Ejemplo n.º 1
0
void MapGenerator::fillBSP(TCODBsp* root){


        TCODBsp* temp = root;

        fillBox(temp->x,temp->y,temp->w,temp->h,"wall");


        if (temp->isLeaf()){
            std::cout<<temp->x<<", "<<temp->y<<"//"<<temp->w<<", "<<temp->h<<"\n";
            int offset = RNG->getInt(1, 2);
            temp->x = (temp->x)+offset;
            temp->w = RNG->getInt((temp->w)-3,(temp->w)-(offset+1));
            offset = RNG->getInt(1, 2);
            temp->y = (temp->y)+offset;
            temp->h = RNG->getInt((temp->h)-3,(temp->h)-(offset+1));
            fillBox(temp->x,temp->y,temp->w,temp->h,"grnd");
        }

     //   fillBox(temp->x,temp->y,temp->w,temp->h,"grnd");

         if (!temp->isLeaf()){
            fillBSP(temp->getLeft());
            fillBSP(temp->getRight());

            connectBSP(temp);

            }





}
Ejemplo n.º 2
0
void MapGenerator::genBSP(int numberLayers, int layerNumber){
    if (layerNumber == 0){
        fillBox(0,0,mapw,maph,"watr");
    }
    else{
        fillBox(0,0,mapw,maph,"watr");
    }
    TCODBsp* myBSP = new TCODBsp(0,0,mapw, maph);

        int firstSplit = RNG->getInt(19,30);
        myBSP->splitOnce(false,firstSplit);
         TCODBsp *openSpace;
         TCODBsp *closedSpace;
   //      if(firstSplit>39 ){// this is one of many possible configurations. using bsp, half open, half closed style level.

     //           openSpace = myBSP->getLeft();
       //         closedSpace = myBSP->getRight();
         //}else{

                closedSpace = myBSP->getLeft();
                openSpace = myBSP->getRight();
        //}

         closedSpace->splitRecursive(NULL,4,8,8,1.8,1.4);
         openSpace->splitRecursive(NULL, 3,7 ,7,1.5,1.5);
        TCODBsp *temp = closedSpace;

        fillBSP(closedSpace);
        //connectBSP(closedSpace);
        myBSP->resize(0,0,mapw, maph);
}
Ejemplo n.º 3
0
void MapGenerator::connectBSP(TCODBsp* root){
        TCODBsp *temp = root;
        bool connectedRight;
        bool connectedLeft;
        int randNumOffset;
        int rightTry;
        int leftTry;
        if(!temp->horizontal){
            randNumOffset = RNG->getInt(temp->getLeft()->y+1, (temp->getLeft()->y+temp->getLeft()->h)-2);
            rightTry = temp->getLeft()->x+temp->getLeft()->w;
            leftTry = rightTry;
            for(int p = 0; p<((temp->w)/4);p++){
                stringMap[rightTry][randNumOffset].replace(0,4,"cgrs");//check before replacing in case it fails
                stringMap[leftTry][randNumOffset].replace(0,4,"cgrs"); //what if it's already in a room, surrounded by not wall? hmm
                if(numberSurrounding(rightTry, randNumOffset, "wall") < 3){
                    connectedRight = true;
                    rightTry--;
                }
                if(numberSurrounding(leftTry, randNumOffset, "wall") < 3){
                    connectedLeft = true;
                    leftTry++;
                }
                rightTry++;
                leftTry--;
            }

        }
        if(temp->horizontal){
            randNumOffset = RNG->getInt(temp->getLeft()->x+1, (temp->getLeft()->x+temp->getLeft()->w)-2);

            rightTry = temp->getLeft()->y+temp->getLeft()->h;
            leftTry = rightTry;
            for(int p = 0; p<((temp->h)/4);p++){
                stringMap[randNumOffset][rightTry].replace(0,4,"cgrs");
                stringMap[randNumOffset][leftTry].replace(0,4,"cgrs"); //what if it's already in a room, surrounded by not wall? hmm
                if(numberSurrounding(randNumOffset, rightTry, "wall") < 3){
                    connectedRight = true;
                    rightTry--;
                }
                if(numberSurrounding(randNumOffset, leftTry, "wall") < 3){
                    connectedLeft = true;
                    leftTry++;
                }
                rightTry++;
                leftTry--;
            }


        }

        if (!connectedRight || !connectedLeft){
            if(temp->horizontal){
                for(int p = 0; p<((temp->w)/3);p++){
                    stringMap[randNumOffset][rightTry].replace(0,4,"wtsh ");
                    stringMap[randNumOffset][leftTry].replace(0,4,"wtsh"); //what if it's already in a room, surrounded by not wall? hmm
                if(numberSurrounding(randNumOffset, rightTry, "wall") > 3){
                    rightTry--;
                }
                if(numberSurrounding(randNumOffset, leftTry, "wall") > 3){
                    leftTry++;
                }
                rightTry++;
                leftTry--;
                }
            }
        if(!temp->horizontal){
            for(int p = 0; p<((temp->h)/3);p++){
                stringMap[rightTry][randNumOffset].replace(0,4,"wtsh");//check before replacing in case it fails
                stringMap[leftTry][randNumOffset].replace(0,4,"wtsh"); //what if it's already in a room, surrounded by not wall? hmm
                if(numberSurrounding(rightTry+1, randNumOffset, "wall") > 3){
                    rightTry--;
                }
                if(numberSurrounding(leftTry-1, randNumOffset, "wall") > 3){
                    leftTry++;
                }
                rightTry++;
                leftTry--;
            }
        }

            connectBSP(root);
        }

}
Ejemplo n.º 4
0
  bool visitNode(TCODBsp* node, void* userdata)
  {
    dungeon_t* dungeon = (dungeon_t*) userdata;
    bool result = true;
    //TRACE("node.level=%d\n", node->level);

    if (node->isLeaf())
    {
      int x = TCODRandom::getInstance()->getInt(node->x,
          node->x + (node->w - MIN_ROOM_W));
      int y = TCODRandom::getInstance()->getInt(node->y,
          node->y + (node->h - MIN_ROOM_H));

      int max_x = TCODRandom::getInstance()->getInt(x + MIN_ROOM_W,
          node->x + node->w);
      int max_y = TCODRandom::getInstance()->getInt(y + MIN_ROOM_H,
          node->y + node->h);

      int w = max_x - x;
      int h = max_y - y;

      _dig_room(dungeon, x + 1, y + 1, w - 1, h - 1);

      node->x = x + 1;
      node->y = y + 1;
      node->w = w - 1;
      node->h = h - 1;
    }
    else
    {
      TCODBsp* left = node->getLeft();
      TCODBsp* right = node->getRight();

      // Source and dest points for A*.
      int sx, sy, dx, dy;

      // Resize node to fit the two children.
      int min_x = min(left->x, right->x);
      int min_y = min(left->y, right->y);
      int max_x = max(left->x + left->w, right->x + right->w);
      int max_y = max(left->y + left->h, right->y + right->h);

      int w = max_x - min_x;
      int h = max_y - min_y;

      node->x = min_x;
      node->y = min_y;
      node->w = w;
      node->h = h;

      if (!left->isLeaf() || !right->isLeaf())
      {
        coord_t left_coord, right_coord;
        do
        {
          left_coord = _get_random_position_of_tile_in_area(dungeon,
              TILES[TILE_DUMMY_WALL], left->x, left->y, left->w, left->h);
          right_coord = _get_random_position_of_tile_in_area(dungeon,
              TILES[TILE_DUMMY_WALL], right->x, right->y, right->w, right->h);
        } while (!_has_walkable_neighbour(dungeon, left_coord.x, left_coord.y)
            || !_has_walkable_neighbour(dungeon, right_coord.x, right_coord.y));

        sx = left_coord.x;
        sy = left_coord.y;

        dx = right_coord.x;
        dy = right_coord.y;

      }
      else
      {
        // Pick a random point at a wall.
        if (node->horizontal)
        {
          if (left->y < right->y)
          {
            // Bottom wall of left room as src.
            sx = TCODRandom::getInstance()->getInt(left->x + 1,
                left->x + left->w - 2);
            sy = left->y + left->h - 1;

            // Top wall of right room as dst.
            dx = TCODRandom::getInstance()->getInt(right->x + 1,
                right->x + right->w - 2);
            dy = right->y;
          }
          else
          {
            // Top wall of left room as src.
            sx = TCODRandom::getInstance()->getInt(left->x + 1,
                left->x + left->w - 2);
            sy = left->y;

            // Bottom wall of right room as dst.
            dx = TCODRandom::getInstance()->getInt(right->x + 1,
                right->x + right->w - 2);
            dy = right->y + right->h - 1;
          }
        }
        else
        {
          if (left->x < right->x)
          {
            // Right wall of left room as src.
            sx = left->x + left->w - 1;
            sy = TCODRandom::getInstance()->getInt(left->y + 1,
                left->y + left->h - 2);

            // Left wall of right room as dst.
            dx = right->x;
            dy = TCODRandom::getInstance()->getInt(right->y + 1,
                right->y + right->h - 2);
          }
          else
          {
            // Left wall of left room as src.
            sx = left->x;
            sy = TCODRandom::getInstance()->getInt(left->y + 1,
                left->y + left->h - 2);

            // Right wall of right room as dst.
            dx = right->x + right->w - 1;
            dy = TCODRandom::getInstance()->getInt(right->y + 1,
                right->y + right->h - 2);
          }
        }

      }

      result = _dig_corridor(dungeon, sx, sy, dx, dy);
    }

    return result;
  }