1 |
root |
1.1 |
/* generate a rogue/nethack-like layout */ |
2 |
|
|
#include <global.h> |
3 |
|
|
#include <random_map.h> |
4 |
|
|
#include <math.h> |
5 |
|
|
|
6 |
|
|
typedef struct { |
7 |
|
|
int x; |
8 |
|
|
int y; /* coordinates of room centers */ |
9 |
|
|
|
10 |
|
|
int sx; |
11 |
|
|
int sy; /* sizes */ |
12 |
|
|
int ax,ay,zx,zy; /* coordinates of extrema of the rectangle */ |
13 |
|
|
|
14 |
|
|
int rtype; /* circle or rectangular */ |
15 |
|
|
} Room; |
16 |
|
|
|
17 |
|
|
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); |
19 |
|
|
static void roguelike_link_rooms(Room *Rooms,char **maze,int xsize,int ysize); |
20 |
|
|
|
21 |
|
|
|
22 |
|
|
int surround_check(char **layout,int i,int j,int Xsize, int Ysize){ |
23 |
|
|
/* 1 = wall to left, |
24 |
|
|
2 = wall to right, |
25 |
|
|
4 = wall above |
26 |
|
|
8 = wall below */ |
27 |
|
|
int surround_index = 0; |
28 |
|
|
if((i > 0) && (layout[i-1][j]!=0&&layout[i-1][j]!='.')) surround_index +=1; |
29 |
|
|
if((i < Xsize-1) && (layout[i+1][j]!=0&&layout[i+1][j]!='.')) surround_index +=2; |
30 |
|
|
if((j > 0) && (layout[i][j-1]!=0&&layout[i][j-1]!='.')) surround_index +=4; |
31 |
|
|
if((j < Ysize-1) && (layout[i][j+1]!=0&&layout[i][j+1]!='.')) surround_index +=8; |
32 |
|
|
return surround_index; |
33 |
|
|
} |
34 |
|
|
|
35 |
|
|
|
36 |
|
|
/* actually make the layout: we work by a reduction process: |
37 |
|
|
* first we make everything a wall, then we remove areas to make rooms |
38 |
|
|
*/ |
39 |
|
|
|
40 |
|
|
char **roguelike_layout_gen(int xsize, int ysize, int options) { |
41 |
|
|
int i,j; |
42 |
|
|
Room * Rooms = 0; |
43 |
|
|
Room *walk; |
44 |
|
|
int nrooms=0; |
45 |
|
|
int tries=0; |
46 |
|
|
|
47 |
|
|
/* allocate that array, write walls everywhere up */ |
48 |
|
|
char **maze = (char **)malloc(sizeof(char*)*xsize); |
49 |
|
|
for(i=0;i<xsize;i++) { |
50 |
|
|
maze[i] = (char *) malloc(sizeof(char)*ysize); |
51 |
|
|
for(j=0;j<ysize;j++) maze[i][j] = '#'; |
52 |
|
|
} |
53 |
|
|
|
54 |
|
|
/* minimum room size is basically 5x5: if xsize/ysize is |
55 |
|
|
less than 3x that then hollow things out, stick in |
56 |
|
|
a stairsup and stairs down, and exit */ |
57 |
|
|
|
58 |
|
|
if(xsize < 11 || ysize < 11) { |
59 |
|
|
for(i=1;i<xsize-1;i++) |
60 |
|
|
for(j=1;j<ysize-1;j++) |
61 |
|
|
maze[i][j]=0; |
62 |
|
|
maze[(xsize-1)/2][(ysize-1)/2]='>'; |
63 |
|
|
maze[(xsize-1)/2][(ysize-1)/2+1]='<'; |
64 |
|
|
return maze; |
65 |
|
|
} |
66 |
|
|
|
67 |
|
|
/* decide on the number of rooms */ |
68 |
|
|
nrooms = RANDOM() % 10 + 6; |
69 |
|
|
Rooms = (Room *) calloc(nrooms +1 , sizeof(Room)); |
70 |
|
|
|
71 |
|
|
/* actually place the rooms */ |
72 |
|
|
i=0; |
73 |
|
|
while( tries < 450 && i < nrooms ) { |
74 |
|
|
/* try to place the room */ |
75 |
|
|
if(!roguelike_place_room(Rooms,xsize,ysize,nrooms)) tries++; |
76 |
|
|
else i++; |
77 |
|
|
} |
78 |
|
|
|
79 |
|
|
if(i==0) { /* no can do! */ |
80 |
|
|
for(i=1;i<xsize-1;i++) |
81 |
|
|
for(j=1;j<ysize-1;j++) |
82 |
|
|
maze[i][j]=0; |
83 |
|
|
maze[(xsize-1)/2][(ysize-1)/2]='>'; |
84 |
|
|
maze[(xsize-1)/2][(ysize-1)/2+1]='<'; |
85 |
|
|
free(Rooms); |
86 |
|
|
return maze; |
87 |
|
|
} |
88 |
|
|
|
89 |
|
|
|
90 |
|
|
/* erase the areas occupied by the rooms */ |
91 |
|
|
roguelike_make_rooms(Rooms,maze,options); |
92 |
|
|
|
93 |
|
|
roguelike_link_rooms(Rooms,maze,xsize,ysize); |
94 |
|
|
|
95 |
|
|
/* put in the stairs */ |
96 |
|
|
|
97 |
|
|
maze[Rooms->x][Rooms->y] = '<'; |
98 |
|
|
/* get the last one */ |
99 |
|
|
for(walk=Rooms;walk->x!=0;walk++); |
100 |
|
|
/* back up one */ |
101 |
|
|
walk--; |
102 |
|
|
if (walk == Rooms) { |
103 |
|
|
/* 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 |
105 |
|
|
* other exit one space up/down, depending which is a space |
106 |
|
|
* and not a wall. |
107 |
|
|
*/ |
108 |
|
|
if (maze[walk->x][walk->y+1] == '.') |
109 |
|
|
maze[walk->x][walk->y+1] = '>'; |
110 |
|
|
else |
111 |
|
|
maze[walk->x][walk->y-1] = '>'; |
112 |
|
|
} |
113 |
|
|
else |
114 |
|
|
maze[walk->x][walk->y] = '>'; |
115 |
|
|
|
116 |
|
|
/* convert all the '.' to 0, we're through with the '.' */ |
117 |
|
|
for(i=0;i<xsize;i++) |
118 |
|
|
for(j=0;j<ysize;j++) { |
119 |
|
|
if(maze[i][j]=='.') maze[i][j]=0; |
120 |
|
|
if(maze[i][j]=='D') { /* remove bad door. */ |
121 |
|
|
int si = surround_check(maze,i,j,xsize,ysize); |
122 |
|
|
if(si!=3 && si!=12) { |
123 |
|
|
maze[i][j]=0; |
124 |
|
|
/* back up and recheck any nearby doors */ |
125 |
|
|
i=0;j=0; |
126 |
|
|
} |
127 |
|
|
} |
128 |
|
|
} |
129 |
|
|
|
130 |
|
|
free(Rooms); |
131 |
|
|
return maze; |
132 |
|
|
} |
133 |
|
|
|
134 |
|
|
|
135 |
|
|
|
136 |
|
|
static int roguelike_place_room(Room *Rooms,int xsize, int ysize,int nrooms) { |
137 |
|
|
|
138 |
|
|
int tx,ty; /* trial center locations */ |
139 |
|
|
int sx,sy; /* trial sizes */ |
140 |
|
|
int ax,ay; /* min coords of rect */ |
141 |
|
|
int zx,zy; /* max coords of rect */ |
142 |
|
|
int x_basesize; |
143 |
|
|
int y_basesize; |
144 |
|
|
Room *walk; |
145 |
|
|
|
146 |
|
|
/* decide on the base x and y sizes */ |
147 |
|
|
|
148 |
|
|
x_basesize = xsize / isqrt(nrooms); |
149 |
|
|
y_basesize = ysize / isqrt(nrooms); |
150 |
|
|
|
151 |
|
|
|
152 |
|
|
tx = RANDOM() %xsize; |
153 |
|
|
ty = RANDOM() %ysize; |
154 |
|
|
|
155 |
|
|
/* generate a distribution of sizes centered about basesize */ |
156 |
|
|
sx = (RANDOM() % x_basesize) + (RANDOM() % x_basesize)+ (RANDOM() % x_basesize); |
157 |
|
|
sy = (RANDOM() % y_basesize) + (RANDOM() % y_basesize)+ (RANDOM() % y_basesize); |
158 |
|
|
sy = (int) (sy *.5); /* renormalize */ |
159 |
|
|
|
160 |
|
|
/* find the corners */ |
161 |
|
|
ax = tx - sx / 2; |
162 |
|
|
zx = tx + sx / 2 +sx % 2; |
163 |
|
|
|
164 |
|
|
ay = ty - sy / 2; |
165 |
|
|
zy = ty + sy / 2 +sy % 2; |
166 |
|
|
|
167 |
|
|
/* check to see if it's in the map */ |
168 |
|
|
if(zx > xsize - 1 || ax < 1) return 0; |
169 |
|
|
if(zy > ysize - 1 || ay < 1) return 0; |
170 |
|
|
|
171 |
|
|
/* no small fish */ |
172 |
|
|
if(sx < 3 || sy < 3) return 0; |
173 |
|
|
|
174 |
|
|
/* check overlap with existing rooms */ |
175 |
|
|
for(walk=Rooms;walk->x!=0;walk++) { |
176 |
|
|
int dx = abs(tx - walk->x); |
177 |
|
|
int dy = abs(ty - walk->y); |
178 |
|
|
if( (dx < (walk->sx + sx)/2 + 2) && |
179 |
|
|
(dy < (walk->sy + sy)/2 + 2)) |
180 |
|
|
return 0; |
181 |
|
|
} |
182 |
|
|
|
183 |
|
|
/* if we've got here, presumably the room is OK. */ |
184 |
|
|
|
185 |
|
|
/* get a pointer to the first free room */ |
186 |
|
|
for(walk=Rooms;walk->x!=0;walk++); |
187 |
|
|
walk->x = tx; |
188 |
|
|
walk->y = ty; |
189 |
|
|
walk->sx = sx; |
190 |
|
|
walk->sy = sy; |
191 |
|
|
walk->ax = ax; |
192 |
|
|
walk->ay = ay; |
193 |
|
|
walk->zx = zx; |
194 |
|
|
walk->zy = zy; |
195 |
|
|
return 1; /* success */ |
196 |
|
|
|
197 |
|
|
} |
198 |
|
|
|
199 |
|
|
|
200 |
|
|
/* write all the rooms into the maze */ |
201 |
|
|
static void roguelike_make_rooms(Room *Rooms,char **maze, int options) { |
202 |
|
|
int making_circle=0; |
203 |
|
|
int i,j; |
204 |
|
|
int R; |
205 |
|
|
Room *walk; |
206 |
|
|
|
207 |
|
|
for(walk=Rooms;walk->x!=0;walk++) { |
208 |
|
|
/* first decide what shape to make */ |
209 |
|
|
switch(options) { |
210 |
|
|
case 1: |
211 |
|
|
making_circle=0; |
212 |
|
|
break; |
213 |
|
|
case 2: |
214 |
|
|
making_circle = 1; |
215 |
|
|
break; |
216 |
|
|
default: |
217 |
|
|
making_circle = ((RANDOM()%3 == 0)? 1:0); |
218 |
|
|
break; |
219 |
|
|
} |
220 |
|
|
|
221 |
|
|
if(walk->sx < walk->sy) |
222 |
|
|
R = walk->sx/2; |
223 |
|
|
else |
224 |
|
|
R = walk->sy/2; |
225 |
|
|
|
226 |
|
|
/* enscribe a rectangle */ |
227 |
|
|
for(i=walk->ax;i<walk->zx;i++) |
228 |
|
|
for(j=walk->ay;j<walk->zy;j++) { |
229 |
|
|
if(!making_circle || ((int)(0.5+hypot(walk->x-i,walk->y-j))) <=R) |
230 |
|
|
maze[i][j]='.'; |
231 |
|
|
} |
232 |
|
|
} |
233 |
|
|
} |
234 |
|
|
|
235 |
|
|
|
236 |
|
|
|
237 |
|
|
static void roguelike_link_rooms(Room *Rooms,char **maze,int xsize,int ysize){ |
238 |
|
|
Room *walk; |
239 |
|
|
int i,j; |
240 |
|
|
/* link each room to the previous room */ |
241 |
|
|
if(Rooms[1].x==0) return; /* only 1 room */ |
242 |
|
|
|
243 |
|
|
for(walk = Rooms +1; walk->x !=0; walk++) { |
244 |
|
|
int x1=walk->x; |
245 |
|
|
int y1=walk->y; |
246 |
|
|
int x2=(walk-1)->x; |
247 |
|
|
int y2=(walk-1)->y; |
248 |
|
|
int in_wall=0; |
249 |
|
|
if(RANDOM()%2) { /* connect in x direction first */ |
250 |
|
|
/* horizontal connect */ |
251 |
|
|
/* swap (x1,y1) (x2,y2) if necessary */ |
252 |
|
|
|
253 |
|
|
if(x2 < x1) { |
254 |
|
|
int tx=x2,ty=y2; |
255 |
|
|
x2 = x1; y2 = y1; |
256 |
|
|
x1 = tx; y1 = ty; |
257 |
|
|
} |
258 |
|
|
|
259 |
|
|
|
260 |
|
|
j = y1; |
261 |
|
|
for(i=x1;i<x2;i++) { |
262 |
|
|
if(in_wall==0 && maze[i][j]=='#') { |
263 |
|
|
in_wall=1; |
264 |
|
|
maze[i][j]='D'; |
265 |
|
|
} |
266 |
|
|
else if(in_wall && maze[i][j]=='.') { |
267 |
|
|
in_wall=0; |
268 |
|
|
maze[i-1][j]='D'; |
269 |
|
|
} |
270 |
|
|
else if(maze[i][j]!='D' && maze[i][j]!='.') |
271 |
|
|
maze[i][j]=0; |
272 |
|
|
} |
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 |
|
|
} |