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1 | /* |
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2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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3 | * |
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4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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6 | * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice) |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
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23 | */ |
1 | |
24 | |
2 | /* generate a rogue/nethack-like layout */ |
25 | /* generate a rogue/nethack-like maze */ |
3 | #include <global.h> |
26 | #include <global.h> |
4 | #include <random_map.h> |
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5 | #include <math.h> |
27 | #include <rmg.h> |
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28 | #include <rproto.h> |
6 | |
29 | |
7 | typedef struct |
30 | typedef struct |
8 | { |
31 | { |
9 | int x; |
32 | int x; |
10 | int y; /* coordinates of room centers */ |
33 | int y; /* coordinates of room centers */ |
… | |
… | |
16 | int rtype; /* circle or rectangular */ |
39 | int rtype; /* circle or rectangular */ |
17 | } Room; |
40 | } Room; |
18 | |
41 | |
19 | static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms); |
42 | static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms); |
20 | static void roguelike_make_rooms (Room *rooms, char **maze, int options); |
43 | static void roguelike_make_rooms (Room *rooms, char **maze, int options); |
21 | static void roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize); |
44 | static void roguelike_link_rooms (Room *rooms, layout &maze); |
22 | |
45 | |
23 | int |
46 | int |
24 | surround_check (char **layout, int i, int j, int Xsize, int Ysize) |
47 | surround_check (layout &maze, int i, int j) |
25 | { |
48 | { |
26 | /* 1 = wall to left, |
49 | /* 1 = wall to left, |
27 | 2 = wall to right, |
50 | 2 = wall to right, |
28 | 4 = wall above |
51 | 4 = wall above |
29 | 8 = wall below */ |
52 | 8 = wall below */ |
30 | int surround_index = 0; |
53 | int surround_index = 0; |
31 | |
54 | |
32 | if ((i > 0) && (layout[i - 1][j] != 0 && layout[i - 1][j] != '.')) surround_index |= 1; |
55 | if ((i > 0) && (maze[i - 1][j] != 0 && maze[i - 1][j] != '.')) surround_index |= 1; |
33 | if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) surround_index |= 2; |
56 | if ((i < maze.w - 1) && (maze[i + 1][j] != 0 && maze[i + 1][j] != '.')) surround_index |= 2; |
34 | if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) surround_index |= 4; |
57 | if ((j > 0) && (maze[i][j - 1] != 0 && maze[i][j - 1] != '.')) surround_index |= 4; |
35 | if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) surround_index |= 8; |
58 | if ((j < maze.h - 1) && (maze[i][j + 1] != 0 && maze[i][j + 1] != '.')) surround_index |= 8; |
36 | |
59 | |
37 | return surround_index; |
60 | return surround_index; |
38 | } |
61 | } |
39 | |
62 | |
40 | /* actually make the layout: we work by a reduction process: |
63 | /* actually make the maze: we work by a reduction process: |
41 | * first we make everything a wall, then we remove areas to make rooms |
64 | * first we make everything a wall, then we remove areas to make rooms |
42 | */ |
65 | */ |
43 | void |
66 | void |
44 | roguelike_layout_gen (Layout maze, int options) |
67 | roguelike_layout_gen (layout &maze, int options) |
45 | { |
68 | { |
46 | int i, j; |
69 | int i, j; |
47 | Room *walk; |
70 | Room *walk; |
48 | int nrooms = 0; |
71 | int nrooms = 0; |
49 | int tries = 0; |
72 | int tries = 0; |
50 | |
73 | |
51 | int xsize = maze->w; |
74 | int xsize = maze.w; |
52 | int ysize = maze->h; |
75 | int ysize = maze.h; |
53 | |
76 | |
54 | /* minimum room size is basically 5x5: if xsize/ysize is |
77 | /* minimum room size is basically 5x5: if xsize/ysize is |
55 | less than 3x that then hollow things out, stick in |
78 | less than 3x that then hollow things out, stick in |
56 | a stairsup and stairs down, and exit */ |
79 | a stairsup and stairs down, and exit */ |
57 | if (xsize < 11 || ysize < 11) |
80 | if (xsize < 11 || ysize < 11) |
58 | { |
81 | { |
59 | maze->clear (); |
82 | maze.clear (); |
60 | maze->border (); |
83 | maze.border (); |
61 | |
84 | |
62 | maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
85 | maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
63 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
86 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
64 | |
87 | |
65 | return; |
88 | return; |
66 | } |
89 | } |
67 | |
90 | |
68 | maze->clear ('#'); |
91 | maze.fill ('#'); |
69 | |
92 | |
70 | /* decide on the number of rooms */ |
93 | /* decide on the number of rooms */ |
71 | nrooms = rmg_rndm (10) + 6; |
94 | nrooms = rmg_rndm (10) + 6; |
72 | Room *rooms = salloc0<Room> (nrooms + 1); |
95 | Room *rooms = salloc0<Room> (nrooms + 1); |
73 | |
96 | |
… | |
… | |
82 | i++; |
105 | i++; |
83 | } |
106 | } |
84 | |
107 | |
85 | if (i == 0) /* no can do! */ |
108 | if (i == 0) /* no can do! */ |
86 | { |
109 | { |
87 | maze->clear (); |
110 | maze.clear (); |
88 | maze->border (); |
111 | maze.border (); |
89 | |
112 | |
90 | maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
113 | maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
91 | maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
114 | maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
92 | |
115 | |
93 | sfree (rooms, nrooms + 1); |
116 | sfree (rooms, nrooms + 1); |
… | |
… | |
95 | } |
118 | } |
96 | |
119 | |
97 | /* erase the areas occupied by the rooms */ |
120 | /* erase the areas occupied by the rooms */ |
98 | roguelike_make_rooms (rooms, maze, options); |
121 | roguelike_make_rooms (rooms, maze, options); |
99 | |
122 | |
100 | roguelike_link_rooms (rooms, maze, xsize, ysize); |
123 | roguelike_link_rooms (rooms, maze); |
101 | |
124 | |
102 | /* put in the stairs */ |
125 | /* put in the stairs */ |
103 | |
126 | |
104 | maze[rooms->x][rooms->y] = '<'; |
127 | maze[rooms->x][rooms->y] = '<'; |
105 | |
128 | |
… | |
… | |
132 | if (maze[i][j] == '.') |
155 | if (maze[i][j] == '.') |
133 | maze[i][j] = 0; |
156 | maze[i][j] = 0; |
134 | |
157 | |
135 | if (maze[i][j] == 'D') |
158 | if (maze[i][j] == 'D') |
136 | { /* remove bad door. */ |
159 | { /* remove bad door. */ |
137 | int si = surround_check (maze, i, j, xsize, ysize); |
160 | int si = surround_check (maze, i, j); |
138 | |
161 | |
139 | if (si != 3 && si != 12) |
162 | if (si != 3 && si != 12) |
140 | { |
163 | { |
141 | maze[i][j] = 0; |
164 | maze[i][j] = 0; |
142 | /* back up and recheck any nearby doors */ |
165 | /* back up and recheck any nearby doors */ |
… | |
… | |
168 | ty = rmg_rndm (ysize); |
191 | ty = rmg_rndm (ysize); |
169 | |
192 | |
170 | /* generate a distribution of sizes centered about basesize */ |
193 | /* generate a distribution of sizes centered about basesize */ |
171 | sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize); |
194 | sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize); |
172 | sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize); |
195 | sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize); |
173 | sy = (int) (sy * .5); /* renormalize */ |
196 | sy >>= 1; /* renormalize */ |
174 | |
197 | |
175 | /* find the corners */ |
198 | /* find the corners */ |
176 | ax = tx - sx / 2; |
199 | ax = tx - sx / 2; |
177 | zx = tx + sx / 2 + sx % 2; |
200 | zx = tx + sx / 2 + sx % 2; |
178 | |
201 | |
… | |
… | |
198 | } |
221 | } |
199 | |
222 | |
200 | /* if we've got here, presumably the room is OK. */ |
223 | /* if we've got here, presumably the room is OK. */ |
201 | |
224 | |
202 | /* get a pointer to the first free room */ |
225 | /* get a pointer to the first free room */ |
203 | for (walk = rooms; walk->x != 0; walk++) |
226 | for (walk = rooms; walk->x; walk++) |
204 | ; |
227 | ; |
205 | |
228 | |
206 | walk->x = tx; |
229 | walk->x = tx; |
207 | walk->y = ty; |
230 | walk->y = ty; |
208 | walk->sx = sx; |
231 | walk->sx = sx; |
209 | walk->sy = sy; |
232 | walk->sy = sy; |
210 | walk->ax = ax; |
233 | walk->ax = ax; |
211 | walk->ay = ay; |
234 | walk->ay = ay; |
212 | walk->zx = zx; |
235 | walk->zx = zx; |
… | |
… | |
218 | /* write all the rooms into the maze */ |
241 | /* write all the rooms into the maze */ |
219 | static void |
242 | static void |
220 | roguelike_make_rooms (Room *rooms, char **maze, int options) |
243 | roguelike_make_rooms (Room *rooms, char **maze, int options) |
221 | { |
244 | { |
222 | int making_circle = 0; |
245 | int making_circle = 0; |
223 | int i, j; |
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224 | int R; |
246 | int R; |
225 | Room *walk; |
247 | Room *walk; |
226 | |
248 | |
227 | for (walk = rooms; walk->x != 0; walk++) |
249 | for (walk = rooms; walk->x; walk++) |
228 | { |
250 | { |
229 | /* first decide what shape to make */ |
251 | /* first decide what shape to make */ |
230 | switch (options) |
252 | switch (options) |
231 | { |
253 | { |
232 | case 1: |
254 | case 1: |
… | |
… | |
244 | R = walk->sx / 2; |
266 | R = walk->sx / 2; |
245 | else |
267 | else |
246 | R = walk->sy / 2; |
268 | R = walk->sy / 2; |
247 | |
269 | |
248 | /* enscribe a rectangle */ |
270 | /* enscribe a rectangle */ |
249 | for (i = walk->ax; i < walk->zx; i++) |
271 | for (int i = walk->ax; i < walk->zx; i++) |
250 | for (j = walk->ay; j < walk->zy; j++) |
272 | for (int j = walk->ay; j < walk->zy; j++) |
251 | if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R) |
273 | if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R) |
252 | maze[i][j] = '.'; |
274 | maze[i][j] = '.'; |
253 | } |
275 | } |
254 | } |
276 | } |
255 | |
277 | |
256 | static void |
278 | static void |
257 | roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize) |
279 | roguelike_link_rooms (Room *rooms, layout &maze) |
258 | { |
280 | { |
259 | Room *walk; |
281 | Room *walk; |
260 | int i, j; |
282 | int i, j; |
261 | |
283 | |
262 | /* link each room to the previous room */ |
284 | /* link each room to the previous room */ |
… | |
… | |
301 | maze[i - 1][j] = 'D'; |
323 | maze[i - 1][j] = 'D'; |
302 | } |
324 | } |
303 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
325 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
304 | maze[i][j] = 0; |
326 | maze[i][j] = 0; |
305 | } |
327 | } |
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328 | |
306 | j = MIN (y1, y2); |
329 | j = min (y1, y2); |
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330 | |
307 | if (maze[i][j] == '.') |
331 | if (maze[i][j] == '.') |
308 | in_wall = 0; |
332 | in_wall = 0; |
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333 | |
309 | if (maze[i][j] == 0 || maze[i][j] == '#') |
334 | if (maze[i][j] == 0 || maze[i][j] == '#') |
310 | in_wall = 1; |
335 | in_wall = 1; |
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336 | |
311 | for ( /* j set already */ ; j < MAX (y1, y2); j++) |
337 | for ( /* j set already */ ; j < max (y1, y2); j++) |
312 | { |
338 | { |
313 | if (in_wall == 0 && maze[i][j] == '#') |
339 | if (in_wall == 0 && maze[i][j] == '#') |
314 | { |
340 | { |
315 | in_wall = 1; |
341 | in_wall = 1; |
316 | maze[i][j] = 'D'; |
342 | maze[i][j] = 'D'; |
… | |
… | |
354 | } |
380 | } |
355 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
381 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
356 | maze[i][j] = 0; |
382 | maze[i][j] = 0; |
357 | } |
383 | } |
358 | |
384 | |
359 | i = MIN (x1, x2); |
385 | i = min (x1, x2); |
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386 | |
360 | if (maze[i][j] == '.') |
387 | if (maze[i][j] == '.') |
361 | in_wall = 0; |
388 | in_wall = 0; |
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389 | |
362 | if (maze[i][j] == 0 || maze[i][j] == '#') |
390 | if (maze[i][j] == 0 || maze[i][j] == '#') |
363 | in_wall = 1; |
391 | in_wall = 1; |
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392 | |
364 | for ( /* i set already */ ; i < MAX (x1, x2); i++) |
393 | for ( /* i set already */ ; i < max (x1, x2); i++) |
365 | { |
394 | { |
366 | if (in_wall == 0 && maze[i][j] == '#') |
395 | if (in_wall == 0 && maze[i][j] == '#') |
367 | { |
396 | { |
368 | in_wall = 1; |
397 | in_wall = 1; |
369 | maze[i][j] = 'D'; |
398 | maze[i][j] = 'D'; |