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Comparing deliantra/server/random_maps/rogue_layout.C (file contents):
Revision 1.4 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.10 by root, Sun May 4 14:12:37 2008 UTC

14 int ax, ay, zx, zy; /* coordinates of extrema of the rectangle */ 14 int ax, ay, zx, zy; /* coordinates of extrema of the rectangle */
15 15
16 int rtype; /* circle or rectangular */ 16 int rtype; /* circle or rectangular */
17} Room; 17} Room;
18 18
19static int roguelike_place_room (Room * Rooms, int xsize, int ysize, int nrooms); 19static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms);
20static void roguelike_make_rooms (Room * Rooms, char **maze, int options); 20static void roguelike_make_rooms (Room *rooms, char **maze, int options);
21static void roguelike_link_rooms (Room * Rooms, char **maze, int xsize, int ysize); 21static void roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize);
22
23 22
24int 23int
25surround_check (char **layout, int i, int j, int Xsize, int Ysize) 24surround_check (char **layout, int i, int j, int Xsize, int Ysize)
26{ 25{
27 /* 1 = wall to left, 26 /* 1 = wall to left,
28 2 = wall to right, 27 2 = wall to right,
29 4 = wall above 28 4 = wall above
30 8 = wall below */ 29 8 = wall below */
31 int surround_index = 0; 30 int surround_index = 0;
32 31
33 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] != '.')) surround_index |= 1;
34 surround_index += 1;
35 if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) 33 if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) surround_index |= 2;
36 surround_index += 2;
37 if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) 34 if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) surround_index |= 4;
38 surround_index += 4;
39 if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) 35 if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) surround_index |= 8;
40 surround_index += 8; 36
41 return surround_index; 37 return surround_index;
42} 38}
43
44 39
45/* actually make the layout: we work by a reduction process: 40/* actually make the layout: we work by a reduction process:
46 * first we make everything a wall, then we remove areas to make rooms 41 * first we make everything a wall, then we remove areas to make rooms
47 */ 42 */
48 43void
49char ** 44roguelike_layout_gen (Layout maze, int options)
50roguelike_layout_gen (int xsize, int ysize, int options)
51{ 45{
52 int i, j; 46 int i, j;
53 Room *Rooms = 0;
54 Room *walk; 47 Room *walk;
55 int nrooms = 0; 48 int nrooms = 0;
56 int tries = 0; 49 int tries = 0;
57 50
58 /* allocate that array, write walls everywhere up */ 51 int xsize = maze->w;
59 char **maze = (char **) malloc (sizeof (char *) * xsize); 52 int ysize = maze->h;
60
61 for (i = 0; i < xsize; i++)
62 {
63 maze[i] = (char *) malloc (sizeof (char) * ysize);
64 for (j = 0; j < ysize; j++)
65 maze[i][j] = '#';
66 }
67 53
68 /* minimum room size is basically 5x5: if xsize/ysize is 54 /* minimum room size is basically 5x5: if xsize/ysize is
69 less than 3x that then hollow things out, stick in 55 less than 3x that then hollow things out, stick in
70 a stairsup and stairs down, and exit */ 56 a stairsup and stairs down, and exit */
71
72 if (xsize < 11 || ysize < 11) 57 if (xsize < 11 || ysize < 11)
73 { 58 {
74 for (i = 1; i < xsize - 1; i++) 59 maze->clear ();
75 for (j = 1; j < ysize - 1; j++) 60 maze->border ();
76 maze[i][j] = 0; 61
77 maze[(xsize - 1) / 2][(ysize - 1) / 2] = '>'; 62 maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>';
78 maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; 63 maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<';
64
79 return maze; 65 return;
80 } 66 }
67
68 maze->clear ('#');
81 69
82 /* decide on the number of rooms */ 70 /* decide on the number of rooms */
83 nrooms = RANDOM () % 10 + 6; 71 nrooms = rmg_rndm (10) + 6;
84 Rooms = (Room *) calloc (nrooms + 1, sizeof (Room)); 72 Room *rooms = salloc0<Room> (nrooms + 1);
85 73
86 /* actually place the rooms */ 74 /* actually place the rooms */
87 i = 0; 75 i = 0;
88 while (tries < 450 && i < nrooms) 76 while (tries < 450 && i < nrooms)
89 { 77 {
90 /* try to place the room */ 78 /* try to place the room */
91 if (!roguelike_place_room (Rooms, xsize, ysize, nrooms)) 79 if (!roguelike_place_room (rooms, xsize, ysize, nrooms))
92 tries++; 80 tries++;
93 else 81 else
94 i++; 82 i++;
95 } 83 }
96 84
97 if (i == 0) 85 if (i == 0) /* no can do! */
98 { /* no can do! */ 86 {
99 for (i = 1; i < xsize - 1; i++) 87 maze->clear ();
100 for (j = 1; j < ysize - 1; j++) 88 maze->border ();
101 maze[i][j] = 0; 89
102 maze[(xsize - 1) / 2][(ysize - 1) / 2] = '>'; 90 maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>';
103 maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; 91 maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<';
104 free (Rooms); 92
93 sfree (rooms, nrooms + 1);
105 return maze; 94 return;
106 } 95 }
107
108 96
109 /* erase the areas occupied by the rooms */ 97 /* erase the areas occupied by the rooms */
110 roguelike_make_rooms (Rooms, maze, options); 98 roguelike_make_rooms (rooms, maze, options);
111 99
112 roguelike_link_rooms (Rooms, maze, xsize, ysize); 100 roguelike_link_rooms (rooms, maze, xsize, ysize);
113 101
114 /* put in the stairs */ 102 /* put in the stairs */
115 103
116 maze[Rooms->x][Rooms->y] = '<'; 104 maze[rooms->x][rooms->y] = '<';
105
117 /* get the last one */ 106 /* get the last one */
118 for (walk = Rooms; walk->x != 0; walk++); 107 for (walk = rooms; walk->x != 0; walk++)
108 ;
109
119 /* back up one */ 110 /* back up one */
120 walk--; 111 walk--;
112
121 if (walk == Rooms) 113 if (walk == rooms)
122 { 114 {
123 /* In this case, there is only a single room. We don't want to 115 /* In this case, there is only a single room. We don't want to
124 * clobber are up exit (above) with a down exit, so put the 116 * clobber are up exit (above) with a down exit, so put the
125 * other exit one space up/down, depending which is a space 117 * other exit one space up/down, depending which is a space
126 * and not a wall. 118 * and not a wall.
137 for (i = 0; i < xsize; i++) 129 for (i = 0; i < xsize; i++)
138 for (j = 0; j < ysize; j++) 130 for (j = 0; j < ysize; j++)
139 { 131 {
140 if (maze[i][j] == '.') 132 if (maze[i][j] == '.')
141 maze[i][j] = 0; 133 maze[i][j] = 0;
134
142 if (maze[i][j] == 'D') 135 if (maze[i][j] == 'D')
143 { /* remove bad door. */ 136 { /* remove bad door. */
144 int si = surround_check (maze, i, j, xsize, ysize); 137 int si = surround_check (maze, i, j, xsize, ysize);
145 138
146 if (si != 3 && si != 12) 139 if (si != 3 && si != 12)
151 j = 0; 144 j = 0;
152 } 145 }
153 } 146 }
154 } 147 }
155 148
156 free (Rooms); 149 sfree (rooms, nrooms + 1);
157 return maze;
158} 150}
159
160
161 151
162static int 152static int
163roguelike_place_room (Room * Rooms, int xsize, int ysize, int nrooms) 153roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms)
164{ 154{
165
166 int tx, ty; /* trial center locations */ 155 int tx, ty; /* trial center locations */
167 int sx, sy; /* trial sizes */ 156 int sx, sy; /* trial sizes */
168 int ax, ay; /* min coords of rect */ 157 int ax, ay; /* min coords of rect */
169 int zx, zy; /* max coords of rect */ 158 int zx, zy; /* max coords of rect */
170 int x_basesize; 159 int x_basesize;
171 int y_basesize; 160 int y_basesize;
172 Room *walk; 161 Room *walk;
173 162
174 /* decide on the base x and y sizes */ 163 /* decide on the base x and y sizes */
175
176 x_basesize = xsize / isqrt (nrooms); 164 x_basesize = xsize / isqrt (nrooms);
177 y_basesize = ysize / isqrt (nrooms); 165 y_basesize = ysize / isqrt (nrooms);
178 166
179 167 tx = rmg_rndm (xsize);
180 tx = RANDOM () % xsize; 168 ty = rmg_rndm (ysize);
181 ty = RANDOM () % ysize;
182 169
183 /* generate a distribution of sizes centered about basesize */ 170 /* generate a distribution of sizes centered about basesize */
184 sx = (RANDOM () % x_basesize) + (RANDOM () % x_basesize) + (RANDOM () % x_basesize); 171 sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize);
185 sy = (RANDOM () % y_basesize) + (RANDOM () % y_basesize) + (RANDOM () % y_basesize); 172 sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize);
186 sy = (int) (sy * .5); /* renormalize */ 173 sy = (int) (sy * .5); /* renormalize */
187 174
188 /* find the corners */ 175 /* find the corners */
189 ax = tx - sx / 2; 176 ax = tx - sx / 2;
190 zx = tx + sx / 2 + sx % 2; 177 zx = tx + sx / 2 + sx % 2;
191 178
192 ay = ty - sy / 2; 179 ay = ty - sy / 2;
193 zy = ty + sy / 2 + sy % 2; 180 zy = ty + sy / 2 + sy % 2;
194 181
195 /* check to see if it's in the map */ 182 /* check to see if it's in the map */
196 if (zx > xsize - 1 || ax < 1) 183 if (zx > xsize - 1 || ax < 1) return 0;
197 return 0;
198 if (zy > ysize - 1 || ay < 1) 184 if (zy > ysize - 1 || ay < 1) return 0;
199 return 0;
200 185
201 /* no small fish */ 186 /* no small fish */
202 if (sx < 3 || sy < 3) 187 if (sx < 3 || sy < 3)
203 return 0; 188 return 0;
204 189
205 /* check overlap with existing rooms */ 190 /* check overlap with existing rooms */
206 for (walk = Rooms; walk->x != 0; walk++) 191 for (walk = rooms; walk->x != 0; walk++)
207 { 192 {
208 int dx = abs (tx - walk->x); 193 int dx = abs (tx - walk->x);
209 int dy = abs (ty - walk->y); 194 int dy = abs (ty - walk->y);
210 195
211 if ((dx < (walk->sx + sx) / 2 + 2) && (dy < (walk->sy + sy) / 2 + 2)) 196 if ((dx < (walk->sx + sx) / 2 + 2) && (dy < (walk->sy + sy) / 2 + 2))
213 } 198 }
214 199
215 /* if we've got here, presumably the room is OK. */ 200 /* if we've got here, presumably the room is OK. */
216 201
217 /* get a pointer to the first free room */ 202 /* get a pointer to the first free room */
218 for (walk = Rooms; walk->x != 0; walk++); 203 for (walk = rooms; walk->x != 0; walk++)
204 ;
205
219 walk->x = tx; 206 walk->x = tx;
220 walk->y = ty; 207 walk->y = ty;
221 walk->sx = sx; 208 walk->sx = sx;
222 walk->sy = sy; 209 walk->sy = sy;
223 walk->ax = ax; 210 walk->ax = ax;
224 walk->ay = ay; 211 walk->ay = ay;
225 walk->zx = zx; 212 walk->zx = zx;
226 walk->zy = zy; 213 walk->zy = zy;
214
227 return 1; /* success */ 215 return 1; /* success */
228
229} 216}
230
231 217
232/* write all the rooms into the maze */ 218/* write all the rooms into the maze */
233static void 219static void
234roguelike_make_rooms (Room * Rooms, char **maze, int options) 220roguelike_make_rooms (Room *rooms, char **maze, int options)
235{ 221{
236 int making_circle = 0; 222 int making_circle = 0;
237 int i, j; 223 int i, j;
238 int R; 224 int R;
239 Room *walk; 225 Room *walk;
240 226
241 for (walk = Rooms; walk->x != 0; walk++) 227 for (walk = rooms; walk->x != 0; walk++)
242 { 228 {
243 /* first decide what shape to make */ 229 /* first decide what shape to make */
244 switch (options) 230 switch (options)
245 { 231 {
246 case 1: 232 case 1:
248 break; 234 break;
249 case 2: 235 case 2:
250 making_circle = 1; 236 making_circle = 1;
251 break; 237 break;
252 default: 238 default:
253 making_circle = ((RANDOM () % 3 == 0) ? 1 : 0); 239 making_circle = ((rmg_rndm (3) == 0) ? 1 : 0);
254 break; 240 break;
255 } 241 }
256 242
257 if (walk->sx < walk->sy) 243 if (walk->sx < walk->sy)
258 R = walk->sx / 2; 244 R = walk->sx / 2;
260 R = walk->sy / 2; 246 R = walk->sy / 2;
261 247
262 /* enscribe a rectangle */ 248 /* enscribe a rectangle */
263 for (i = walk->ax; i < walk->zx; i++) 249 for (i = walk->ax; i < walk->zx; i++)
264 for (j = walk->ay; j < walk->zy; j++) 250 for (j = walk->ay; j < walk->zy; j++)
265 {
266 if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R) 251 if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R)
267 maze[i][j] = '.'; 252 maze[i][j] = '.';
268 }
269 } 253 }
270} 254}
271
272
273 255
274static void 256static void
275roguelike_link_rooms (Room * Rooms, char **maze, int xsize, int ysize) 257roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize)
276{ 258{
277 Room *walk; 259 Room *walk;
278 int i, j; 260 int i, j;
279 261
280 /* link each room to the previous room */ 262 /* link each room to the previous room */
281 if (Rooms[1].x == 0) 263 if (rooms[1].x == 0)
282 return; /* only 1 room */ 264 return; /* only 1 room */
283 265
284 for (walk = Rooms + 1; walk->x != 0; walk++) 266 for (walk = rooms + 1; walk->x != 0; walk++)
285 { 267 {
286 int x1 = walk->x; 268 int x1 = walk->x;
287 int y1 = walk->y; 269 int y1 = walk->y;
288 int x2 = (walk - 1)->x; 270 int x2 = (walk - 1)->x;
289 int y2 = (walk - 1)->y; 271 int y2 = (walk - 1)->y;
290 int in_wall = 0; 272 int in_wall = 0;
291 273
292 if (RANDOM () % 2) 274 if (rmg_rndm (2))
293 { /* connect in x direction first */ 275 { /* connect in x direction first */
294 /* horizontal connect */ 276 /* horizontal connect */
295 /* swap (x1,y1) (x2,y2) if necessary */ 277 /* swap (x1,y1) (x2,y2) if necessary */
296 278
297 if (x2 < x1) 279 if (x2 < x1)
398 380
399 } 381 }
400 382
401 } 383 }
402} 384}
385

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