… | |
… | |
41 | } |
41 | } |
42 | |
42 | |
43 | /* actually make the layout: we work by a reduction process: |
43 | /* actually make the layout: we work by a reduction process: |
44 | * first we make everything a wall, then we remove areas to make rooms |
44 | * first we make everything a wall, then we remove areas to make rooms |
45 | */ |
45 | */ |
46 | Maze |
46 | void |
47 | roguelike_layout_gen (int xsize, int ysize, int options) |
47 | roguelike_layout_gen (Maze maze, int options) |
48 | { |
48 | { |
49 | int i, j; |
49 | int i, j; |
50 | Room *walk; |
50 | Room *walk; |
51 | int nrooms = 0; |
51 | int nrooms = 0; |
52 | int tries = 0; |
52 | int tries = 0; |
53 | |
53 | |
54 | Maze maze (xsize, ysize); |
54 | int xsize = maze->w; |
55 | |
55 | int ysize = maze->h; |
56 | for (i = 0; i < xsize; i++) |
|
|
57 | for (j = 0; j < ysize; j++) |
|
|
58 | maze[i][j] = '#'; |
|
|
59 | |
56 | |
60 | /* minimum room size is basically 5x5: if xsize/ysize is |
57 | /* minimum room size is basically 5x5: if xsize/ysize is |
61 | less than 3x that then hollow things out, stick in |
58 | less than 3x that then hollow things out, stick in |
62 | a stairsup and stairs down, and exit */ |
59 | a stairsup and stairs down, and exit */ |
63 | |
|
|
64 | if (xsize < 11 || ysize < 11) |
60 | if (xsize < 11 || ysize < 11) |
65 | { |
61 | { |
66 | for (i = 1; i < xsize - 1; i++) |
62 | maze->clear (); |
67 | for (j = 1; j < ysize - 1; j++) |
63 | maze->border (); |
68 | maze[i][j] = 0; |
|
|
69 | |
64 | |
70 | maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
65 | maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
71 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
66 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
72 | |
67 | |
73 | return maze; |
68 | return; |
74 | } |
69 | } |
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|
70 | |
|
|
71 | maze->clear ('#'); |
75 | |
72 | |
76 | /* decide on the number of rooms */ |
73 | /* decide on the number of rooms */ |
77 | nrooms = rndm (10) + 6; |
74 | nrooms = rndm (10) + 6; |
78 | Room *rooms = salloc0<Room> (nrooms + 1); |
75 | Room *rooms = salloc0<Room> (nrooms + 1); |
79 | |
76 | |
… | |
… | |
88 | i++; |
85 | i++; |
89 | } |
86 | } |
90 | |
87 | |
91 | if (i == 0) |
88 | if (i == 0) |
92 | { /* no can do! */ |
89 | { /* no can do! */ |
93 | for (i = 1; i < xsize - 1; i++) |
90 | maze->clear (); |
94 | for (j = 1; j < ysize - 1; j++) |
91 | maze->border (); |
95 | maze[i][j] = 0; |
|
|
96 | |
92 | |
97 | maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
93 | maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
98 | maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
94 | maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
99 | |
95 | |
100 | sfree (rooms, nrooms + 1); |
96 | sfree (rooms, nrooms + 1); |
101 | return maze; |
97 | return; |
102 | } |
98 | } |
103 | |
99 | |
104 | |
100 | |
105 | /* erase the areas occupied by the rooms */ |
101 | /* erase the areas occupied by the rooms */ |
106 | roguelike_make_rooms (rooms, maze, options); |
102 | roguelike_make_rooms (rooms, maze, options); |
… | |
… | |
153 | } |
149 | } |
154 | } |
150 | } |
155 | } |
151 | } |
156 | |
152 | |
157 | sfree (rooms, nrooms + 1); |
153 | sfree (rooms, nrooms + 1); |
158 | return maze; |
|
|
159 | } |
154 | } |
160 | |
155 | |
161 | static int |
156 | static int |
162 | roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
157 | roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
163 | { |
158 | { |