int main() { // Seed the random number generator with the current time. // Don't do this for anything serious like crypto. srand(time(0)); // Generate the list of rooms. generate_rooms(); // Serialize the list of rooms to a file and directory structure serialize_rooms(rooms_list); // Read them back struct room *read_rum = deserialize_rooms(); // Enter the game loop repl(); destroy_rooms(read_rum); return 0; }
int generate_dungeon(cell_t *cell_array, room_t *room_array, int *number_of_rooms) { *number_of_rooms = 0; generate_hardness(cell_array); generate_rooms(cell_array, room_array, number_of_rooms); connect_rooms(cell_array, room_array, *number_of_rooms); add_stairs(cell_array, room_array, *number_of_rooms); return 0; }
/* * Generate a new dungeon level * * Note that "dun_body" adds about 4000 bytes of memory to the stack. */ static bool cave_gen(void) { int i, k, y, x; dun_data dun_body; /* Global data */ dun = &dun_body; dun->destroyed = FALSE; dun->empty_level = FALSE; dun->cavern = FALSE; dun->laketype = 0; /* Fill the arrays of floors and walls in the good proportions */ set_floor_and_wall(dungeon_type); /* Prepare allocation table */ get_mon_num_prep(get_monster_hook(), NULL); /* Randomize the dungeon creation values */ dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX); dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX); dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX); dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX); dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX); /* Actual maximum number of rooms on this level */ dun->row_rooms = cur_hgt / BLOCK_HGT; dun->col_rooms = cur_wid / BLOCK_WID; /* Initialize the room table */ for (y = 0; y < dun->row_rooms; y++) { for (x = 0; x < dun->col_rooms; x++) { dun->room_map[y][x] = FALSE; } } /* No rooms yet */ dun->cent_n = 0; /* Empty arena levels */ if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL)))) { dun->empty_level = TRUE; if (cheat_room) msg_print("Arena level."); } if (dun->empty_level) { /* Start with floors */ for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { place_floor_bold(y, x); } } /* Special boundary walls -- Top and bottom */ for (x = 0; x < cur_wid; x++) { place_extra_bold(0, x); place_extra_bold(cur_hgt - 1, x); } /* Special boundary walls -- Left and right */ for (y = 1; y < (cur_hgt - 1); y++) { place_extra_bold(y, 0); place_extra_bold(y, cur_wid - 1); } } else { /* Start with walls */ for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { place_extra_bold(y, x); } } } /* Generate various caverns and lakes */ gen_caverns_and_lakes(); /* Build maze */ if (d_info[dungeon_type].flags1 & DF1_MAZE) { build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE); /* Place 3 or 4 down stairs near some walls */ if (!alloc_stairs(feat_down_stair, rand_range(4, 5), 3)) return FALSE; /* Place 1 or 2 up stairs near some walls */ if (!alloc_stairs(feat_up_stair, 1, 2)) return FALSE; } /* Build some rooms */ else { int tunnel_fail_count = 0; /* * Build each type of room in turn until we cannot build any more. */ if (!generate_rooms()) return FALSE; /* Make a hole in the dungeon roof sometimes at level 1 But not in Angband. See Issue #3 */ if (dun_level == 1 && dungeon_type != DUNGEON_ANGBAND) { while (one_in_(DUN_MOS_DEN)) { place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2)); } } /* Destroy the level if necessary */ if (dun->destroyed) destroy_level(); /* Hack -- Add some rivers */ if (one_in_(7) && (randint1(dun_level) > 5)) { int feat1 = 0, feat2 = 0; /* Choose water or lava */ if ( randint1(MAX_DEPTH * 2) - 1 > dun_level && ( (d_info[dungeon_type].flags1 & DF1_WATER_RIVER) || (no_wilderness && one_in_(3)) ) ) { feat1 = feat_deep_water; feat2 = feat_shallow_water; } else if (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER) { feat1 = feat_deep_lava; feat2 = feat_shallow_lava; } else feat1 = 0; if (feat1) { feature_type *f_ptr = &f_info[feat1]; /* Only add river if matches lake type or if have no lake at all */ if (((dun->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) || ((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) || !dun->laketype) { add_river(feat1, feat2); } } } /* Hack -- Scramble the room order */ for (i = 0; i < dun->cent_n; i++) { int ty, tx; int pick = rand_range(0, i); ty = dun->cent[i].y; tx = dun->cent[i].x; dun->cent[i].y = dun->cent[pick].y; dun->cent[i].x = dun->cent[pick].x; dun->cent[pick].y = ty; dun->cent[pick].x = tx; } /* Start with no tunnel doors */ dun->door_n = 0; /* Hack -- connect the first room to the last room */ y = dun->cent[dun->cent_n-1].y; x = dun->cent[dun->cent_n-1].x; /* Connect all the rooms together */ for (i = 0; i < dun->cent_n; i++) { int j; /* Reset the arrays */ dun->tunn_n = 0; dun->wall_n = 0; /* Connect the room to the previous room */ if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent) { /* make cave-like tunnel */ (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2); } else { /* make normal tunnel */ if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++; } if (tunnel_fail_count >= 2) return FALSE; /* Turn the tunnel into corridor */ for (j = 0; j < dun->tunn_n; j++) { cave_type *c_ptr; feature_type *f_ptr; /* Access the grid */ y = dun->tunn[j].y; x = dun->tunn[j].x; /* Access the grid */ c_ptr = &cave[y][x]; f_ptr = &f_info[c_ptr->feat]; /* Clear previous contents (if not a lake), add a floor */ if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA))) { /* Clear mimic type */ c_ptr->mimic = 0; place_floor_grid(c_ptr); } } /* Apply the piercings that we found */ for (j = 0; j < dun->wall_n; j++) { cave_type *c_ptr; /* Access the grid */ y = dun->wall[j].y; x = dun->wall[j].x; /* Access the grid */ c_ptr = &cave[y][x]; /* Clear mimic type */ c_ptr->mimic = 0; /* Clear previous contents, add up floor */ place_floor_grid(c_ptr); /* Occasional doorway */ if ((randint0(100) < dun_tun_pen) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS)) { /* Place a random door */ place_random_door(y, x, TRUE); } } /* Remember the "previous" room */ y = dun->cent[i].y; x = dun->cent[i].x; } /* Place intersection doors */ for (i = 0; i < dun->door_n; i++) { /* Extract junction location */ y = dun->door[i].y; x = dun->door[i].x; /* Try placing doors */ try_door(y, x - 1); try_door(y, x + 1); try_door(y - 1, x); try_door(y + 1, x); } if (!alloc_stairs(feat_down_stair, rand_range(4, 5), 3)) return FALSE; /* Place 1 or 2 up stairs near some walls */ if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE; } if (!dun->laketype) { if (d_info[dungeon_type].stream2) { /* Hack -- Add some quartz streamers */ for (i = 0; i < DUN_STR_QUA; i++) { build_streamer(d_info[dungeon_type].stream2, DUN_STR_QC); } } if (d_info[dungeon_type].stream1) { /* Hack -- Add some magma streamers */ for (i = 0; i < DUN_STR_MAG; i++) { build_streamer(d_info[dungeon_type].stream1, DUN_STR_MC); } } } /* Special boundary walls -- Top and bottom */ for (x = 0; x < cur_wid; x++) { set_bound_perm_wall(&cave[0][x]); set_bound_perm_wall(&cave[cur_hgt - 1][x]); } /* Special boundary walls -- Left and right */ for (y = 1; y < (cur_hgt - 1); y++) { set_bound_perm_wall(&cave[y][0]); set_bound_perm_wall(&cave[y][cur_wid - 1]); } /* Determine the character location */ if (!new_player_spot()) return FALSE; /* Basic "amount" */ k = (dun_level / 3); if (k > 10) k = 10; if (k < 2) k = 2; /* Pick a base number of monsters */ i = d_info[dungeon_type].min_m_alloc_level; /* To make small levels a bit more playable */ if (cur_hgt < MAX_HGT || cur_wid < MAX_WID) { int small_tester = i; i = (i * cur_hgt) / MAX_HGT; i = (i * cur_wid) / MAX_WID; i += 1; if (i > small_tester) i = small_tester; else if (cheat_hear) { msg_format("Reduced monsters base from %d to %d", small_tester, i); } } if (dungeon_type != DUNGEON_ARENA) { i += randint1(8); /* Put some monsters in the dungeon */ for (i = (dun_level < 50 ? (i+k) : (i+k)*6/10); i > 0; i--) { (void)alloc_monster(0, PM_ALLOW_SLEEP); } } /* Place some traps in the dungeon */ alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k*3/2)); /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */ if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE)) alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k)); if (dungeon_type != DUNGEON_ARENA) { /* Put some objects in rooms */ alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3)); /* Put some objects/gold in the dungeon */ alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3)); alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3)); /* Experimental: Guarantee certain objects. Give surprise goodies. */ if (one_in_(2)) alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_FOOD, 1); if (dun_level <= 15) alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_LIGHT, 1); if (dun_level >= 10 && one_in_(2)) alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_RECALL, 1); if (dun_level >= 10 && one_in_(20)) alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_SKELETON, damroll(3, 5)); _mon_give_extra_drop(MFLAG2_DROP_BASIC, 1); _mon_give_extra_drop(MFLAG2_DROP_UTILITY, randint0(4)); if (dun_level > max_dlv[dungeon_type]) _mon_give_extra_drop(MFLAG2_DROP_PRIZE, 1); } /* Set back to default */ object_level = base_level; /* Put the Guardian */ if (!alloc_guardian(TRUE)) return FALSE; if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) { /* Lite the cave */ for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { cave[y][x].info |= (CAVE_GLOW); } } } return TRUE; }