ref: a0bc995332afdd4b693347cfae94694e6c601aed
dir: /demo/main.c/
#include <stdio.h> #include <stdlib.h> #include <time.h> #include <string.h> #include <stdint.h> #include "endian.h" #include <sys/stat.h> #include <sys/types.h> #include <limits.h> #include <unistd.h> #include "/sys/include/9curses.h" #include "binheap.h" #include "dungeon_generator.h" /* compare two ints used as costs ;; 0 if same, <0 if higher than key; >0 if lower than key */ int compare_int(const void *key, const void *with) { //printf("%d\n", *(const int *) key); return (const int) ((*(Tile_Node *) key).cost - (*(Tile_Node *) with).cost); } /* returns the hardness cost of an int hardness */ int h_calc(int h) { int hc = 0; if(h >= 0 && h < 85) { return 1; } if(h > 84 && h < 171) { return 2; } if(h > 170 && h < 255) { return 3; } return hc; } /* djikstra's take 2; with tunnelling */ void map_dungeon_t(Dungeon * dungeon) { binheap_t h; int i; //Tile_Node tiles[dungeon->h][dungeon->w]; Tile_Node **tiles = calloc(dungeon->h, sizeof (Tile_Node*)); for(i = 0; i < dungeon->h; i++) tiles[i] = calloc(dungeon->w, sizeof (Tile_Node)); binheap_init(&h, compare_int, NULL); /* starts from top left */ int xs[8] = {-1,0,1,1,1,0,-1,-1}; int ys[8] = {-1,-1,-1,0,1,1,1,0}; int j; /* set all indices and insert the default values */ for(i = 0; i < dungeon->h; i++) { for(j = 0; j < dungeon->w; j++) { tiles[i][j].y = i; tiles[i][j].x = j; tiles[i][j].cost = INT_MAX; tiles[i][j].v = FALSE; } } /* set the player's cost as 0: */ int px = dungeon->ss[dungeon->pc].p.x; int py = dungeon->ss[dungeon->pc].p.y; tiles[py][px].cost = 0; tiles[py][px].v = TRUE; binheap_insert(&h, &tiles[py][px]); /* primary cost calculation logic */ binheap_node_t *p; while((p = binheap_remove_min(&h))) { int hx = ((Tile_Node *) p)->x; int hy = ((Tile_Node *) p)->y; int tc = ((Tile_Node *) p)->cost; int i; for(i = 0; i < 8; i++) { int x = hx + xs[i]; int y = hy + ys[i]; if(x > 0 && x < dungeon->w-1 && y > 0 && y < dungeon->h-1) { int hard = dungeon->d[y][x].h; if(hard < 255) { int trial_cost = tc + h_calc(hard); if((tiles[y][x].cost > trial_cost && tiles[y][x].v == TRUE) || tiles[y][x].v == FALSE) { tiles[y][x].cost = tc + h_calc(hard); tiles[y][x].v = TRUE; binheap_insert(&h, (void *) &tiles[y][x]); } } } } } /* copy the heatmap to the dungeon */ for(i = 0; i < dungeon->h; i++) { for(j = 0; j < dungeon->w; j++) { dungeon->cst[i][j] = tiles[i][j].cost; } } /* clean up the heap */ binheap_delete(&h); } /* djikstra's take 2 */ void map_dungeon_nont(Dungeon * dungeon) { binheap_t h; //Tile_Node tiles[dungeon->h][dungeon->w]; //printf("h=%d w=%d tile_node size=%d\n", dungeon->h, dungeon->w, sizeof(Tile_Node)); Tile_Node **tiles = calloc(dungeon->h, sizeof (Tile_Node*)); int i; for(i = 0; i < dungeon->h; i++) tiles[i] = calloc(dungeon->w, sizeof (Tile_Node)); binheap_init(&h, compare_int, NULL); /* starts from top left */ int xs[8] = {-1,0,1,1,1,0,-1,-1}; int ys[8] = {-1,-1,-1,0,1,1,1,0}; int j; /* set all indices and insert the default values */ for(i = 0; i < dungeon->h; i++) { for(j = 0; j < dungeon->w; j++) { //printf("i=%d j=%d\n", i, j); tiles[i][j].y = i; tiles[i][j].x = j; tiles[i][j].cost = INT_MAX; tiles[i][j].v = FALSE; } } /* set the player's cost as 0: */ int px = dungeon->ss[dungeon->pc].p.x; int py = dungeon->ss[dungeon->pc].p.y; tiles[py][px].cost = 0; tiles[py][px].v = TRUE; binheap_insert(&h, &tiles[py][px]); /* primary cost calculation logic */ binheap_node_t *p; while((p = binheap_remove_min(&h))) { int hx = ((Tile_Node *) p)->x; int hy = ((Tile_Node *) p)->y; int tc = ((Tile_Node *) p)->cost; int i; for(i = 0; i < 8; i++) { int x = hx + xs[i]; int y = hy + ys[i]; if(x > 0 && x < dungeon->w-1 && y > 0 && y < dungeon->h-1) { int hard = dungeon->d[y][x].h; if(hard == 0) { int trial_cost = tc + h_calc(hard); if((tiles[y][x].cost > trial_cost && tiles[y][x].v == TRUE) || tiles[y][x].v == FALSE) { tiles[y][x].cost = tc + h_calc(hard); tiles[y][x].v = TRUE; binheap_insert(&h, (void *) &tiles[y][x]); } } } } } /* copy the heatmap to the dungeon */ for(i = 0; i < dungeon->h; i++) { for(j = 0; j < dungeon->w; j++) { dungeon->csnt[i][j] = tiles[i][j].cost; } } /* clean up the heap */ binheap_delete(&h); } /* reads from a dungeon file */ void read_dungeon(Dungeon * dungeon, char * path) { FILE * file; file = fopen(path, "rb+"); if(file == NULL) { fprintf(stderr, "FILE ERROR: Could not open dungeon file at %s! read_dungeon()\n", path); exit(1); } /* read the file-type marker */ fseek(file, 0, SEEK_SET); char marker[6]; fread(marker, 1, 6, file); /* read the file version marker */ fseek(file, 6, SEEK_SET); uint32_t file_version; uint32_t file_version_be; fread(&file_version_be, sizeof(uint32_t), 1, file); // endian is miss //file_version = be32toh(file_version_be); dungeon->v = file_version; /* read the size of file */ fseek(file, 10, SEEK_SET); uint32_t size; uint32_t size_be; fread(&size_be, sizeof(uint32_t), 1, file); //size = be32toh(size_be); size = size_be; dungeon->s = size; /* read the hardness values in */ fseek(file, 14, SEEK_SET); int i; int j; for(i = 0; i < dungeon->h; i++) { for(j = 0; j < dungeon->w; j++) { int h; int8_t h_8; fread(&h_8, sizeof(int8_t), 1, file); h = (int) h_8; dungeon->d[i][j].h = h; } } /* read in rooms in dungeon */ fseek(file, 1694, SEEK_SET); /* might want to make this just counted in 4's by the loop below, but w/e, math, amirite? */ int room_i = 0; int room_count = (size - 1693) / 4; dungeon->nr = room_count; dungeon->r = calloc(room_count, sizeof(Room)); /* could probably be replaced with a getpos() call for complete-ness */ int pos; for(pos = 1694; pos < size; pos += 4) { int x_8; int w_8; int y_8; int h_8; fread(&x_8, sizeof(int8_t), 1, file); fread(&w_8, sizeof(int8_t), 1, file); fread(&y_8, sizeof(int8_t), 1, file); fread(&h_8, sizeof(int8_t), 1, file); dungeon->r[room_i].tl.x = (int8_t) x_8; dungeon->r[room_i].w = (int8_t) w_8; dungeon->r[room_i].tl.y = (int8_t) y_8; dungeon->r[room_i].h = (int8_t) h_8; dungeon->r[room_i].br.x = ((int8_t) x_8) + dungeon->r[room_i].w-1; dungeon->r[room_i].br.y = ((int8_t) y_8) + dungeon->r[room_i].h-1; room_i++; } /* populate the rooms and corridors if not in rooms */ /* add rooms to the dungeon buffer */ int h; for(h = 0; h < dungeon->nr; h++) { for(i = dungeon->r[h].tl.y; i < dungeon->r[h].br.y+1; i++) { for(j = dungeon->r[h].tl.x; j < dungeon->r[h].br.x+1; j++) { dungeon->d[i][j].c = '.'; } } } /* add corridors to the dungeon buffer */ for(i = 0; i < dungeon->h; i++) { for(j = 0; j < dungeon->w; j++) { if(dungeon->d[i][j].c != '.' && dungeon->d[i][j].h == 0) { dungeon->d[i][j].c = '#'; dungeon->d[i][j].p = 1; } } } fclose(file); } /* writes the dungeon file to ~/.rlg327/dungeon */ void write_dungeon(Dungeon * dungeon, char * path) { FILE * file; /* folder creation logic */ char * env_home = getenv("HOME"); char * fdir_path; fdir_path = calloc(strlen(env_home) + 9, sizeof(char)); strcpy(fdir_path, env_home); strcat(fdir_path, "/.rlg327"); mkdir(fdir_path, S_IRWXU); /* mkdir will return -1 when it fails, but it will fail if the file exists so it doesn't especially matter to catch it as no output would be provided */ file = fopen(path, "wb+"); if(file == NULL) { fprintf(stderr, "FILE ERROR: Could not open dungeon file at %s! write_dungeon()\n", path); exit(1); } /* write the file-type marker */ fseek(file, 0, SEEK_SET); char marker[7]; strcpy(marker, "RLG327"); fwrite(marker, sizeof(char), 6, file); /* write the file version marker */ fseek(file, 6, SEEK_SET); uint32_t file_version = 0; //uint32_t file_version_be = htobe32(file_version); uint32_t file_version_be = file_version; fwrite(&file_version_be, sizeof(uint32_t), 1, file); /* write the size of the file ;; unsure how to properly calculate */ fseek(file, 10, SEEK_SET); uint32_t size = 1693 + (4 * dungeon->nr); //uint32_t size_be = htobe32(size); uint32_t size_be = size; fwrite(&size_be, sizeof(uint32_t), 1, file); /* row-major dungeon matrix */ fseek(file, 14, SEEK_SET); int pos = 14; int i; int j; for(i = 0; i < dungeon->h; i++) { for(j = 0; j < dungeon->w; j++) { fseek(file, pos, SEEK_SET); int8_t h; h = (int8_t)(dungeon->d[i][j].h); fwrite(&h, sizeof(int8_t), 1, file); pos++; } } /* room positions ;; 4 bytes per room */ fseek(file, 1694, SEEK_SET); for(i = 0; i < dungeon->nr; i++) { int8_t x = (int8_t) dungeon->r[i].tl.x; int8_t w = (int8_t) dungeon->r[i].w; int8_t y = (int8_t) dungeon->r[i].tl.y; int8_t h = (int8_t) dungeon->r[i].h; fwrite(&x, sizeof(int8_t), 1, file); fwrite(&w, sizeof(int8_t), 1, file); fwrite(&y, sizeof(int8_t), 1, file); fwrite(&h, sizeof(int8_t), 1, file); } free(fdir_path); fclose(file); } /* parses commandline arguments */ void test_args(int argc, char ** argv, int this, int * s, int * l, int *p, int *cp, int *nm, int *nnc) { if(strcmp(argv[this], "--save") == 0) { *s = TRUE; } else if(strcmp(argv[this], "--load") == 0) { *l = TRUE; } else if(strcmp(argv[this], "-f") == 0) { *p = TRUE; *cp = this+1; if(this+1 > argc-1) { printf("Invalid filename argument!\n"); *p = FALSE; } } else if(strcmp(argv[this], "--nummon") == 0) { *nm = atoi(argv[this+1]); } else if(strcmp(argv[this], "--no-ncurses") == 0) { *nnc = TRUE; } } /* monster list view */ void monster_list(Dungeon * dungeon) { clear(); /* monster view array and population */ //char mons [dungeon->ns-1][30]; char **mons = calloc(dungeon->ns-1, sizeof(char*)); int i; for(i = 0; i < dungeon->ns-1; i++) mons[i] = calloc(30, sizeof(char)); for(i = 1; i < dungeon->ns; i++) { char ns[6]; char ew[5]; int hd = dungeon->ss[0].p.y - dungeon->ss[i].p.y; int wd = dungeon->ss[0].p.x - dungeon->ss[i].p.x; if(hd > 0) strcpy(ns, "north"); else strcpy(ns, "south"); if(wd > 0) strcpy(ew, "west"); else strcpy(ew, "east"); sprintf(mons[i-1], "%c, %2d %s and %2d %s", dungeon->ss[i].c, abs(hd), ns, abs(wd), ew); } /* secondary window */ WINDOW *w; w = newwin(24, 80, 0, 0); Bool scroll = FALSE; int top = 0; int bot; if(24 < dungeon->ns -1) { scroll = TRUE; bot = 23; } else { bot = dungeon->ns -2; } int j; for(;;) { /* put the monster view to the screen */ for(i = top, j = 0; i < dungeon->ns -1 && i <= bot && j < 24; i++, j++) { mvprintw(j, 0, mons[i]); } /* handle user interaction */ MLV: ; int32_t k; k = getch(); switch(k) { case KEY_UP: /* scroll up */ if(scroll == FALSE) goto MLV; if(top-1 >= 0) { top--; bot--; } clear(); break; case KEY_DOWN: /* scroll down */ if(scroll == FALSE) goto MLV; if(bot+1 < dungeon->ns-1) { bot++; top++; } clear(); break; case 27: /* ESC */ return; break; default: goto MLV; } wrefresh(w); } delwin(w); print_dungeon(dungeon, 0, 0); } /* processes pc movements ;; validity checking is in monsters.c's gen_move_sprite() */ void parse_pc(Dungeon * dungeon, Bool * run, Bool * regen) { GCH: ; int32_t k; k = getch(); if(k == 'Q') { *run = FALSE; return; } switch(k) { case 'h': H: ; dungeon->ss[dungeon->pc].to.x = dungeon->ss[dungeon->pc].p.x - 1; break; case '4': goto H; case 'l': L: ; dungeon->ss[dungeon->pc].to.x = dungeon->ss[dungeon->pc].p.x + 1; break; case '6': goto L; case 'k': K: ; dungeon->ss[dungeon->pc].to.y = dungeon->ss[dungeon->pc].p.y - 1; break; case '8': goto K; case 'j': J: ; dungeon->ss[dungeon->pc].to.y = dungeon->ss[dungeon->pc].p.y + 1; break; case '2': goto J; case 'y': Y: ; dungeon->ss[dungeon->pc].to.y = dungeon->ss[dungeon->pc].p.y - 1; dungeon->ss[dungeon->pc].to.x = dungeon->ss[dungeon->pc].p.x - 1; break; case '7': goto Y; case 'u': U: ; dungeon->ss[dungeon->pc].to.y = dungeon->ss[dungeon->pc].p.y - 1; dungeon->ss[dungeon->pc].to.x = dungeon->ss[dungeon->pc].p.x + 1; break; case '9': goto U; case 'n': N: ; dungeon->ss[dungeon->pc].to.y = dungeon->ss[dungeon->pc].p.y + 1; dungeon->ss[dungeon->pc].to.x = dungeon->ss[dungeon->pc].p.x + 1; break; case '3': goto N; case 'b': B: ; dungeon->ss[dungeon->pc].to.y = dungeon->ss[dungeon->pc].p.y + 1; dungeon->ss[dungeon->pc].to.x = dungeon->ss[dungeon->pc].p.x - 1; break; case '1': goto B; case '<': /* stair up */ if(dungeon->ss[0].p.x == dungeon->su.x && dungeon->ss[0].p.y == dungeon->su.y) *regen = TRUE; break; case '>': /* stair down */ if(dungeon->ss[0].p.x == dungeon->sd.x && dungeon->ss[0].p.y == dungeon->sd.y) *regen = TRUE; break; case '5': break; case ' ': break; case 'm': monster_list(dungeon); print_dungeon(dungeon, 0, 0); goto GCH; default: goto GCH; } /* movement validity check */ if(dungeon->d[dungeon->ss[dungeon->pc].to.y][dungeon->ss[dungeon->pc].to.x].h > 0) { dungeon->ss[dungeon->pc].to.x = dungeon->ss[dungeon->pc].p.x; dungeon->ss[dungeon->pc].to.y = dungeon->ss[dungeon->pc].p.y; } else { dungeon->ss[dungeon->pc].p.x = dungeon->ss[dungeon->pc].to.x; dungeon->ss[dungeon->pc].p.y = dungeon->ss[dungeon->pc].to.y; } dungeon->ss[0].t += (100 / dungeon->ss[0].s.s); /* check for killing an NPC */ int sn = 0; int i; for(i = 1; i < dungeon->ns; i++) { if(i != sn) { if((dungeon->ss[i].to.x == dungeon->ss[sn].to.x) && (dungeon->ss[i].to.y == dungeon->ss[sn].to.y) && dungeon->ss[sn].a == TRUE) dungeon->ss[i].a = FALSE; } } } /* Basic procedural dungeon generator */ int main(int argc, char * argv[]) { /*** process commandline arguments ***/ int max_args = 8; int saving = FALSE; int loading = FALSE; int pathing = FALSE; int nnc = FALSE; int num_mon = 1; int custom_path = 0; if(argc > 2 && argc <= max_args) { /* both --save and --load */ int i; for(i = 1; i < argc; i++) { test_args(argc, argv, i, &saving, &loading, &pathing, &custom_path, &num_mon, &nnc); } } else if(argc == 2) { /* one arg */ test_args(argc, argv, 1, &saving, &loading, &pathing, &custom_path, &num_mon, &nnc); } else if(argc > max_args) { /* more than 2 commandline arguments, argv[0] is gratuitous */ printf("Too many arguments!\n"); } else { /* other; most likely 0 */ } /*** end processing commandline arguments ***/ /* init the dungeon with default dungeon size and a max of 12 rooms */ srand(time(NULL)); /* create 2 char pointers so as not to pollute the original HOME variable */ char * env_path = getenv("home"); if(env_path == NULL) env_path = "/usr/seh/"; /* char * path = calloc(strlen(env_path) + 17, sizeof(char)); */ char * path = calloc(strlen(env_path) + 50, sizeof(char)); strcpy(path, env_path); strcat(path, "/.rlg327"); if(pathing == TRUE) { strcat(path, "/"); strcat(path, argv[custom_path]); } else { strcat(path, "/dungeon"); } /* persistent player character */ Bool regen = FALSE; Sprite p_pc; /*** dungeon generation starts here ***/ DUNGEN: ; Dungeon *dungeon = init_dungeon(21, 80, 12); if(loading == FALSE) { gen_dungeon(dungeon); gen_corridors(dungeon); } else { read_dungeon(dungeon, path); } /*** dungeon is fully initiated ***/ Sprite pc = gen_sprite(dungeon, '@', -1, -1, 1); add_sprite(dungeon, pc); int i; for(i = 0; i < num_mon; i++) { Sprite m = gen_sprite(dungeon,'m' , -1, -1, 1); m.sn = i; add_sprite(dungeon, m); } map_dungeon_nont(dungeon); map_dungeon_t(dungeon); /*** dungeon is fully generated ***/ //binheap_t h; //binheap_init(&h, compare_move, NULL); /* main loop */ //Event nexts[dungeon->ns] if(regen == TRUE) { int px = dungeon->ss[0].p.x; int py = dungeon->ss[0].p.y; dungeon->ss[0] = p_pc; dungeon->ss[0].p.x = px; dungeon->ss[0].p.y = py; dungeon->ss[0].to.x = px; dungeon->ss[0].to.y = py; } for(i = 1; i < dungeon->ns; i++) { gen_move_sprite(dungeon, i); //nexts[i] = next; } if(regen == TRUE) goto PNC; /* ncurses or not ;; this will likely amount to nothing */ void (*printer)(Dungeon*, int, int); if(nnc == FALSE) { printer = &print_dungeon; initscr(); raw(); noecho(); curs_set(0); set_escdelay(25); keypad(stdscr, TRUE); } else { printer = &print_dungeon_nnc; } PNC: ; regen = FALSE; print_dungeon(dungeon, 0, 0); Bool first = TRUE; Bool run = TRUE; while(run == TRUE) { //int32_t key; //key = getch(); int l = 0; for(i = 0; i < dungeon->ns; i++) { if(dungeon->ss[i].t < dungeon->ss[l].t) { l = i; } } if(l == dungeon->pc || first == TRUE) { parse_pc(dungeon, &run, ®en); if(regen == TRUE) { p_pc = dungeon->ss[0]; goto DUNFREE; } //gen_move_sprite(dungeon, l); map_dungeon_nont(dungeon); map_dungeon_t(dungeon); int sn = 0; for(i = 1; i < dungeon->ns; i++) { if(i != sn) { if((dungeon->ss[i].p.x == dungeon->ss[sn].p.x) && (dungeon->ss[i].p.y == dungeon->ss[sn].p.y) && dungeon->ss[sn].a == TRUE) dungeon->ss[i].a = FALSE; } } print_dungeon(dungeon, 0, 0); } else { parse_move(dungeon, l); gen_move_sprite(dungeon, l); } //print_dungeon(dungeon, 1, 0); /* prints non-tunneling dijkstra's */ //print_dungeon(dungeon, 0, 1); /* prints tunneling dijkstra's */ //clear(); refresh(); /** --- game over sequence checking --- **/ /* note: this will stop the game before the new world gets drawn since the monster will move to the player and thus kill him */ if(dungeon->go == TRUE || dungeon->ss[dungeon->pc].a == FALSE) break; Bool any = check_any_monsters(dungeon); if(any == FALSE) { //printf("You win!\n"); goto END; } first = FALSE; } printer(dungeon, 0, 0); //printf("Game Over!\n"); /*** tear down sequence ***/ //binheap_delete(&h); END: ; delwin(stdscr); endwin(); if(saving == TRUE) { write_dungeon(dungeon, path); } DUNFREE: ; /* free our arrays */ for(i = 0; i < dungeon->h; i++) { free(dungeon->d[i]); } free(dungeon->d); for(i = 0; i < dungeon->h; i++) { free(dungeon->p[i]); } free(dungeon->p); free(dungeon->r); free(dungeon->ss); for(i = 0; i < dungeon->h; i++) { free(dungeon->csnt[i]); } free(dungeon->csnt); for(i = 0; i < dungeon->h; i++) { free(dungeon->cst[i]); } free(dungeon->cst); if(regen == TRUE) goto DUNGEN; free(path); return 0; }