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