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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 | */ |
1 | |
23 | |
2 | /* generate a rogue/nethack-like layout */ |
24 | /* generate a rogue/nethack-like maze */ |
3 | #include <global.h> |
25 | #include <global.h> |
4 | #include <random_map.h> |
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5 | #include <math.h> |
26 | #include <rmg.h> |
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27 | #include <rproto.h> |
6 | |
28 | |
7 | typedef struct |
29 | typedef struct |
8 | { |
30 | { |
9 | int x; |
31 | int x; |
10 | int y; /* coordinates of room centers */ |
32 | int y; /* coordinates of room centers */ |
… | |
… | |
14 | int ax, ay, zx, zy; /* coordinates of extrema of the rectangle */ |
36 | int ax, ay, zx, zy; /* coordinates of extrema of the rectangle */ |
15 | |
37 | |
16 | int rtype; /* circle or rectangular */ |
38 | int rtype; /* circle or rectangular */ |
17 | } Room; |
39 | } Room; |
18 | |
40 | |
19 | 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); |
20 | static void roguelike_make_rooms (Room * Rooms, char **maze, int options); |
42 | 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); |
43 | static void roguelike_link_rooms (Room *rooms, layout &maze); |
22 | |
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23 | |
44 | |
24 | int |
45 | int |
25 | surround_check (char **layout, int i, int j, int Xsize, int Ysize) |
46 | surround_check (layout &maze, int i, int j) |
26 | { |
47 | { |
27 | /* 1 = wall to left, |
48 | /* 1 = wall to left, |
28 | 2 = wall to right, |
49 | 2 = wall to right, |
29 | 4 = wall above |
50 | 4 = wall above |
30 | 8 = wall below */ |
51 | 8 = wall below */ |
31 | int surround_index = 0; |
52 | int surround_index = 0; |
32 | |
53 | |
33 | if ((i > 0) && (layout[i - 1][j] != 0 && layout[i - 1][j] != '.')) |
54 | if ((i > 0) && (maze[i - 1][j] != 0 && maze[i - 1][j] != '.')) surround_index |= 1; |
34 | surround_index += 1; |
55 | if ((i < maze.w - 1) && (maze[i + 1][j] != 0 && maze[i + 1][j] != '.')) surround_index |= 2; |
35 | if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) |
56 | if ((j > 0) && (maze[i][j - 1] != 0 && maze[i][j - 1] != '.')) surround_index |= 4; |
36 | surround_index += 2; |
57 | if ((j < maze.h - 1) && (maze[i][j + 1] != 0 && maze[i][j + 1] != '.')) surround_index |= 8; |
37 | if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.')) |
58 | |
38 | surround_index += 4; |
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39 | if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.')) |
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40 | surround_index += 8; |
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41 | return surround_index; |
59 | return surround_index; |
42 | } |
60 | } |
43 | |
61 | |
44 | |
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45 | /* actually make the layout: we work by a reduction process: |
62 | /* actually make the maze: we work by a reduction process: |
46 | * 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 |
47 | */ |
64 | */ |
48 | |
65 | void |
49 | char ** |
66 | roguelike_layout_gen (layout &maze, int options) |
50 | roguelike_layout_gen (int xsize, int ysize, int options) |
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51 | { |
67 | { |
52 | int i, j; |
68 | int i, j; |
53 | Room *Rooms = 0; |
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54 | Room *walk; |
69 | Room *walk; |
55 | int nrooms = 0; |
70 | int nrooms = 0; |
56 | int tries = 0; |
71 | int tries = 0; |
57 | |
72 | |
58 | /* allocate that array, write walls everywhere up */ |
73 | int xsize = maze.w; |
59 | char **maze = (char **) malloc (sizeof (char *) * xsize); |
74 | int ysize = maze.h; |
60 | |
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61 | for (i = 0; i < xsize; i++) |
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62 | { |
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63 | maze[i] = (char *) malloc (sizeof (char) * ysize); |
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64 | for (j = 0; j < ysize; j++) |
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65 | maze[i][j] = '#'; |
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66 | } |
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67 | |
75 | |
68 | /* minimum room size is basically 5x5: if xsize/ysize is |
76 | /* minimum room size is basically 5x5: if xsize/ysize is |
69 | less than 3x that then hollow things out, stick in |
77 | less than 3x that then hollow things out, stick in |
70 | a stairsup and stairs down, and exit */ |
78 | a stairsup and stairs down, and exit */ |
71 | |
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72 | if (xsize < 11 || ysize < 11) |
79 | if (xsize < 11 || ysize < 11) |
73 | { |
80 | { |
74 | for (i = 1; i < xsize - 1; i++) |
81 | maze.clear (); |
75 | for (j = 1; j < ysize - 1; j++) |
82 | maze.border (); |
76 | maze[i][j] = 0; |
83 | |
77 | maze[(xsize - 1) / 2][(ysize - 1) / 2] = '>'; |
84 | maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
78 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
85 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
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86 | |
79 | return maze; |
87 | return; |
80 | } |
88 | } |
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89 | |
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90 | maze.fill ('#'); |
81 | |
91 | |
82 | /* decide on the number of rooms */ |
92 | /* decide on the number of rooms */ |
83 | nrooms = rndm (10) + 6; |
93 | nrooms = rmg_rndm (10) + 6; |
84 | Rooms = (Room *) calloc (nrooms + 1, sizeof (Room)); |
94 | Room *rooms = salloc0<Room> (nrooms + 1); |
85 | |
95 | |
86 | /* actually place the rooms */ |
96 | /* actually place the rooms */ |
87 | i = 0; |
97 | i = 0; |
88 | while (tries < 450 && i < nrooms) |
98 | while (tries < 450 && i < nrooms) |
89 | { |
99 | { |
90 | /* try to place the room */ |
100 | /* try to place the room */ |
91 | if (!roguelike_place_room (Rooms, xsize, ysize, nrooms)) |
101 | if (!roguelike_place_room (rooms, xsize, ysize, nrooms)) |
92 | tries++; |
102 | tries++; |
93 | else |
103 | else |
94 | i++; |
104 | i++; |
95 | } |
105 | } |
96 | |
106 | |
97 | if (i == 0) |
107 | if (i == 0) /* no can do! */ |
98 | { /* no can do! */ |
108 | { |
99 | for (i = 1; i < xsize - 1; i++) |
109 | maze.clear (); |
100 | for (j = 1; j < ysize - 1; j++) |
110 | maze.border (); |
101 | maze[i][j] = 0; |
111 | |
102 | maze[(xsize - 1) / 2][(ysize - 1) / 2] = '>'; |
112 | maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
103 | maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
113 | maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
104 | free (Rooms); |
114 | |
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115 | sfree (rooms, nrooms + 1); |
105 | return maze; |
116 | return; |
106 | } |
117 | } |
107 | |
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108 | |
118 | |
109 | /* erase the areas occupied by the rooms */ |
119 | /* erase the areas occupied by the rooms */ |
110 | roguelike_make_rooms (Rooms, maze, options); |
120 | roguelike_make_rooms (rooms, maze, options); |
111 | |
121 | |
112 | roguelike_link_rooms (Rooms, maze, xsize, ysize); |
122 | roguelike_link_rooms (rooms, maze); |
113 | |
123 | |
114 | /* put in the stairs */ |
124 | /* put in the stairs */ |
115 | |
125 | |
116 | maze[Rooms->x][Rooms->y] = '<'; |
126 | maze[rooms->x][rooms->y] = '<'; |
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127 | |
117 | /* get the last one */ |
128 | /* get the last one */ |
118 | 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 | |
119 | /* back up one */ |
132 | /* back up one */ |
120 | walk--; |
133 | walk--; |
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134 | |
121 | if (walk == Rooms) |
135 | if (walk == rooms) |
122 | { |
136 | { |
123 | /* 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 |
124 | * 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 |
125 | * other exit one space up/down, depending which is a space |
139 | * other exit one space up/down, depending which is a space |
126 | * and not a wall. |
140 | * and not a wall. |
… | |
… | |
137 | for (i = 0; i < xsize; i++) |
151 | for (i = 0; i < xsize; i++) |
138 | for (j = 0; j < ysize; j++) |
152 | for (j = 0; j < ysize; j++) |
139 | { |
153 | { |
140 | if (maze[i][j] == '.') |
154 | if (maze[i][j] == '.') |
141 | maze[i][j] = 0; |
155 | maze[i][j] = 0; |
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156 | |
142 | if (maze[i][j] == 'D') |
157 | if (maze[i][j] == 'D') |
143 | { /* remove bad door. */ |
158 | { /* remove bad door. */ |
144 | int si = surround_check (maze, i, j, xsize, ysize); |
159 | int si = surround_check (maze, i, j); |
145 | |
160 | |
146 | if (si != 3 && si != 12) |
161 | if (si != 3 && si != 12) |
147 | { |
162 | { |
148 | maze[i][j] = 0; |
163 | maze[i][j] = 0; |
149 | /* back up and recheck any nearby doors */ |
164 | /* back up and recheck any nearby doors */ |
… | |
… | |
151 | j = 0; |
166 | j = 0; |
152 | } |
167 | } |
153 | } |
168 | } |
154 | } |
169 | } |
155 | |
170 | |
156 | free (Rooms); |
171 | sfree (rooms, nrooms + 1); |
157 | return maze; |
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158 | } |
172 | } |
159 | |
173 | |
160 | |
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161 | |
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162 | static int |
174 | static int |
163 | roguelike_place_room (Room * Rooms, int xsize, int ysize, int nrooms) |
175 | roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
164 | { |
176 | { |
165 | |
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166 | int tx, ty; /* trial center locations */ |
177 | int tx, ty; /* trial center locations */ |
167 | int sx, sy; /* trial sizes */ |
178 | int sx, sy; /* trial sizes */ |
168 | int ax, ay; /* min coords of rect */ |
179 | int ax, ay; /* min coords of rect */ |
169 | int zx, zy; /* max coords of rect */ |
180 | int zx, zy; /* max coords of rect */ |
170 | int x_basesize; |
181 | int x_basesize; |
171 | int y_basesize; |
182 | int y_basesize; |
172 | Room *walk; |
183 | Room *walk; |
173 | |
184 | |
174 | /* decide on the base x and y sizes */ |
185 | /* decide on the base x and y sizes */ |
175 | |
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176 | x_basesize = xsize / isqrt (nrooms); |
186 | x_basesize = xsize / isqrt (nrooms); |
177 | y_basesize = ysize / isqrt (nrooms); |
187 | y_basesize = ysize / isqrt (nrooms); |
178 | |
188 | |
179 | |
189 | tx = rmg_rndm (xsize); |
180 | tx = RANDOM () % xsize; |
190 | ty = rmg_rndm (ysize); |
181 | ty = RANDOM () % ysize; |
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182 | |
191 | |
183 | /* generate a distribution of sizes centered about basesize */ |
192 | /* generate a distribution of sizes centered about basesize */ |
184 | sx = (RANDOM () % x_basesize) + (RANDOM () % x_basesize) + (RANDOM () % x_basesize); |
193 | sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize); |
185 | sy = (RANDOM () % y_basesize) + (RANDOM () % y_basesize) + (RANDOM () % y_basesize); |
194 | sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize); |
186 | sy = (int) (sy * .5); /* renormalize */ |
195 | sy >>= 1; /* renormalize */ |
187 | |
196 | |
188 | /* find the corners */ |
197 | /* find the corners */ |
189 | ax = tx - sx / 2; |
198 | ax = tx - sx / 2; |
190 | zx = tx + sx / 2 + sx % 2; |
199 | zx = tx + sx / 2 + sx % 2; |
191 | |
200 | |
192 | ay = ty - sy / 2; |
201 | ay = ty - sy / 2; |
193 | zy = ty + sy / 2 + sy % 2; |
202 | zy = ty + sy / 2 + sy % 2; |
194 | |
203 | |
195 | /* check to see if it's in the map */ |
204 | /* check to see if it's in the map */ |
196 | if (zx > xsize - 1 || ax < 1) |
205 | if (zx > xsize - 1 || ax < 1) return 0; |
197 | return 0; |
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198 | if (zy > ysize - 1 || ay < 1) |
206 | if (zy > ysize - 1 || ay < 1) return 0; |
199 | return 0; |
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200 | |
207 | |
201 | /* no small fish */ |
208 | /* no small fish */ |
202 | if (sx < 3 || sy < 3) |
209 | if (sx < 3 || sy < 3) |
203 | return 0; |
210 | return 0; |
204 | |
211 | |
205 | /* check overlap with existing rooms */ |
212 | /* check overlap with existing rooms */ |
206 | for (walk = Rooms; walk->x != 0; walk++) |
213 | for (walk = rooms; walk->x != 0; walk++) |
207 | { |
214 | { |
208 | int dx = abs (tx - walk->x); |
215 | int dx = abs (tx - walk->x); |
209 | int dy = abs (ty - walk->y); |
216 | int dy = abs (ty - walk->y); |
210 | |
217 | |
211 | if ((dx < (walk->sx + sx) / 2 + 2) && (dy < (walk->sy + sy) / 2 + 2)) |
218 | if ((dx < (walk->sx + sx) / 2 + 2) && (dy < (walk->sy + sy) / 2 + 2)) |
… | |
… | |
213 | } |
220 | } |
214 | |
221 | |
215 | /* if we've got here, presumably the room is OK. */ |
222 | /* if we've got here, presumably the room is OK. */ |
216 | |
223 | |
217 | /* get a pointer to the first free room */ |
224 | /* get a pointer to the first free room */ |
218 | for (walk = Rooms; walk->x != 0; walk++); |
225 | for (walk = rooms; walk->x; walk++) |
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226 | ; |
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227 | |
219 | walk->x = tx; |
228 | walk->x = tx; |
220 | walk->y = ty; |
229 | walk->y = ty; |
221 | walk->sx = sx; |
230 | walk->sx = sx; |
222 | walk->sy = sy; |
231 | walk->sy = sy; |
223 | walk->ax = ax; |
232 | walk->ax = ax; |
224 | walk->ay = ay; |
233 | walk->ay = ay; |
225 | walk->zx = zx; |
234 | walk->zx = zx; |
226 | walk->zy = zy; |
235 | walk->zy = zy; |
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236 | |
227 | return 1; /* success */ |
237 | return 1; /* success */ |
228 | |
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229 | } |
238 | } |
230 | |
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231 | |
239 | |
232 | /* write all the rooms into the maze */ |
240 | /* write all the rooms into the maze */ |
233 | static void |
241 | static void |
234 | roguelike_make_rooms (Room * Rooms, char **maze, int options) |
242 | roguelike_make_rooms (Room *rooms, char **maze, int options) |
235 | { |
243 | { |
236 | int making_circle = 0; |
244 | int making_circle = 0; |
237 | int i, j; |
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238 | int R; |
245 | int R; |
239 | Room *walk; |
246 | Room *walk; |
240 | |
247 | |
241 | for (walk = Rooms; walk->x != 0; walk++) |
248 | for (walk = rooms; walk->x; walk++) |
242 | { |
249 | { |
243 | /* first decide what shape to make */ |
250 | /* first decide what shape to make */ |
244 | switch (options) |
251 | switch (options) |
245 | { |
252 | { |
246 | case 1: |
253 | case 1: |
… | |
… | |
248 | break; |
255 | break; |
249 | case 2: |
256 | case 2: |
250 | making_circle = 1; |
257 | making_circle = 1; |
251 | break; |
258 | break; |
252 | default: |
259 | default: |
253 | making_circle = ((rndm (3) == 0) ? 1 : 0); |
260 | making_circle = ((rmg_rndm (3) == 0) ? 1 : 0); |
254 | break; |
261 | break; |
255 | } |
262 | } |
256 | |
263 | |
257 | if (walk->sx < walk->sy) |
264 | if (walk->sx < walk->sy) |
258 | R = walk->sx / 2; |
265 | R = walk->sx / 2; |
259 | else |
266 | else |
260 | R = walk->sy / 2; |
267 | R = walk->sy / 2; |
261 | |
268 | |
262 | /* enscribe a rectangle */ |
269 | /* enscribe a rectangle */ |
263 | for (i = walk->ax; i < walk->zx; i++) |
270 | for (int i = walk->ax; i < walk->zx; i++) |
264 | for (j = walk->ay; j < walk->zy; j++) |
271 | for (int j = walk->ay; j < walk->zy; j++) |
265 | { |
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266 | 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) |
267 | maze[i][j] = '.'; |
273 | maze[i][j] = '.'; |
268 | } |
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269 | } |
274 | } |
270 | } |
275 | } |
271 | |
276 | |
272 | |
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273 | |
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274 | static void |
277 | static void |
275 | roguelike_link_rooms (Room * Rooms, char **maze, int xsize, int ysize) |
278 | roguelike_link_rooms (Room *rooms, layout &maze) |
276 | { |
279 | { |
277 | Room *walk; |
280 | Room *walk; |
278 | int i, j; |
281 | int i, j; |
279 | |
282 | |
280 | /* link each room to the previous room */ |
283 | /* link each room to the previous room */ |
281 | if (Rooms[1].x == 0) |
284 | if (rooms[1].x == 0) |
282 | return; /* only 1 room */ |
285 | return; /* only 1 room */ |
283 | |
286 | |
284 | for (walk = Rooms + 1; walk->x != 0; walk++) |
287 | for (walk = rooms + 1; walk->x != 0; walk++) |
285 | { |
288 | { |
286 | int x1 = walk->x; |
289 | int x1 = walk->x; |
287 | int y1 = walk->y; |
290 | int y1 = walk->y; |
288 | int x2 = (walk - 1)->x; |
291 | int x2 = (walk - 1)->x; |
289 | int y2 = (walk - 1)->y; |
292 | int y2 = (walk - 1)->y; |
290 | int in_wall = 0; |
293 | int in_wall = 0; |
291 | |
294 | |
292 | if (rndm (2)) |
295 | if (rmg_rndm (2)) |
293 | { /* connect in x direction first */ |
296 | { /* connect in x direction first */ |
294 | /* horizontal connect */ |
297 | /* horizontal connect */ |
295 | /* swap (x1,y1) (x2,y2) if necessary */ |
298 | /* swap (x1,y1) (x2,y2) if necessary */ |
296 | |
299 | |
297 | if (x2 < x1) |
300 | if (x2 < x1) |
… | |
… | |
319 | maze[i - 1][j] = 'D'; |
322 | maze[i - 1][j] = 'D'; |
320 | } |
323 | } |
321 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
324 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
322 | maze[i][j] = 0; |
325 | maze[i][j] = 0; |
323 | } |
326 | } |
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327 | |
324 | j = MIN (y1, y2); |
328 | j = min (y1, y2); |
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329 | |
325 | if (maze[i][j] == '.') |
330 | if (maze[i][j] == '.') |
326 | in_wall = 0; |
331 | in_wall = 0; |
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332 | |
327 | if (maze[i][j] == 0 || maze[i][j] == '#') |
333 | if (maze[i][j] == 0 || maze[i][j] == '#') |
328 | in_wall = 1; |
334 | in_wall = 1; |
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335 | |
329 | for ( /* j set already */ ; j < MAX (y1, y2); j++) |
336 | for ( /* j set already */ ; j < max (y1, y2); j++) |
330 | { |
337 | { |
331 | if (in_wall == 0 && maze[i][j] == '#') |
338 | if (in_wall == 0 && maze[i][j] == '#') |
332 | { |
339 | { |
333 | in_wall = 1; |
340 | in_wall = 1; |
334 | maze[i][j] = 'D'; |
341 | maze[i][j] = 'D'; |
… | |
… | |
372 | } |
379 | } |
373 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
380 | else if (maze[i][j] != 'D' && maze[i][j] != '.') |
374 | maze[i][j] = 0; |
381 | maze[i][j] = 0; |
375 | } |
382 | } |
376 | |
383 | |
377 | i = MIN (x1, x2); |
384 | i = min (x1, x2); |
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|
385 | |
378 | if (maze[i][j] == '.') |
386 | if (maze[i][j] == '.') |
379 | in_wall = 0; |
387 | in_wall = 0; |
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|
388 | |
380 | if (maze[i][j] == 0 || maze[i][j] == '#') |
389 | if (maze[i][j] == 0 || maze[i][j] == '#') |
381 | in_wall = 1; |
390 | in_wall = 1; |
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|
391 | |
382 | for ( /* i set already */ ; i < MAX (x1, x2); i++) |
392 | for ( /* i set already */ ; i < max (x1, x2); i++) |
383 | { |
393 | { |
384 | if (in_wall == 0 && maze[i][j] == '#') |
394 | if (in_wall == 0 && maze[i][j] == '#') |
385 | { |
395 | { |
386 | in_wall = 1; |
396 | in_wall = 1; |
387 | maze[i][j] = 'D'; |
397 | maze[i][j] = 'D'; |
… | |
… | |
398 | |
408 | |
399 | } |
409 | } |
400 | |
410 | |
401 | } |
411 | } |
402 | } |
412 | } |
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|
413 | |