
break; |
253 |
root |
1.3 |
} |
254 |
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|
255 |
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if (walk->sx < walk->sy) |
256 |
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R = walk->sx / 2; |
257 |
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else |
258 |
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R = walk->sy / 2; |
259 |
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|
260 |
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/* enscribe a rectangle */ |
261 |
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for (i = walk->ax; i < walk->zx; i++) |
262 |
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for (j = walk->ay; j < walk->zy; j++) |
263 |
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{ |
264 |
|
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if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R) |
265 |
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maze[i][j] = '.'; |
266 |
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} |
267 |
elmex |
1.1 |
} |
268 |
|
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} |
269 |
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|
270 |
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|
271 |
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|
272 |
root |
1.3 |
static void |
273 |
|
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roguelike_link_rooms (Room * Rooms, char **maze, int xsize, int ysize) |
274 |
|
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{ |
275 |
elmex |
1.1 |
Room *walk; |
276 |
root |
1.3 |
int i, j; |
277 |
|
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|
278 |
elmex |
1.1 |
/* link each room to the previous room */ |
279 |
root |
1.3 |
if (Rooms[1].x == 0) |
280 |
|
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return; /* only 1 room */ |
281 |
elmex |
1.1 |
|
282 |
root |
1.3 |
for (walk = Rooms + 1; walk->x != 0; walk++) |
283 |
|
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{ |
284 |
|
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int x1 = walk->x; |
285 |
|
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int y1 = walk->y; |
286 |
|
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int x2 = (walk - 1)->x; |
287 |
|
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int y2 = (walk - 1)->y; |
288 |
|
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int in_wall = 0; |
289 |
|
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|
290 |
root |
1.5 |
if (rndm (2)) |
291 |
root |
1.3 |
{ /* connect in x direction first */ |
292 |
|
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/* horizontal connect */ |
293 |
|
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/* swap (x1,y1) (x2,y2) if necessary */ |
294 |
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|
295 |
|
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if (x2 < x1) |
296 |
|
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{ |
297 |
|
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int tx = x2, ty = y2; |
298 |
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|
299 |
|
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x2 = x1; |
300 |
|
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y2 = y1; |
301 |
|
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x1 = tx; |
302 |
|
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y1 = ty; |
303 |
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} |
304 |
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|
305 |
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|
306 |
|
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j = y1; |
307 |
|
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for (i = x1; i < x2; i++) |
308 |
|
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{ |
309 |
|
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if (in_wall == 0 && maze[i][j] == '#') |
310 |
|
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{ |
311 |
|
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in_wall = 1; |
312 |
|
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maze[i][j] = 'D'; |
313 |
|
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} |
314 |
|
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else if (in_wall && maze[i][j] == '.') |
315 |
|
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{ |
316 |
|
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in_wall = 0; |
317 |
|
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maze[i - 1][j] = 'D'; |
318 |
|
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} |
319 |
|
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else if (maze[i][j] != 'D' && maze[i][j] != '.') |
320 |
|
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maze[i][j] = 0; |
321 |
|
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} |
322 |
|
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j = MIN (y1, y2); |
323 |
|
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if (maze[i][j] == '.') |
324 |
|
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in_wall = 0; |
325 |
|
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if (maze[i][j] == 0 || maze[i][j] == '#') |
326 |
|
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in_wall = 1; |
327 |
|
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for ( /* j set already */ ; j < MAX (y1, y2); j++) |
328 |
|
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{ |
329 |
|
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if (in_wall == 0 && maze[i][j] == '#') |
330 |
|
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{ |
331 |
|
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in_wall = 1; |
332 |
|
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maze[i][j] = 'D'; |
333 |
|
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} |
334 |
|
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else if (in_wall && maze[i][j] == '.') |
335 |
|
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{ |
336 |
|
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in_wall = 0; |
337 |
|
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maze[i][j - 1] = 'D'; |
338 |
|
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} |
339 |
|
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else if (maze[i][j] != 'D' && maze[i][j] != '.') |
340 |
|
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maze[i][j] = 0; |
341 |
|
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} |
342 |
elmex |
1.1 |
|
343 |
|
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} |
344 |
root |
1.3 |
else |
345 |
|
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{ /* connect in y direction first */ |
346 |
|
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in_wall = 0; |
347 |
|
|
/* swap if necessary */ |
348 |
|
|
if (y2 < y1) |
349 |
|
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{ |
350 |
|
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int tx = x2, ty = y2; |
351 |
|
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|
352 |
|
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x2 = x1; |
353 |
|
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y2 = y1; |
354 |
|
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x1 = tx; |
355 |
|
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y1 = ty; |
356 |
|
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} |
357 |
|
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i = x1; |
358 |
|
|
/* vertical connect */ |
359 |
|
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for (j = y1; j < y2; j++) |
360 |
|
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{ |
361 |
|
|
if (in_wall == 0 && maze[i][j] == '#') |
362 |
|
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{ |
363 |
|
|
in_wall = 1; |
364 |
|
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maze[i][j] = 'D'; |
365 |
|
|
} |
366 |
|
|
else if (in_wall && maze[i][j] == '.') |
367 |
|
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{ |
368 |
|
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in_wall = 0; |
369 |
|
|
maze[i][j - 1] = 'D'; |
370 |
|
|
} |
371 |
|
|
else if (maze[i][j] != 'D' && maze[i][j] != '.') |
372 |
|
|
maze[i][j] = 0; |
373 |
|
|
} |
374 |
|
|
|
375 |
|
|
i = MIN (x1, x2); |
376 |
|
|
if (maze[i][j] == '.') |
377 |
|
|
in_wall = 0; |
378 |
|
|
if (maze[i][j] == 0 || maze[i][j] == '#') |
379 |
|
|
in_wall = 1; |
380 |
|
|
for ( /* i set already */ ; i < MAX (x1, x2); i++) |
381 |
|
|
{ |
382 |
|
|
if (in_wall == 0 && maze[i][j] == '#') |
383 |
|
|
{ |
384 |
|
|
in_wall = 1; |
385 |
|
|
maze[i][j] = 'D'; |
386 |
|
|
} |
387 |
|
|
else if (in_wall && maze[i][j] == '.') |
388 |
|
|
{ |
389 |
|
|
in_wall = 0; |
390 |
|
|
maze[i - 1][j] = 'D'; |
391 |
|
|
} |
392 |
|
|
else if (maze[i][j] != 'D' && maze[i][j] != '.') |
393 |
|
|
maze[i][j] = 0; |
394 |
|
|
|
395 |
|
|
} |
396 |
elmex |
1.1 |
|
397 |
|
|
} |
398 |
|
|
|
399 |
|
|
} |
400 |
|
|
} |