| 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 |
|
|
} |