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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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice) |
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6 | * |
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7 | * Deliantra is free software: you can redistribute it and/or modify it under |
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8 | * the terms of the Affero GNU General Public License as published by the |
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9 | * Free Software Foundation, either version 3 of the License, or (at your |
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10 | * option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the Affero GNU General Public License |
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18 | * and the GNU General Public License along with this program. If not, see |
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19 | * <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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22 | */ |
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23 | |
1 | /* generate a rogue/nethack-like layout */ |
24 | /* generate a rogue/nethack-like maze */ |
2 | #include <global.h> |
25 | #include <global.h> |
3 | #include <random_map.h> |
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4 | #include <math.h> |
26 | #include <rmg.h> |
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27 | #include <rproto.h> |
5 | |
28 | |
6 | typedef struct { |
29 | typedef struct |
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30 | { |
7 | int x; |
31 | int x; |
8 | int y; /* coordinates of room centers */ |
32 | int y; /* coordinates of room centers */ |
9 | |
33 | |
10 | int sx; |
34 | int sx; |
11 | int sy; /* sizes */ |
35 | int sy; /* sizes */ |
12 | int ax,ay,zx,zy; /* coordinates of extrema of the rectangle */ |
36 | int ax, ay, zx, zy; /* coordinates of extrema of the rectangle */ |
13 | |
37 | |
14 | int rtype; /* circle or rectangular */ |
38 | int rtype; /* circle or rectangular */ |
15 | } Room; |
39 | } Room; |
16 | |
40 | |
17 | static int roguelike_place_room(Room *Rooms,int xsize, int ysize,int nrooms); |
41 | static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms); |
18 | static void roguelike_make_rooms(Room *Rooms,char **maze, int options); |
42 | static void roguelike_make_rooms (Room *rooms, char **maze, int options); |
19 | static void roguelike_link_rooms(Room *Rooms,char **maze,int xsize,int ysize); |
43 | static void roguelike_link_rooms (Room *rooms, layout &maze); |
20 | |
44 | |
21 | |
45 | int |
22 | int surround_check(char **layout,int i,int j,int Xsize, int Ysize){ |
46 | surround_check (layout &maze, int i, int j) |
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47 | { |
23 | /* 1 = wall to left, |
48 | /* 1 = wall to left, |
24 | 2 = wall to right, |
49 | 2 = wall to right, |
25 | 4 = wall above |
50 | 4 = wall above |
26 | 8 = wall below */ |
51 | 8 = wall below */ |
27 | int surround_index = 0; |
52 | int surround_index = 0; |
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53 | |
28 | if((i > 0) && (layout[i-1][j]!=0&&layout[i-1][j]!='.')) surround_index +=1; |
54 | if ((i > 0) && (maze[i - 1][j] != 0 && maze[i - 1][j] != '.')) surround_index |= 1; |
29 | if((i < Xsize-1) && (layout[i+1][j]!=0&&layout[i+1][j]!='.')) surround_index +=2; |
55 | if ((i < maze.w - 1) && (maze[i + 1][j] != 0 && maze[i + 1][j] != '.')) surround_index |= 2; |
30 | if((j > 0) && (layout[i][j-1]!=0&&layout[i][j-1]!='.')) surround_index +=4; |
56 | if ((j > 0) && (maze[i][j - 1] != 0 && maze[i][j - 1] != '.')) surround_index |= 4; |
31 | if((j < Ysize-1) && (layout[i][j+1]!=0&&layout[i][j+1]!='.')) surround_index +=8; |
57 | if ((j < maze.h - 1) && (maze[i][j + 1] != 0 && maze[i][j + 1] != '.')) surround_index |= 8; |
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58 | |
32 | return surround_index; |
59 | return surround_index; |
33 | } |
60 | } |
34 | |
61 | |
35 | |
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36 | /* actually make the layout: we work by a reduction process: |
62 | /* actually make the maze: we work by a reduction process: |
37 | * first we make everything a wall, then we remove areas to make rooms |
63 | * first we make everything a wall, then we remove areas to make rooms |
38 | */ |
64 | */ |
39 | |
65 | void |
40 | char **roguelike_layout_gen(int xsize, int ysize, int options) { |
66 | roguelike_layout_gen (layout &maze, int options) |
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67 | { |
41 | int i,j; |
68 | int i, j; |
42 | Room * Rooms = 0; |
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43 | Room *walk; |
69 | Room *walk; |
44 | int nrooms=0; |
70 | int nrooms = 0; |
45 | int tries=0; |
71 | int tries = 0; |
46 | |
72 | |
47 | /* allocate that array, write walls everywhere up */ |
73 | int xsize = maze.w; |
48 | char **maze = (char **)malloc(sizeof(char*)*xsize); |
74 | int ysize = maze.h; |
49 | for(i=0;i<xsize;i++) { |
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50 | maze[i] = (char *) malloc(sizeof(char)*ysize); |
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51 | for(j=0;j<ysize;j++) maze[i][j] = '#'; |
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52 | } |
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53 | |
75 | |
54 | /* minimum room size is basically 5x5: if xsize/ysize is |
76 | /* minimum room size is basically 5x5: if xsize/ysize is |
55 | less than 3x that then hollow things out, stick in |
77 | less than 3x that then hollow things out, stick in |
56 | a stairsup and stairs down, and exit */ |
78 | a stairsup and stairs down, and exit */ |
57 | |
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58 | if(xsize < 11 || ysize < 11) { |
79 | if (xsize < 11 || ysize < 11) |
59 | for(i=1;i<xsize-1;i++) |
80 | { |
60 | for(j=1;j<ysize-1;j++) |
81 | maze.clear (); |
61 | maze[i][j]=0; |
82 | maze.border (); |
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83 | |
62 | maze[(xsize-1)/2][(ysize-1)/2]='>'; |
84 | maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
63 | maze[(xsize-1)/2][(ysize-1)/2+1]='<'; |
85 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
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86 | |
64 | return maze; |
87 | return; |
65 | } |
88 | } |
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89 | |
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90 | maze.fill ('#'); |
66 | |
91 | |
67 | /* decide on the number of rooms */ |
92 | /* decide on the number of rooms */ |
68 | nrooms = RANDOM() % 10 + 6; |
93 | nrooms = rmg_rndm (10) + 6; |
69 | Rooms = (Room *) calloc(nrooms +1 , sizeof(Room)); |
94 | Room *rooms = salloc0<Room> (nrooms + 1); |
70 | |
95 | |
71 | /* actually place the rooms */ |
96 | /* actually place the rooms */ |
72 | i=0; |
97 | i = 0; |
73 | while( tries < 450 && i < nrooms ) { |
98 | while (tries < 450 && i < nrooms) |
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99 | { |
74 | /* try to place the room */ |
100 | /* try to place the room */ |
75 | if(!roguelike_place_room(Rooms,xsize,ysize,nrooms)) tries++; |
101 | if (!roguelike_place_room (rooms, xsize, ysize, nrooms)) |
76 | else i++; |
102 | tries++; |
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103 | else |
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104 | i++; |
77 | } |
105 | } |
78 | |
106 | |
79 | if(i==0) { /* no can do! */ |
107 | if (i == 0) /* no can do! */ |
80 | for(i=1;i<xsize-1;i++) |
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81 | for(j=1;j<ysize-1;j++) |
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82 | maze[i][j]=0; |
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83 | maze[(xsize-1)/2][(ysize-1)/2]='>'; |
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84 | maze[(xsize-1)/2][(ysize-1)/2+1]='<'; |
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85 | free(Rooms); |
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86 | return maze; |
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87 | } |
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88 | |
108 | { |
89 | |
109 | maze.clear (); |
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110 | maze.border (); |
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111 | |
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112 | maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
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113 | maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
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114 | |
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115 | sfree (rooms, nrooms + 1); |
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116 | return; |
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117 | } |
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118 | |
90 | /* erase the areas occupied by the rooms */ |
119 | /* erase the areas occupied by the rooms */ |
91 | roguelike_make_rooms(Rooms,maze,options); |
120 | roguelike_make_rooms (rooms, maze, options); |
92 | |
121 | |
93 | roguelike_link_rooms(Rooms,maze,xsize,ysize); |
122 | roguelike_link_rooms (rooms, maze); |
94 | |
123 | |
95 | /* put in the stairs */ |
124 | /* put in the stairs */ |
96 | |
125 | |
97 | maze[Rooms->x][Rooms->y] = '<'; |
126 | maze[rooms->x][rooms->y] = '<'; |
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127 | |
98 | /* get the last one */ |
128 | /* get the last one */ |
99 | for(walk=Rooms;walk->x!=0;walk++); |
129 | for (walk = rooms; walk->x != 0; walk++) |
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130 | ; |
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131 | |
100 | /* back up one */ |
132 | /* back up one */ |
101 | walk--; |
133 | walk--; |
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134 | |
102 | if (walk == Rooms) { |
135 | if (walk == rooms) |
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136 | { |
103 | /* In this case, there is only a single room. We don't want to |
137 | /* In this case, there is only a single room. We don't want to |
104 | * clobber are up exit (above) with a down exit, so put the |
138 | * clobber are up exit (above) with a down exit, so put the |
105 | * other exit one space up/down, depending which is a space |
139 | * other exit one space up/down, depending which is a space |
106 | * and not a wall. |
140 | * and not a wall. |
107 | */ |
141 | */ |
108 | if (maze[walk->x][walk->y+1] == '.') |
142 | if (maze[walk->x][walk->y + 1] == '.') |
109 | maze[walk->x][walk->y+1] = '>'; |
143 | maze[walk->x][walk->y + 1] = '>'; |
110 | else |
144 | else |
111 | maze[walk->x][walk->y-1] = '>'; |
145 | maze[walk->x][walk->y - 1] = '>'; |
112 | } |
146 | } |
113 | else |
147 | else |
114 | maze[walk->x][walk->y] = '>'; |
148 | maze[walk->x][walk->y] = '>'; |
115 | |
149 | |
116 | /* convert all the '.' to 0, we're through with the '.' */ |
150 | /* convert all the '.' to 0, we're through with the '.' */ |
117 | for(i=0;i<xsize;i++) |
151 | for (i = 0; i < xsize; i++) |
118 | for(j=0;j<ysize;j++) { |
152 | for (j = 0; j < ysize; j++) |
119 | if(maze[i][j]=='.') maze[i][j]=0; |
153 | { |
120 | if(maze[i][j]=='D') { /* remove bad door. */ |
154 | if (maze[i][j] == '.') |
121 | int si = surround_check(maze,i,j,xsize,ysize); |
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122 | if(si!=3 && si!=12) { |
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123 | maze[i][j]=0; |
155 | maze[i][j] = 0; |
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156 | |
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157 | if (maze[i][j] == 'D') |
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158 | { /* remove bad door. */ |
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159 | int si = surround_check (maze, i, j); |
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160 | |
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161 | if (si != 3 && si != 12) |
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162 | { |
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163 | maze[i][j] = 0; |
124 | /* back up and recheck any nearby doors */ |
164 | /* back up and recheck any nearby doors */ |
125 | i=0;j=0; |
165 | i = 0; |
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166 | j = 0; |
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167 | } |
126 | } |
168 | } |
127 | } |
169 | } |
128 | } |
170 | |
129 | |
171 | sfree (rooms, nrooms + 1); |
130 | free(Rooms); |
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131 | return maze; |
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132 | } |
172 | } |
133 | |
173 | |
134 | |
174 | static int |
135 | |
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136 | static int roguelike_place_room(Room *Rooms,int xsize, int ysize,int nrooms) { |
175 | roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
137 | |
176 | { |
138 | int tx,ty; /* trial center locations */ |
177 | int tx, ty; /* trial center locations */ |
139 | int sx,sy; /* trial sizes */ |
178 | int sx, sy; /* trial sizes */ |
140 | int ax,ay; /* min coords of rect */ |
179 | int ax, ay; /* min coords of rect */ |
141 | int zx,zy; /* max coords of rect */ |
180 | int zx, zy; /* max coords of rect */ |
142 | int x_basesize; |
181 | int x_basesize; |
143 | int y_basesize; |
182 | int y_basesize; |
144 | Room *walk; |
183 | Room *walk; |
145 | |
184 | |
146 | /* decide on the base x and y sizes */ |
185 | /* decide on the base x and y sizes */ |
147 | |
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148 | x_basesize = xsize / isqrt(nrooms); |
186 | x_basesize = xsize / isqrt (nrooms); |
149 | y_basesize = ysize / isqrt(nrooms); |
187 | y_basesize = ysize / isqrt (nrooms); |
150 | |
188 | |
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189 | tx = rmg_rndm (xsize); |
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190 | ty = rmg_rndm (ysize); |
151 | |
191 | |
152 | tx = RANDOM() %xsize; |
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153 | ty = RANDOM() %ysize; |
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154 | |
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155 | /* generate a distribution of sizes centered about basesize */ |
192 | /* generate a distribution of sizes centered about basesize */ |
156 | sx = (RANDOM() % x_basesize) + (RANDOM() % x_basesize)+ (RANDOM() % x_basesize); |
193 | sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize); |
157 | sy = (RANDOM() % y_basesize) + (RANDOM() % y_basesize)+ (RANDOM() % y_basesize); |
194 | sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize); |
158 | sy = (int) (sy *.5); /* renormalize */ |
195 | sy >>= 1; /* renormalize */ |
159 | |
196 | |
160 | /* find the corners */ |
197 | /* find the corners */ |
161 | ax = tx - sx / 2; |
198 | ax = tx - sx / 2; |
162 | zx = tx + sx / 2 +sx % 2; |
199 | zx = tx + sx / 2 + sx % 2; |
163 | |
200 | |
164 | ay = ty - sy / 2; |
201 | ay = ty - sy / 2; |
165 | zy = ty + sy / 2 +sy % 2; |
202 | zy = ty + sy / 2 + sy % 2; |
166 | |
203 | |
167 | /* check to see if it's in the map */ |
204 | /* check to see if it's in the map */ |
168 | if(zx > xsize - 1 || ax < 1) return 0; |
205 | if (zx > xsize - 1 || ax < 1) return 0; |
169 | if(zy > ysize - 1 || ay < 1) return 0; |
206 | if (zy > ysize - 1 || ay < 1) return 0; |
170 | |
207 | |
171 | /* no small fish */ |
208 | /* no small fish */ |
172 | if(sx < 3 || sy < 3) return 0; |
209 | if (sx < 3 || sy < 3) |
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210 | return 0; |
173 | |
211 | |
174 | /* check overlap with existing rooms */ |
212 | /* check overlap with existing rooms */ |
175 | for(walk=Rooms;walk->x!=0;walk++) { |
213 | for (walk = rooms; walk->x != 0; walk++) |
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214 | { |
176 | int dx = abs(tx - walk->x); |
215 | int dx = abs (tx - walk->x); |
177 | int dy = abs(ty - walk->y); |
216 | int dy = abs (ty - walk->y); |
178 | if( (dx < (walk->sx + sx)/2 + 2) && |
217 | |
179 | (dy < (walk->sy + sy)/2 + 2)) |
218 | if ((dx < (walk->sx + sx) / 2 + 2) && (dy < (walk->sy + sy) / 2 + 2)) |
180 | return 0; |
219 | return 0; |
181 | } |
220 | } |
182 | |
221 | |
183 | /* if we've got here, presumably the room is OK. */ |
222 | /* if we've got here, presumably the room is OK. */ |
184 | |
223 | |
185 | /* get a pointer to the first free room */ |
224 | /* get a pointer to the first free room */ |
186 | for(walk=Rooms;walk->x!=0;walk++); |
225 | for (walk = rooms; walk->x; walk++) |
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226 | ; |
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227 | |
187 | walk->x = tx; |
228 | walk->x = tx; |
188 | walk->y = ty; |
229 | walk->y = ty; |
189 | walk->sx = sx; |
230 | walk->sx = sx; |
190 | walk->sy = sy; |
231 | walk->sy = sy; |
191 | walk->ax = ax; |
232 | walk->ax = ax; |
192 | walk->ay = ay; |
233 | walk->ay = ay; |
193 | walk->zx = zx; |
234 | walk->zx = zx; |
194 | walk->zy = zy; |
235 | walk->zy = zy; |
195 | return 1; /* success */ |
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196 | |
236 | |
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237 | return 1; /* success */ |
197 | } |
238 | } |
198 | |
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199 | |
239 | |
200 | /* write all the rooms into the maze */ |
240 | /* write all the rooms into the maze */ |
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241 | static void |
201 | static void roguelike_make_rooms(Room *Rooms,char **maze, int options) { |
242 | roguelike_make_rooms (Room *rooms, char **maze, int options) |
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243 | { |
202 | int making_circle=0; |
244 | int making_circle = 0; |
203 | int i,j; |
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204 | int R; |
245 | int R; |
205 | Room *walk; |
246 | Room *walk; |
206 | |
247 | |
207 | for(walk=Rooms;walk->x!=0;walk++) { |
248 | for (walk = rooms; walk->x; walk++) |
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249 | { |
208 | /* first decide what shape to make */ |
250 | /* first decide what shape to make */ |
209 | switch(options) { |
251 | switch (options) |
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252 | { |
210 | case 1: |
253 | case 1: |
211 | making_circle=0; |
254 | making_circle = 0; |
212 | break; |
255 | break; |
213 | case 2: |
256 | case 2: |
214 | making_circle = 1; |
257 | making_circle = 1; |
215 | break; |
258 | break; |
216 | default: |
259 | default: |
217 | making_circle = ((RANDOM()%3 == 0)? 1:0); |
260 | making_circle = ((rmg_rndm (3) == 0) ? 1 : 0); |
218 | break; |
261 | break; |
219 | } |
262 | } |
220 | |
263 | |
221 | if(walk->sx < walk->sy) |
264 | if (walk->sx < walk->sy) |
222 | R = walk->sx/2; |
265 | R = walk->sx / 2; |
223 | else |
266 | else |
224 | R = walk->sy/2; |
267 | R = walk->sy / 2; |
225 | |
268 | |
226 | /* enscribe a rectangle */ |
269 | /* enscribe a rectangle */ |
227 | for(i=walk->ax;i<walk->zx;i++) |
270 | for (int i = walk->ax; i < walk->zx; i++) |
228 | for(j=walk->ay;j<walk->zy;j++) { |
271 | for (int j = walk->ay; j < walk->zy; j++) |
229 | if(!making_circle || ((int)(0.5+hypot(walk->x-i,walk->y-j))) <=R) |
272 | if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R) |
230 | maze[i][j]='.'; |
273 | maze[i][j] = '.'; |
231 | } |
274 | } |
232 | } |
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233 | } |
275 | } |
234 | |
276 | |
235 | |
277 | static void |
236 | |
278 | roguelike_link_rooms (Room *rooms, layout &maze) |
237 | static void roguelike_link_rooms(Room *Rooms,char **maze,int xsize,int ysize){ |
279 | { |
238 | Room *walk; |
280 | Room *walk; |
239 | int i,j; |
281 | int i, j; |
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282 | |
240 | /* link each room to the previous room */ |
283 | /* link each room to the previous room */ |
241 | if(Rooms[1].x==0) return; /* only 1 room */ |
284 | if (rooms[1].x == 0) |
242 | |
285 | return; /* only 1 room */ |
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286 | |
243 | for(walk = Rooms +1; walk->x !=0; walk++) { |
287 | for (walk = rooms + 1; walk->x != 0; walk++) |
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288 | { |
244 | int x1=walk->x; |
289 | int x1 = walk->x; |
245 | int y1=walk->y; |
290 | int y1 = walk->y; |
246 | int x2=(walk-1)->x; |
291 | int x2 = (walk - 1)->x; |
247 | int y2=(walk-1)->y; |
292 | int y2 = (walk - 1)->y; |
248 | int in_wall=0; |
293 | int in_wall = 0; |
249 | if(RANDOM()%2) { /* connect in x direction first */ |
294 | |
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295 | if (rmg_rndm (2)) |
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296 | { /* connect in x direction first */ |
250 | /* horizontal connect */ |
297 | /* horizontal connect */ |
251 | /* swap (x1,y1) (x2,y2) if necessary */ |
298 | /* swap (x1,y1) (x2,y2) if necessary */ |
252 | |
299 | |
253 | if(x2 < x1) { |
300 | if (x2 < x1) |
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301 | { |
254 | int tx=x2,ty=y2; |
302 | int tx = x2, ty = y2; |
255 | x2 = x1; y2 = y1; |
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256 | x1 = tx; y1 = ty; |
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257 | } |
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258 | |
303 | |
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304 | x2 = x1; |
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305 | y2 = y1; |
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306 | x1 = tx; |
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307 | y1 = ty; |
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308 | } |
259 | |
309 | |
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310 | |
260 | j = y1; |
311 | j = y1; |
261 | for(i=x1;i<x2;i++) { |
312 | for (i = x1; i < x2; i++) |
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313 | { |
262 | if(in_wall==0 && maze[i][j]=='#') { |
314 | if (in_wall == 0 && maze[i][j] == '#') |
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315 | { |
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316 | in_wall = 1; |
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317 | maze[i][j] = 'D'; |
|
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318 | } |
|
|
319 | else if (in_wall && maze[i][j] == '.') |
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320 | { |
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321 | in_wall = 0; |
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322 | maze[i - 1][j] = 'D'; |
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323 | } |
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|
324 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
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325 | maze[i][j] = 0; |
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326 | } |
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327 | |
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328 | j = min (y1, y2); |
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329 | |
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330 | if (maze[i][j] == '.') |
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331 | in_wall = 0; |
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332 | |
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333 | if (maze[i][j] == 0 || maze[i][j] == '#') |
263 | in_wall=1; |
334 | in_wall = 1; |
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335 | |
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|
336 | for ( /* j set already */ ; j < max (y1, y2); j++) |
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337 | { |
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|
338 | if (in_wall == 0 && maze[i][j] == '#') |
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339 | { |
|
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340 | in_wall = 1; |
264 | maze[i][j]='D'; |
341 | maze[i][j] = 'D'; |
|
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342 | } |
|
|
343 | else if (in_wall && maze[i][j] == '.') |
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344 | { |
|
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345 | in_wall = 0; |
|
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346 | maze[i][j - 1] = 'D'; |
|
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347 | } |
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|
348 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
|
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349 | maze[i][j] = 0; |
|
|
350 | } |
|
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351 | |
265 | } |
352 | } |
266 | else if(in_wall && maze[i][j]=='.') { |
353 | else |
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|
354 | { /* connect in y direction first */ |
267 | in_wall=0; |
355 | in_wall = 0; |
|
|
356 | /* swap if necessary */ |
|
|
357 | if (y2 < y1) |
|
|
358 | { |
|
|
359 | int tx = x2, ty = y2; |
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360 | |
|
|
361 | x2 = x1; |
|
|
362 | y2 = y1; |
|
|
363 | x1 = tx; |
|
|
364 | y1 = ty; |
|
|
365 | } |
|
|
366 | i = x1; |
|
|
367 | /* vertical connect */ |
|
|
368 | for (j = y1; j < y2; j++) |
|
|
369 | { |
|
|
370 | if (in_wall == 0 && maze[i][j] == '#') |
|
|
371 | { |
|
|
372 | in_wall = 1; |
|
|
373 | maze[i][j] = 'D'; |
|
|
374 | } |
|
|
375 | else if (in_wall && maze[i][j] == '.') |
|
|
376 | { |
|
|
377 | in_wall = 0; |
|
|
378 | maze[i][j - 1] = 'D'; |
|
|
379 | } |
|
|
380 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
|
|
381 | maze[i][j] = 0; |
|
|
382 | } |
|
|
383 | |
|
|
384 | i = min (x1, x2); |
|
|
385 | |
|
|
386 | if (maze[i][j] == '.') |
|
|
387 | in_wall = 0; |
|
|
388 | |
|
|
389 | if (maze[i][j] == 0 || maze[i][j] == '#') |
|
|
390 | in_wall = 1; |
|
|
391 | |
|
|
392 | for ( /* i set already */ ; i < max (x1, x2); i++) |
|
|
393 | { |
|
|
394 | if (in_wall == 0 && maze[i][j] == '#') |
|
|
395 | { |
|
|
396 | in_wall = 1; |
|
|
397 | maze[i][j] = 'D'; |
|
|
398 | } |
|
|
399 | else if (in_wall && maze[i][j] == '.') |
|
|
400 | { |
|
|
401 | in_wall = 0; |
268 | maze[i-1][j]='D'; |
402 | maze[i - 1][j] = 'D'; |
|
|
403 | } |
|
|
404 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
|
|
405 | maze[i][j] = 0; |
|
|
406 | |
|
|
407 | } |
|
|
408 | |
269 | } |
409 | } |
270 | else if(maze[i][j]!='D' && maze[i][j]!='.') |
410 | |
271 | maze[i][j]=0; |
|
|
272 | } |
411 | } |
273 | j=MIN(y1,y2); |
|
|
274 | if(maze[i][j]=='.') in_wall=0; |
|
|
275 | if(maze[i][j]==0|| maze[i][j]=='#') in_wall=1; |
|
|
276 | for(/* j set already */;j<MAX(y1,y2);j++) { |
|
|
277 | if(in_wall==0 && maze[i][j]=='#') { |
|
|
278 | in_wall=1; |
|
|
279 | maze[i][j]='D'; |
|
|
280 | } |
|
|
281 | else if(in_wall && maze[i][j]=='.') { |
|
|
282 | in_wall=0; |
|
|
283 | maze[i][j-1]='D'; |
|
|
284 | } |
|
|
285 | else if(maze[i][j]!='D' && maze[i][j]!='.') |
|
|
286 | maze[i][j]=0; |
|
|
287 | } |
|
|
288 | |
|
|
289 | } |
|
|
290 | else { /* connect in y direction first */ |
|
|
291 | in_wall=0; |
|
|
292 | /* swap if necessary */ |
|
|
293 | if(y2 < y1) { |
|
|
294 | int tx=x2,ty=y2; |
|
|
295 | x2 = x1; y2 = y1; |
|
|
296 | x1 = tx; y1 = ty; |
|
|
297 | } |
|
|
298 | i = x1; |
|
|
299 | /* vertical connect */ |
|
|
300 | for(j=y1;j<y2;j++) { |
|
|
301 | if(in_wall==0 && maze[i][j]=='#') { |
|
|
302 | in_wall=1; |
|
|
303 | maze[i][j]='D'; |
|
|
304 | } |
|
|
305 | else if(in_wall && maze[i][j]=='.') { |
|
|
306 | in_wall=0; |
|
|
307 | maze[i][j-1]='D'; |
|
|
308 | } |
|
|
309 | else if(maze[i][j]!='D' && maze[i][j]!='.') |
|
|
310 | maze[i][j]=0; |
|
|
311 | } |
|
|
312 | |
|
|
313 | i=MIN(x1,x2); |
|
|
314 | if(maze[i][j]=='.') in_wall=0; |
|
|
315 | if(maze[i][j]==0|| maze[i][j]=='#') in_wall=1; |
|
|
316 | for(/* i set already */;i<MAX(x1,x2);i++) { |
|
|
317 | if(in_wall==0 && maze[i][j]=='#') { |
|
|
318 | in_wall=1; |
|
|
319 | maze[i][j]='D'; |
|
|
320 | } |
|
|
321 | else if(in_wall && maze[i][j]=='.') { |
|
|
322 | in_wall=0; |
|
|
323 | maze[i-1][j]='D'; |
|
|
324 | } |
|
|
325 | else |
|
|
326 | if(maze[i][j]!='D' && maze[i][j]!='.') |
|
|
327 | maze[i][j]=0; |
|
|
328 | |
|
|
329 | } |
|
|
330 | |
|
|
331 | } |
|
|
332 | |
|
|
333 | } |
|
|
334 | } |
412 | } |
|
|
413 | |