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/* generate a rogue/nethack-like layout */ |
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#include <global.h> |
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#include <random_map.h> |
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#include <math.h> |
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|
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typedef struct { |
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int x; |
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int y; /* coordinates of room centers */ |
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|
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int sx; |
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int sy; /* sizes */ |
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int ax,ay,zx,zy; /* coordinates of extrema of the rectangle */ |
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|
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int rtype; /* circle or rectangular */ |
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} Room; |
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|
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static int roguelike_place_room(Room *Rooms,int xsize, int ysize,int nrooms); |
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static void roguelike_make_rooms(Room *Rooms,char **maze, int options); |
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static void roguelike_link_rooms(Room *Rooms,char **maze,int xsize,int ysize); |
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|
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|
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int surround_check(char **layout,int i,int j,int Xsize, int Ysize){ |
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/* 1 = wall to left, |
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2 = wall to right, |
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4 = wall above |
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8 = wall below */ |
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int surround_index = 0; |
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if((i > 0) && (layout[i-1][j]!=0&&layout[i-1][j]!='.')) surround_index +=1; |
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if((i < Xsize-1) && (layout[i+1][j]!=0&&layout[i+1][j]!='.')) surround_index +=2; |
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if((j > 0) && (layout[i][j-1]!=0&&layout[i][j-1]!='.')) surround_index +=4; |
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if((j < Ysize-1) && (layout[i][j+1]!=0&&layout[i][j+1]!='.')) surround_index +=8; |
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return surround_index; |
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} |
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|
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|
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/* actually make the layout: we work by a reduction process: |
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* first we make everything a wall, then we remove areas to make rooms |
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*/ |
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|
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char **roguelike_layout_gen(int xsize, int ysize, int options) { |
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int i,j; |
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Room * Rooms = 0; |
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Room *walk; |
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int nrooms=0; |
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int tries=0; |
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|
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/* allocate that array, write walls everywhere up */ |
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char **maze = (char **)malloc(sizeof(char*)*xsize); |
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for(i=0;i<xsize;i++) { |
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maze[i] = (char *) malloc(sizeof(char)*ysize); |
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for(j=0;j<ysize;j++) maze[i][j] = '#'; |
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} |
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|
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/* minimum room size is basically 5x5: if xsize/ysize is |
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less than 3x that then hollow things out, stick in |
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a stairsup and stairs down, and exit */ |
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|
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if(xsize < 11 || ysize < 11) { |
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for(i=1;i<xsize-1;i++) |
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for(j=1;j<ysize-1;j++) |
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maze[i][j]=0; |
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maze[(xsize-1)/2][(ysize-1)/2]='>'; |
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maze[(xsize-1)/2][(ysize-1)/2+1]='<'; |
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return maze; |
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} |
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|
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/* decide on the number of rooms */ |
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nrooms = RANDOM() % 10 + 6; |
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Rooms = (Room *) calloc(nrooms +1 , sizeof(Room)); |
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|
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/* actually place the rooms */ |
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i=0; |
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while( tries < 450 && i < nrooms ) { |
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/* try to place the room */ |
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if(!roguelike_place_room(Rooms,xsize,ysize,nrooms)) tries++; |
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else i++; |
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} |
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|
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if(i==0) { /* no can do! */ |
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for(i=1;i<xsize-1;i++) |
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for(j=1;j<ysize-1;j++) |
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maze[i][j]=0; |
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maze[(xsize-1)/2][(ysize-1)/2]='>'; |
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maze[(xsize-1)/2][(ysize-1)/2+1]='<'; |
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free(Rooms); |
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return maze; |
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} |
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|
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|
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/* erase the areas occupied by the rooms */ |
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roguelike_make_rooms(Rooms,maze,options); |
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|
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roguelike_link_rooms(Rooms,maze,xsize,ysize); |
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|
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/* put in the stairs */ |
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|
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maze[Rooms->x][Rooms->y] = '<'; |
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/* get the last one */ |
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for(walk=Rooms;walk->x!=0;walk++); |
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/* back up one */ |
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walk--; |
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if (walk == Rooms) { |
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/* In this case, there is only a single room. We don't want to |
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* clobber are up exit (above) with a down exit, so put the |
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* other exit one space up/down, depending which is a space |
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* and not a wall. |
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*/ |
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if (maze[walk->x][walk->y+1] == '.') |
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maze[walk->x][walk->y+1] = '>'; |
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else |
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maze[walk->x][walk->y-1] = '>'; |
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} |
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else |
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maze[walk->x][walk->y] = '>'; |
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|
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/* convert all the '.' to 0, we're through with the '.' */ |
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for(i=0;i<xsize;i++) |
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for(j=0;j<ysize;j++) { |
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if(maze[i][j]=='.') maze[i][j]=0; |
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if(maze[i][j]=='D') { /* remove bad door. */ |
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int si = surround_check(maze,i,j,xsize,ysize); |
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if(si!=3 && si!=12) { |
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maze[i][j]=0; |
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/* back up and recheck any nearby doors */ |
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i=0;j=0; |
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} |
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} |
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} |
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|
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free(Rooms); |
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return maze; |
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} |
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|
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|
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|
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static int roguelike_place_room(Room *Rooms,int xsize, int ysize,int nrooms) { |
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|
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int tx,ty; /* trial center locations */ |
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int sx,sy; /* trial sizes */ |
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int ax,ay; /* min coords of rect */ |
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int zx,zy; /* max coords of rect */ |
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int x_basesize; |
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int y_basesize; |
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Room *walk; |
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|
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/* decide on the base x and y sizes */ |
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|
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x_basesize = xsize / isqrt(nrooms); |
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y_basesize = ysize / isqrt(nrooms); |
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|
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|
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tx = RANDOM() %xsize; |
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ty = RANDOM() %ysize; |
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|
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/* generate a distribution of sizes centered about basesize */ |
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sx = (RANDOM() % x_basesize) + (RANDOM() % x_basesize)+ (RANDOM() % x_basesize); |
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sy = (RANDOM() % y_basesize) + (RANDOM() % y_basesize)+ (RANDOM() % y_basesize); |
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sy = (int) (sy *.5); /* renormalize */ |
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|
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/* find the corners */ |
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ax = tx - sx / 2; |
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zx = tx + sx / 2 +sx % 2; |
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|
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ay = ty - sy / 2; |
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zy = ty + sy / 2 +sy % 2; |
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|
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/* check to see if it's in the map */ |
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if(zx > xsize - 1 || ax < 1) return 0; |
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if(zy > ysize - 1 || ay < 1) return 0; |
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|
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/* no small fish */ |
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if(sx < 3 || sy < 3) return 0; |
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|
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/* check overlap with existing rooms */ |
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for(walk=Rooms;walk->x!=0;walk++) { |
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int dx = abs(tx - walk->x); |
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int dy = abs(ty - walk->y); |
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if( (dx < (walk->sx + sx)/2 + 2) && |
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(dy < (walk->sy + sy)/2 + 2)) |
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return 0; |
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} |
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|
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/* if we've got here, presumably the room is OK. */ |
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|
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/* get a pointer to the first free room */ |
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for(walk=Rooms;walk->x!=0;walk++); |
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walk->x = tx; |
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walk->y = ty; |
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walk->sx = sx; |
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walk->sy = sy; |
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walk->ax = ax; |
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walk->ay = ay; |
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walk->zx = zx; |
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walk->zy = zy; |
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return 1; /* success */ |
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|
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} |
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|
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|
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/* write all the rooms into the maze */ |
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static void roguelike_make_rooms(Room *Rooms,char **maze, int options) { |
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int making_circle=0; |
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int i,j; |
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int R; |
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Room *walk; |
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|
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for(walk=Rooms;walk->x!=0;walk++) { |
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/* first decide what shape to make */ |
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switch(options) { |
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case 1: |
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making_circle=0; |
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break; |
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case 2: |
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making_circle = 1; |
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break; |
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default: |
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making_circle = ((RANDOM()%3 == 0)? 1:0); |
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break; |
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} |
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|
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if(walk->sx < walk->sy) |
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R = walk->sx/2; |
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else |
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R = walk->sy/2; |
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|
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/* enscribe a rectangle */ |
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for(i=walk->ax;i<walk->zx;i++) |
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for(j=walk->ay;j<walk->zy;j++) { |
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if(!making_circle || ((int)(0.5+hypot(walk->x-i,walk->y-j))) <=R) |
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maze[i][j]='.'; |
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} |
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} |
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} |
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|
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|
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|
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static void roguelike_link_rooms(Room *Rooms,char **maze,int xsize,int ysize){ |
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Room *walk; |
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int i,j; |
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/* link each room to the previous room */ |
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if(Rooms[1].x==0) return; /* only 1 room */ |
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|
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for(walk = Rooms +1; walk->x !=0; walk++) { |
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int x1=walk->x; |
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int y1=walk->y; |
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int x2=(walk-1)->x; |
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int y2=(walk-1)->y; |
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int in_wall=0; |
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if(RANDOM()%2) { /* connect in x direction first */ |
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/* horizontal connect */ |
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/* swap (x1,y1) (x2,y2) if necessary */ |
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|
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if(x2 < x1) { |
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int tx=x2,ty=y2; |
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x2 = x1; y2 = y1; |
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x1 = tx; y1 = ty; |
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} |
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|
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|
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j = y1; |
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for(i=x1;i<x2;i++) { |
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if(in_wall==0 && maze[i][j]=='#') { |
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in_wall=1; |
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maze[i][j]='D'; |
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} |
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else if(in_wall && maze[i][j]=='.') { |
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in_wall=0; |
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maze[i-1][j]='D'; |
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} |
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else if(maze[i][j]!='D' && maze[i][j]!='.') |
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maze[i][j]=0; |
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} |
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j=MIN(y1,y2); |
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if(maze[i][j]=='.') in_wall=0; |
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if(maze[i][j]==0|| maze[i][j]=='#') in_wall=1; |
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for(/* j set already */;j<MAX(y1,y2);j++) { |
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if(in_wall==0 && maze[i][j]=='#') { |
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in_wall=1; |
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maze[i][j]='D'; |
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} |
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else if(in_wall && maze[i][j]=='.') { |
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in_wall=0; |
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maze[i][j-1]='D'; |
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} |
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else if(maze[i][j]!='D' && maze[i][j]!='.') |
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maze[i][j]=0; |
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} |
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|
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} |
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else { /* connect in y direction first */ |
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in_wall=0; |
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/* swap if necessary */ |
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if(y2 < y1) { |
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int tx=x2,ty=y2; |
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x2 = x1; y2 = y1; |
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x1 = tx; y1 = ty; |
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} |
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i = x1; |
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/* vertical connect */ |
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for(j=y1;j<y2;j++) { |
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if(in_wall==0 && maze[i][j]=='#') { |
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in_wall=1; |
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maze[i][j]='D'; |
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} |
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else if(in_wall && maze[i][j]=='.') { |
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in_wall=0; |
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maze[i][j-1]='D'; |
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} |
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else if(maze[i][j]!='D' && maze[i][j]!='.') |
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maze[i][j]=0; |
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} |
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|
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i=MIN(x1,x2); |
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if(maze[i][j]=='.') in_wall=0; |
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if(maze[i][j]==0|| maze[i][j]=='#') in_wall=1; |
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for(/* i set already */;i<MAX(x1,x2);i++) { |
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if(in_wall==0 && maze[i][j]=='#') { |
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in_wall=1; |
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maze[i][j]='D'; |
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} |
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else if(in_wall && maze[i][j]=='.') { |
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in_wall=0; |
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maze[i-1][j]='D'; |
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} |
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else |
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if(maze[i][j]!='D' && maze[i][j]!='.') |
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maze[i][j]=0; |
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|
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} |
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|
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} |
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|
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} |
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} |