ref: df658e1cb061e52186c504e84a8430163e9a090b
dir: /demo/world.c/
#include <stdlib.h> #include <math.h> #include "dungeon_generator.h" /* (attempt to) place a room within a given dungeon */ int place_room(Dungeon * dungeon) { int x = (rand() % (dungeon->w-1)) +1; int y = (rand() % (dungeon->h-1)) +1; Room new_room; /* set top right to rng number; might be worth making a more detailed placer with a lower fail rate */ new_room.tl.x = x; new_room.tl.y = y; /* for RNG, maybe do a rando room width/height and re-set .br */ HW: ; int we = (rand() % 4) + 4; /* width, expanded, up to 4 more */ int he = (rand() % 4) + 3; /* height, expanded, up to 4 more */ if(we == he) { /* if we have a square, re-generate */ goto HW; } new_room.h = he; new_room.w = we; new_room.br.x = x + new_room.w-1; new_room.br.y = y + new_room.h-1; /* check for rooms loaded into the dungeon buffer already */ int i; int j; int placed = -1; int passed = 0; for(i = y; i < dungeon->h-1 && i < y+he; i++) { for(j = x; j < dungeon->w-1 && j < x+we; j++) { if(dungeon->p[i][j].c != '.') { passed++; } } } /* return a failure if not all cells within the "Room" passed */ if(passed < we*he) { return placed; /* should be -1 */ } /* return a failure if part of the room is out of bounds */ if(new_room.br.x >= dungeon->w || new_room.br.y >= dungeon->h) { return placed; } /* check for surrounding rooms */ /* top row */ for(i = new_room.tl.x-1; i < new_room.br.x+2 && new_room.tl.x-1 >= 0 && new_room.br.x+1 < dungeon->w && new_room.tl.y-1 >= 0; i++) { if((dungeon->p[new_room.tl.y-1][i]).c == '.') { return placed; } } /* bottom row */ for(i = new_room.tl.x-1; i < new_room.br.x+2 && new_room.tl.x-1 >= 0 && new_room.br.x+1 < dungeon->w && new_room.br.y+1 < dungeon->h; i++) { if((dungeon->p[new_room.br.y+1][i]).c == '.') { return placed; } } /* left side */ for(i = new_room.tl.y; i < new_room.br.y+1 && new_room.br.y+1 < dungeon->h && new_room.tl.x-1 >= 0; i++) { if((dungeon->p[i][new_room.tl.x-1]).c == '.') { return placed; } } /* right side */ for(i = new_room.tl.y; i < new_room.br.y+1 && new_room.br.y+1 < dungeon->h && new_room.br.x+1 < dungeon->w; i++) { if((dungeon->p[i][new_room.br.x+1]).c == '.') { return placed; } } /* successful placement */ placed = 0; /* fill the room into the dungeon buffer and add to room array */ for(i = y; i < y+he; i++) { for(j = x; j < x+we; j++) { dungeon->p[i][j].c = '.'; dungeon->d[i][j].h = 0; } } if(dungeon->nr < dungeon->mr) { dungeon->nr++; new_room.id = dungeon->nr-1; /* reflects position in the array */ new_room.ctr.x = (new_room.w)/2 + new_room.tl.x; new_room.ctr.y = (new_room.h)/2 + new_room.tl.y; /* printf("%d: (%d, %d)\n", new_room.id, new_room.ctr.x, new_room.ctr.y); */ dungeon->r[dungeon->nr-1] = new_room; } else { return -1; } return placed; } /* assistant function for gen_corridors() to check if all rooms are connected */ int all_connected(int * cnxns, Dungeon * dungeon) { int i; for(i = 0; i < dungeon->nr; i++) { if(cnxns[i] != 1 || dungeon->r[i].c != TRUE) { return FALSE; } } return TRUE; } /* generates and marks corridors */ void gen_corridors(Dungeon * dungeon) { int i; //int connected[dungeon->nr]; int *connected = calloc(dungeon->nr, 1); for(i = 0; i < dungeon->nr; i++) { connected[i] = 0; } //memset(connected, 0, dungeon->nr * sizeof(int)); //double dists[dungeon->nr]; double *dists = calloc(dungeon->nr, 1); for(i = 0; i < dungeon->nr; i++) { dists[i] = 0; } //memset(dists, 0.0, dungeon->nr * sizeof(double)); int max_paths = dungeon->nr * 3; //Path paths[max_paths]; /* max paths is 3 * number of rooms */ Path *paths = calloc(max_paths, 1); int path_cnt = 0; int room_pos = 0; /* current room in use */ for(i = 0; i < dungeon->nr; i++) { dists[i] = -1; /* infinite at -1 */ } dists[0] = 0; /* ensure all rooms are disconnected */ for(i = 0; i < dungeon->nr; i++) { dungeon->r[i].c = FALSE; } /* primary loop, goal is to connect all rooms; 0 means true */ while(all_connected(connected, dungeon) == FALSE && path_cnt < max_paths) { int i; double d; Path new_path; /* populate dists from the current position */ for(i = 0; i < dungeon->nr; i++) { /* calculate distance */ d = sqrt(pow(dungeon->r[i].ctr.x - dungeon->r[room_pos].ctr.x, 2) + pow(dungeon->r[i].ctr.y - dungeon->r[room_pos].ctr.y, 2)); dists[i] = d; } /* find the room to path to ;; if not connected already and the distance is shorter and isn't our current position */ int next = -1; for(i = 0; i < dungeon->nr; i++) { if(connected[i] != 1 && next == -1 && room_pos != i) { next = i; } else if(connected[i] != 1 && dists[i] < dists[next] && room_pos != i) { next = i; } } /** this would - in the future - be the point of adding extraneous paths **/ if(next != -1) { dungeon->r[room_pos].c = TRUE; dungeon->r[next].c = TRUE; connected[room_pos] = 1; new_path.prev = room_pos; new_path.next = next; paths[path_cnt] = new_path; room_pos = next; path_cnt++; } else { break; } } /* populate the dungeon grid (draw the paths using x/y chasing/pathing) */ /* draw dungeon paths in the dungeon grid; start at room 0 as per above */ for(i = 0; i < path_cnt; i++) { int x = dungeon->r[paths[i].prev].ctr.x; int y = dungeon->r[paths[i].prev].ctr.y; /*printf("%d: (%d, %d)\n", i, x, y);*/ while(x != dungeon->r[paths[i].next].ctr.x || y != dungeon->r[paths[i].next].ctr.y) { int dirx = 0; /* -1 for left, 1 for right */ int diry = 0; /* -1 for down, 1 for up */ if(x < dungeon->r[paths[i].next].ctr.x) { dirx = 1; } else if(x > dungeon->r[paths[i].next].ctr.x) { dirx = -1; } if(y < dungeon->r[paths[i].next].ctr.y) { diry = 1; } else if(y > dungeon->r[paths[i].next].ctr.y) { diry = -1; } dungeon->d[y][x].p = 1; /* don't place corridors in rooms */ if(dungeon->d[y][x].c != '.') { dungeon->d[y][x].c = '#'; dungeon->d[y][x].h = 0; } if(dirx == -1) { x--; } else if(dirx == 1) { x++; } else if(diry == -1) { y--; } else if(diry == 1) { y++; } } } } /* generate a blank dungeon */ void gen_dungeon(Dungeon * dungeon) { /*** top 3 (0, 1, 2) are reserved for the pseudo-HUD ***/ int i, j; /* set all slots to spaces originally */ for(i = 0; i < dungeon->h; i++) { for(j = 0; j < dungeon->w; j++) { (dungeon->d[i][j]).c = ' '; /* all basic rooms are spaces */ int h = (rand() % 254) + 1; (dungeon->d[i][j]).h = h; } } /* immut-ify the outside rim */ for(i = 0; i < dungeon->w; i++) { (dungeon->d[0][i]).h = 255; } for(i = 0; i < dungeon->w; i++) { (dungeon->d[dungeon->h-1][i]).h = 255; } for(i = 0; i < dungeon->h; i++) { (dungeon->d[i][0]).h = 255; } for(i = 0; i < dungeon->h; i++) { (dungeon->d[i][dungeon->w-1]).h = 255; } /* make p equal to d */ for(i = 0; i < dungeon->h; i++) { for(j = 0; j < dungeon->w; j++) { dungeon->p[i][j] = dungeon->d[i][j]; } } /* populate the rooms */ int cnt = 0; int tst = 0; for(i = 0; dungeon->nr < dungeon->mr && cnt < 2000; i++) { tst = place_room(dungeon); if(tst < 0) { cnt++; } } /* set the stairs */ int x; int y; int r_id = rand() % dungeon->nr; x = (rand() % dungeon->r[r_id].w) + dungeon->r[r_id].tl.x; y = (rand() % dungeon->r[r_id].h) + dungeon->r[r_id].tl.y; dungeon->sd.x = x; dungeon->sd.y = y; SD: ; r_id = rand() % dungeon->nr; x = (rand() % dungeon->r[r_id].w) + dungeon->r[r_id].tl.x; y = (rand() % dungeon->r[r_id].h) + dungeon->r[r_id].tl.y; dungeon->su.x = x; dungeon->su.y = y; if(dungeon->su.x == dungeon->sd.x && dungeon->su.y == dungeon->sd.y) goto SD; } /* initializes the dungeon structure */ Dungeon* init_dungeon(int h, int w, int mr) { Dungeon *new_dungeon = calloc(sizeof (Dungeon), 1); new_dungeon->h = h; new_dungeon->w = w; new_dungeon->mr = mr; new_dungeon->nr = 0; new_dungeon->ns = 0; new_dungeon->ms = w*h; /* max sprites would be 1 per dungeon slot */ new_dungeon->t = 0; new_dungeon->go = FALSE; /* dungeon buffer allocation+0'ing */ new_dungeon->d = calloc(new_dungeon->h, sizeof(Tile *)); int i; for(i = 0; i < new_dungeon->h; i++) { new_dungeon->d[i] = calloc(new_dungeon->w, sizeof(Tile)); } /* dungeon visual buffer allocation+0'ing */ new_dungeon->p = calloc(new_dungeon->h, sizeof(Tile *)); for(i = 0; i < new_dungeon->h; i++) { new_dungeon->p[i] = calloc(new_dungeon->w, sizeof(Tile)); } /* rooms allocation+0'ing */ new_dungeon->r = calloc(new_dungeon->mr, sizeof(Room)); /* sprites allocation */ new_dungeon->ss = calloc(new_dungeon->ms, sizeof(Sprite)); /* djikstra-based cost map allocation */ new_dungeon->cst = calloc(w*h, sizeof(int *)); for(i = 0; i < new_dungeon->h; i++) { new_dungeon->cst[i] = calloc(new_dungeon->w, sizeof(int)); } /* djikstra-based cost map allocation */ new_dungeon->csnt = calloc(w*h, sizeof(int *)); for(i = 0; i < new_dungeon->h; i++) { new_dungeon->csnt[i] = calloc(new_dungeon->w, sizeof(int)); } return new_dungeon; }