ref: ba9a4254b691e9cdd6b06dcb33fd2f36eb4703cb
dir: /demo/dungeon_generator.h/
#ifndef dungeon_generator #define dungeon_generator #include "binheap.h" /* set up Booleans */ #define TRUE 1 #define FALSE 0 typedef int Bool; /* custom structures */ typedef struct { int h; /* hardness */ char c; /* visual character */ int p; /* mark 1 if path, 0 if not a path (corridors) */ } Tile; typedef struct { int x; /* x coordinate */ int y; /* y coordinate */ } Position; /* maybe make these pointers? */ typedef struct { int prev; /* previous room in the path (using Room.id) */ int next; /* room the path leads to (using Room.id) */ } Path; typedef struct { Bool in; /* intelligence */ Bool te; /* telepathy */ Bool tu; /* tunneling ability */ Bool eb; /* erratic behaviour */ int s; /* speed ;; pc has 10 ; 5-20 */ } Stats; typedef struct { Position p; /* position of the sprite in the dungeon */ char c; /* character to print for the sprite */ Stats s; /* stats for a sprite */ int t; /* turn count */ Position to; /* to move to */ int sn; /* sprite number */ Position pc; /* last known location of the PC */ Bool a; /* alive T/F */ } Sprite; typedef struct { Position tl; /* top left coordinate of the room, used as the core point of reference */ Position br; /* bottom right coordinate of the room as per above */ int w; /* width */ int h; /* height */ int id; /* room ID, potentially useful for organization */ int p; /* mark 1 if processed; 0 if not processed (corridors) */ Position ctr; /* "center" point; very rough, might need improved */ int c; /* if connected or not; TRUE/FALSE switch */ } Room; typedef struct { Tile ** d; /* dungeon buffer */ Tile ** p; /* print buffer */ int h; /* height */ int w; /* width */ int nr; /* number of rooms */ int mr; /* max rooms */ Room * r; /* rooms buffer */ int v; /* file version */ int s; /* file size */ Sprite * ss; /* sprite array */ int ns; /* number of sprites */ int ms; /* max number of sprites */ int ** csnt; int ** cst; /* costs for djikstra's map */ int pc; /* location of PC in SpriteS array (.ss) */ int t; /* turn number */ Bool go; /* game over T/F */ Position su; /* location of the dungeon's up staircase */ Position sd; /* location of the dungeon's down staircase */ } Dungeon; typedef struct { int x; int y; int cost; int v; } Tile_Node; typedef struct { int sn; /* sprite number */ int speed; /* speed of the Sprite */ int turn; /* turn counter */ Position to; /* where we move to */ } Event; /*** Function prototypes ***/ /* monsters.c */ void add_sprite(Dungeon * dungeon, Sprite s); Sprite gen_sprite(Dungeon * dungeon, char c, int x, int y, int r); void gen_move_sprite(Dungeon * dungeon, int sn); void parse_move(Dungeon * dungeon, int sn); Bool check_any_monsters(Dungeon * dungeon); Bool test_loc(Dungeon * dungeon, int x, int y, Sprite *s); void with_pc(Dungeon * dungeon, Sprite * s, Bool *in); /* world.c */ void gen_corridors(Dungeon * dungeon); void gen_dungeon(Dungeon * dungeon); Dungeon* init_dungeon(int h, int w, int mr); /* printing.c */ void print_hardness(Dungeon * dungeon); void print_t_heatmap(Dungeon * dungeon); void print_nont_heatmap(Dungeon * dungeon); void print_dungeon(Dungeon * dungeon, int nt, int t); void print_dungeon_nnc(Dungeon * dungeon, int nt, int t); /* main.c */ void map_dungeon_t(Dungeon * dungeon); #endif