server-1.12/random_maps/rogue_layout.c

396 lines
11 KiB
C

/**
* @file
* Rogue/nethack-like layout generation
*/
#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);
/**
* Checks free spots around a spot.
* @param layout
* map layout.
* @param i
* @param j
* coordinates to check.
* @param Xsize
* @param Ysize
* size of the layout.
* @return
* combination of the following values:
* - 1 = free space to left,
* - 2 = free space to right,
* - 4 = free space above
* - 8 = free space below
* @todo
* there is an equivalent function in another layout, merge them together.
*/
int surround_check(char **layout, int i, int j, int Xsize, int Ysize) {
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 rogue layout. We work by a reduction process:
* first we make everything a wall, then we remove areas to make rooms
* @param xsize
* @param ysize
* wanted layout size.
* @param options
* 2 to have circular rooms, 1 for rectanglar ones, another value for random choice.
* @return
* generated layout.
*/
char **roguelike_layout_gen(int xsize, int ysize, int options) {
int i, j;
Room *Rooms = NULL;
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;
}
/**
* Place a room in the layout.
* @param Rooms
* list of existing rooms, new room will be added to it.
* @param xsize
* @param ysize
* layout size.
* @param nrooms
* wanted number of room, used to determine size.
* @return
* 0 if no room could be generated, 1 else.
*/
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.
* @param Rooms
* list of rooms to write.
* @param maze
* where to write to.
* @param options
* 2 to have circular rooms, 1 for rectanglar ones, another value for random choice.
*/
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 or a circle */
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] = '.';
}
}
}
/**
* Link generated rooms with corridors.
* @param Rooms
* room list.
* @param maze
* maze.
* @param xsize
* @param ysize
* maze size.
*/
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;
}
}
}
}