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Comparing deliantra/server/random_maps/rogue_layout.C (file contents):
Revision 1.9 by root, Tue Apr 15 03:00:24 2008 UTC vs.
Revision 1.22 by root, Wed Nov 16 23:42:02 2016 UTC

1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice)
6 *
7 * Deliantra is free software: you can redistribute it and/or modify it under
8 * the terms of the Affero GNU General Public License as published by the
9 * Free Software Foundation, either version 3 of the License, or (at your
10 * option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the Affero GNU General Public License
18 * and the GNU General Public License along with this program. If not, see
19 * <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
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>
5#include <math.h> 26#include <rmg.h>
27#include <rproto.h>
6 28
7typedef struct 29typedef struct
8{ 30{
9 int x; 31 int x;
10 int y; /* coordinates of room centers */ 32 int y; /* coordinates of room centers */
16 int rtype; /* circle or rectangular */ 38 int rtype; /* circle or rectangular */
17} Room; 39} Room;
18 40
19static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms); 41static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms);
20static void roguelike_make_rooms (Room *rooms, char **maze, int options); 42static void roguelike_make_rooms (Room *rooms, char **maze, int options);
21static void roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize); 43static void roguelike_link_rooms (Room *rooms, layout &maze);
22 44
23int 45int
24surround_check (char **layout, int i, int j, int Xsize, int Ysize) 46surround_check (layout &maze, int i, int j)
25{ 47{
26 /* 1 = wall to left, 48 /* 1 = wall to left,
27 2 = wall to right, 49 2 = wall to right,
28 4 = wall above 50 4 = wall above
29 8 = wall below */ 51 8 = wall below */
30 int surround_index = 0; 52 int surround_index = 0;
31 53
32 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;
33 surround_index += 1; 55 if ((i < maze.w - 1) && (maze[i + 1][j] != 0 && maze[i + 1][j] != '.')) surround_index |= 2;
34 56 if ((j > 0) && (maze[i][j - 1] != 0 && maze[i][j - 1] != '.')) surround_index |= 4;
35 if ((i < Xsize - 1) && (layout[i + 1][j] != 0 && layout[i + 1][j] != '.')) 57 if ((j < maze.h - 1) && (maze[i][j + 1] != 0 && maze[i][j + 1] != '.')) surround_index |= 8;
36 surround_index += 2;
37
38 if ((j > 0) && (layout[i][j - 1] != 0 && layout[i][j - 1] != '.'))
39 surround_index += 4;
40
41 if ((j < Ysize - 1) && (layout[i][j + 1] != 0 && layout[i][j + 1] != '.'))
42 surround_index += 8;
43 58
44 return surround_index; 59 return surround_index;
45} 60}
46 61
47/* actually make the layout: we work by a reduction process: 62/* actually make the maze: we work by a reduction process:
48 * 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
49 */ 64 */
50void 65void
51roguelike_layout_gen (Layout maze, int options) 66roguelike_layout_gen (layout &maze, int options)
52{ 67{
53 int i, j; 68 int i, j;
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 int xsize = maze->w; 73 int xsize = maze.w;
59 int ysize = maze->h; 74 int ysize = maze.h;
60 75
61 /* minimum room size is basically 5x5: if xsize/ysize is 76 /* minimum room size is basically 5x5: if xsize/ysize is
62 less than 3x that then hollow things out, stick in 77 less than 3x that then hollow things out, stick in
63 a stairsup and stairs down, and exit */ 78 a stairsup and stairs down, and exit */
64 if (xsize < 11 || ysize < 11) 79 if (xsize < 11 || ysize < 11)
65 { 80 {
66 maze->clear (); 81 maze.clear ();
67 maze->border (); 82 maze.border ();
68 83
69 maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; 84 maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>';
70 maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; 85 maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<';
71 86
72 return; 87 return;
73 } 88 }
74 89
75 maze->clear ('#'); 90 maze.fill ('#');
76 91
77 /* decide on the number of rooms */ 92 /* decide on the number of rooms */
78 nrooms = rndm (10) + 6; 93 nrooms = rmg_rndm (10) + 6;
79 Room *rooms = salloc0<Room> (nrooms + 1); 94 Room *rooms = salloc0<Room> (nrooms + 1);
80 95
81 /* actually place the rooms */ 96 /* actually place the rooms */
82 i = 0; 97 i = 0;
83 while (tries < 450 && i < nrooms) 98 while (tries < 450 && i < nrooms)
89 i++; 104 i++;
90 } 105 }
91 106
92 if (i == 0) /* no can do! */ 107 if (i == 0) /* no can do! */
93 { 108 {
94 maze->clear (); 109 maze.clear ();
95 maze->border (); 110 maze.border ();
96 111
97 maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; 112 maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>';
98 maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; 113 maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<';
99 114
100 sfree (rooms, nrooms + 1); 115 sfree (rooms, nrooms + 1);
102 } 117 }
103 118
104 /* erase the areas occupied by the rooms */ 119 /* erase the areas occupied by the rooms */
105 roguelike_make_rooms (rooms, maze, options); 120 roguelike_make_rooms (rooms, maze, options);
106 121
107 roguelike_link_rooms (rooms, maze, xsize, ysize); 122 roguelike_link_rooms (rooms, maze);
108 123
109 /* put in the stairs */ 124 /* put in the stairs */
110 125
111 maze[rooms->x][rooms->y] = '<'; 126 maze[rooms->x][rooms->y] = '<';
112 127
139 if (maze[i][j] == '.') 154 if (maze[i][j] == '.')
140 maze[i][j] = 0; 155 maze[i][j] = 0;
141 156
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 */
169 184
170 /* decide on the base x and y sizes */ 185 /* decide on the base x and y sizes */
171 x_basesize = xsize / isqrt (nrooms); 186 x_basesize = xsize / isqrt (nrooms);
172 y_basesize = ysize / isqrt (nrooms); 187 y_basesize = ysize / isqrt (nrooms);
173 188
174 tx = rndm (xsize); 189 tx = rmg_rndm (xsize);
175 ty = rndm (ysize); 190 ty = rmg_rndm (ysize);
176 191
177 /* generate a distribution of sizes centered about basesize */ 192 /* generate a distribution of sizes centered about basesize */
178 sx = rndm (x_basesize) + rndm (x_basesize) + rndm (x_basesize); 193 sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize);
179 sy = rndm (y_basesize) + rndm (y_basesize) + rndm (y_basesize); 194 sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize);
180 sy = (int) (sy * .5); /* renormalize */ 195 sy >>= 1; /* renormalize */
181 196
182 /* find the corners */ 197 /* find the corners */
183 ax = tx - sx / 2; 198 ax = tx - sx / 2;
184 zx = tx + sx / 2 + sx % 2; 199 zx = tx + sx / 2 + sx % 2;
185 200
205 } 220 }
206 221
207 /* if we've got here, presumably the room is OK. */ 222 /* if we've got here, presumably the room is OK. */
208 223
209 /* get a pointer to the first free room */ 224 /* get a pointer to the first free room */
210 for (walk = rooms; walk->x != 0; walk++) 225 for (walk = rooms; walk->x; walk++)
211 ; 226 ;
212 227
213 walk->x = tx; 228 walk->x = tx;
214 walk->y = ty; 229 walk->y = ty;
215 walk->sx = sx; 230 walk->sx = sx;
216 walk->sy = sy; 231 walk->sy = sy;
217 walk->ax = ax; 232 walk->ax = ax;
218 walk->ay = ay; 233 walk->ay = ay;
219 walk->zx = zx; 234 walk->zx = zx;
225/* write all the rooms into the maze */ 240/* write all the rooms into the maze */
226static void 241static void
227roguelike_make_rooms (Room *rooms, char **maze, int options) 242roguelike_make_rooms (Room *rooms, char **maze, int options)
228{ 243{
229 int making_circle = 0; 244 int making_circle = 0;
230 int i, j;
231 int R; 245 int R;
232 Room *walk; 246 Room *walk;
233 247
234 for (walk = rooms; walk->x != 0; walk++) 248 for (walk = rooms; walk->x; walk++)
235 { 249 {
236 /* first decide what shape to make */ 250 /* first decide what shape to make */
237 switch (options) 251 switch (options)
238 { 252 {
239 case 1: 253 case 1:
241 break; 255 break;
242 case 2: 256 case 2:
243 making_circle = 1; 257 making_circle = 1;
244 break; 258 break;
245 default: 259 default:
246 making_circle = ((rndm (3) == 0) ? 1 : 0); 260 making_circle = ((rmg_rndm (3) == 0) ? 1 : 0);
247 break; 261 break;
248 } 262 }
249 263
250 if (walk->sx < walk->sy) 264 if (walk->sx < walk->sy)
251 R = walk->sx / 2; 265 R = walk->sx / 2;
252 else 266 else
253 R = walk->sy / 2; 267 R = walk->sy / 2;
254 268
255 /* enscribe a rectangle */ 269 /* enscribe a rectangle */
256 for (i = walk->ax; i < walk->zx; i++) 270 for (int i = walk->ax; i < walk->zx; i++)
257 for (j = walk->ay; j < walk->zy; j++) 271 for (int j = walk->ay; j < walk->zy; j++)
258 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)
259 maze[i][j] = '.'; 273 maze[i][j] = '.';
260 } 274 }
261} 275}
262 276
263static void 277static void
264roguelike_link_rooms (Room *rooms, char **maze, int xsize, int ysize) 278roguelike_link_rooms (Room *rooms, layout &maze)
265{ 279{
266 Room *walk; 280 Room *walk;
267 int i, j; 281 int i, j;
268 282
269 /* link each room to the previous room */ 283 /* link each room to the previous room */
276 int y1 = walk->y; 290 int y1 = walk->y;
277 int x2 = (walk - 1)->x; 291 int x2 = (walk - 1)->x;
278 int y2 = (walk - 1)->y; 292 int y2 = (walk - 1)->y;
279 int in_wall = 0; 293 int in_wall = 0;
280 294
281 if (rndm (2)) 295 if (rmg_rndm (2))
282 { /* connect in x direction first */ 296 { /* connect in x direction first */
283 /* horizontal connect */ 297 /* horizontal connect */
284 /* swap (x1,y1) (x2,y2) if necessary */ 298 /* swap (x1,y1) (x2,y2) if necessary */
285 299
286 if (x2 < x1) 300 if (x2 < x1)
308 maze[i - 1][j] = 'D'; 322 maze[i - 1][j] = 'D';
309 } 323 }
310 else if (maze[i][j] != 'D' && maze[i][j] != '.') 324 else if (maze[i][j] != 'D' && maze[i][j] != '.')
311 maze[i][j] = 0; 325 maze[i][j] = 0;
312 } 326 }
327
313 j = MIN (y1, y2); 328 j = min (y1, y2);
329
314 if (maze[i][j] == '.') 330 if (maze[i][j] == '.')
315 in_wall = 0; 331 in_wall = 0;
332
316 if (maze[i][j] == 0 || maze[i][j] == '#') 333 if (maze[i][j] == 0 || maze[i][j] == '#')
317 in_wall = 1; 334 in_wall = 1;
335
318 for ( /* j set already */ ; j < MAX (y1, y2); j++) 336 for ( /* j set already */ ; j < max (y1, y2); j++)
319 { 337 {
320 if (in_wall == 0 && maze[i][j] == '#') 338 if (in_wall == 0 && maze[i][j] == '#')
321 { 339 {
322 in_wall = 1; 340 in_wall = 1;
323 maze[i][j] = 'D'; 341 maze[i][j] = 'D';
361 } 379 }
362 else if (maze[i][j] != 'D' && maze[i][j] != '.') 380 else if (maze[i][j] != 'D' && maze[i][j] != '.')
363 maze[i][j] = 0; 381 maze[i][j] = 0;
364 } 382 }
365 383
366 i = MIN (x1, x2); 384 i = min (x1, x2);
385
367 if (maze[i][j] == '.') 386 if (maze[i][j] == '.')
368 in_wall = 0; 387 in_wall = 0;
388
369 if (maze[i][j] == 0 || maze[i][j] == '#') 389 if (maze[i][j] == 0 || maze[i][j] == '#')
370 in_wall = 1; 390 in_wall = 1;
391
371 for ( /* i set already */ ; i < MAX (x1, x2); i++) 392 for ( /* i set already */ ; i < max (x1, x2); i++)
372 { 393 {
373 if (in_wall == 0 && maze[i][j] == '#') 394 if (in_wall == 0 && maze[i][j] == '#')
374 { 395 {
375 in_wall = 1; 396 in_wall = 1;
376 maze[i][j] = 'D'; 397 maze[i][j] = 'D';

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