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/cvs/deliantra/server/random_maps/rogue_layout.C
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Comparing deliantra/server/random_maps/rogue_layout.C (file contents):
Revision 1.8 by root, Mon Apr 14 22:41:17 2008 UTC vs.
Revision 1.10 by root, Sun May 4 14:12:37 2008 UTC

27 2 = wall to right, 27 2 = wall to right,
28 4 = wall above 28 4 = wall above
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] != '.')) surround_index |= 1;
33 surround_index += 1;
34 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;
35 surround_index += 2;
36 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;
37 surround_index += 4;
38 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;
39 surround_index += 8; 36
40 return surround_index; 37 return surround_index;
41} 38}
42 39
43/* actually make the layout: we work by a reduction process: 40/* actually make the layout: we work by a reduction process:
44 * 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
45 */ 42 */
46void 43void
47roguelike_layout_gen (Maze maze, int options) 44roguelike_layout_gen (Layout maze, int options)
48{ 45{
49 int i, j; 46 int i, j;
50 Room *walk; 47 Room *walk;
51 int nrooms = 0; 48 int nrooms = 0;
52 int tries = 0; 49 int tries = 0;
69 } 66 }
70 67
71 maze->clear ('#'); 68 maze->clear ('#');
72 69
73 /* decide on the number of rooms */ 70 /* decide on the number of rooms */
74 nrooms = rndm (10) + 6; 71 nrooms = rmg_rndm (10) + 6;
75 Room *rooms = salloc0<Room> (nrooms + 1); 72 Room *rooms = salloc0<Room> (nrooms + 1);
76 73
77 /* actually place the rooms */ 74 /* actually place the rooms */
78 i = 0; 75 i = 0;
79 while (tries < 450 && i < nrooms) 76 while (tries < 450 && i < nrooms)
83 tries++; 80 tries++;
84 else 81 else
85 i++; 82 i++;
86 } 83 }
87 84
88 if (i == 0) 85 if (i == 0) /* no can do! */
89 { /* no can do! */ 86 {
90 maze->clear (); 87 maze->clear ();
91 maze->border (); 88 maze->border ();
92 89
93 maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; 90 maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>';
94 maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; 91 maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<';
95 92
96 sfree (rooms, nrooms + 1); 93 sfree (rooms, nrooms + 1);
97 return; 94 return;
98 } 95 }
99
100 96
101 /* erase the areas occupied by the rooms */ 97 /* erase the areas occupied by the rooms */
102 roguelike_make_rooms (rooms, maze, options); 98 roguelike_make_rooms (rooms, maze, options);
103 99
104 roguelike_link_rooms (rooms, maze, xsize, ysize); 100 roguelike_link_rooms (rooms, maze, xsize, ysize);
166 162
167 /* decide on the base x and y sizes */ 163 /* decide on the base x and y sizes */
168 x_basesize = xsize / isqrt (nrooms); 164 x_basesize = xsize / isqrt (nrooms);
169 y_basesize = ysize / isqrt (nrooms); 165 y_basesize = ysize / isqrt (nrooms);
170 166
171 tx = rndm (xsize); 167 tx = rmg_rndm (xsize);
172 ty = rndm (ysize); 168 ty = rmg_rndm (ysize);
173 169
174 /* generate a distribution of sizes centered about basesize */ 170 /* generate a distribution of sizes centered about basesize */
175 sx = rndm (x_basesize) + rndm (x_basesize) + rndm (x_basesize); 171 sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize);
176 sy = rndm (y_basesize) + rndm (y_basesize) + rndm (y_basesize); 172 sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize);
177 sy = (int) (sy * .5); /* renormalize */ 173 sy = (int) (sy * .5); /* renormalize */
178 174
179 /* find the corners */ 175 /* find the corners */
180 ax = tx - sx / 2; 176 ax = tx - sx / 2;
181 zx = tx + sx / 2 + sx % 2; 177 zx = tx + sx / 2 + sx % 2;
238 break; 234 break;
239 case 2: 235 case 2:
240 making_circle = 1; 236 making_circle = 1;
241 break; 237 break;
242 default: 238 default:
243 making_circle = ((rndm (3) == 0) ? 1 : 0); 239 making_circle = ((rmg_rndm (3) == 0) ? 1 : 0);
244 break; 240 break;
245 } 241 }
246 242
247 if (walk->sx < walk->sy) 243 if (walk->sx < walk->sy)
248 R = walk->sx / 2; 244 R = walk->sx / 2;
273 int y1 = walk->y; 269 int y1 = walk->y;
274 int x2 = (walk - 1)->x; 270 int x2 = (walk - 1)->x;
275 int y2 = (walk - 1)->y; 271 int y2 = (walk - 1)->y;
276 int in_wall = 0; 272 int in_wall = 0;
277 273
278 if (rndm (2)) 274 if (rmg_rndm (2))
279 { /* connect in x direction first */ 275 { /* connect in x direction first */
280 /* horizontal connect */ 276 /* horizontal connect */
281 /* swap (x1,y1) (x2,y2) if necessary */ 277 /* swap (x1,y1) (x2,y2) if necessary */
282 278
283 if (x2 < x1) 279 if (x2 < x1)

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