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Comparing deliantra/server/random_maps/room_gen_onion.C (file contents):
Revision 1.3 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.12 by root, Thu Nov 8 19:43:25 2007 UTC

1
2/* 1/*
3 * static char *room_gen_onion_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: room_gen_onion.C,v 1.3 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30 23
31/* The onion room generator: 24/* The onion room generator:
32Onion rooms are like this: 25Onion rooms are like this:
33 26
34char **map_gen_onion(int xsize, int ysize, int option, int layers); 27char **map_gen_onion(int xsize, int ysize, int option, int layers);
84 } 77 }
85 78
86 /* pick some random options if option = 0 */ 79 /* pick some random options if option = 0 */
87 if (option == 0) 80 if (option == 0)
88 { 81 {
89 switch (RANDOM () % 3) 82 switch (rndm (3))
90 { 83 {
91 case 0: 84 case 0:
92 option |= OPT_CENTERED; 85 option |= RMOPT_CENTERED;
93 break; 86 break;
94 case 1: 87 case 1:
95 option |= OPT_BOTTOM_C; 88 option |= RMOPT_BOTTOM_C;
96 break; 89 break;
97 case 2: 90 case 2:
98 option |= OPT_BOTTOM_R; 91 option |= RMOPT_BOTTOM_R;
99 break; 92 break;
100 } 93 }
101 if (RANDOM () % 2) 94 if (rndm (2))
102 option |= OPT_LINEAR; 95 option |= RMOPT_LINEAR;
103 if (RANDOM () % 2) 96 if (rndm (2))
104 option |= OPT_IRR_SPACE; 97 option |= RMOPT_IRR_SPACE;
105 } 98 }
106 99
107 /* write the outer walls, if appropriate. */ 100 /* write the outer walls, if appropriate. */
108 if (!(option & OPT_WALL_OFF)) 101 if (!(option & RMOPT_WALL_OFF))
109 { 102 {
110 for (i = 0; i < xsize; i++) 103 for (i = 0; i < xsize; i++)
111 maze[i][0] = maze[i][ysize - 1] = '#'; 104 maze[i][0] = maze[i][ysize - 1] = '#';
112 for (j = 0; j < ysize; j++) 105 for (j = 0; j < ysize; j++)
113 maze[0][j] = maze[xsize - 1][j] = '#'; 106 maze[0][j] = maze[xsize - 1][j] = '#';
114 }; 107 };
115 108
116 if (option & OPT_WALLS_ONLY) 109 if (option & RMOPT_WALLS_ONLY)
117 return maze; 110 return maze;
118 111
119 /* pick off the mutually exclusive options */ 112 /* pick off the mutually exclusive options */
120 if (option & OPT_BOTTOM_R) 113 if (option & RMOPT_BOTTOM_R)
121 bottom_right_centered_onion (maze, xsize, ysize, option, layers); 114 bottom_right_centered_onion (maze, xsize, ysize, option, layers);
122 else if (option & OPT_BOTTOM_C) 115 else if (option & RMOPT_BOTTOM_C)
123 bottom_centered_onion (maze, xsize, ysize, option, layers); 116 bottom_centered_onion (maze, xsize, ysize, option, layers);
124 else if (option & OPT_CENTERED) 117 else if (option & RMOPT_CENTERED)
125 centered_onion (maze, xsize, ysize, option, layers); 118 centered_onion (maze, xsize, ysize, option, layers);
126 119
127 return maze; 120 return maze;
128} 121}
129 122
130void 123void
131centered_onion (char **maze, int xsize, int ysize, int option, int layers) 124centered_onion (char **maze, int xsize, int ysize, int option, int layers)
125{
126 int i, maxlayers;
127 float *xlocations;
128 float *ylocations;
129
130 maxlayers = (MIN (xsize, ysize) - 2) / 5;
131 if (!maxlayers)
132 return; /* map too small to onionize */
133
134 if (layers > maxlayers)
135 layers = maxlayers;
136
137 if (layers == 0)
138 layers = rndm (maxlayers) + 1;
139
140 xlocations = (float *) calloc (sizeof (float), 2 * layers);
141 ylocations = (float *) calloc (sizeof (float), 2 * layers);
142
143 /* place all the walls */
144 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
145 {
146 int x_spaces_available, y_spaces_available;
147
148 /* the "extra" spaces available for spacing between layers */
149 x_spaces_available = (xsize - 2) - 6 * layers + 1;
150 y_spaces_available = (ysize - 2) - 6 * layers + 1;
151
152
153 /* pick an initial random pitch */
154 for (i = 0; i < 2 * layers; i++)
155 {
156 float xpitch = 2, ypitch = 2;
157
158 if (x_spaces_available > 0)
159 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
160
161 if (y_spaces_available > 0)
162 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
163
164 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
165 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
166 x_spaces_available -= (int) (xpitch - 2);
167 y_spaces_available -= (int) (ypitch - 2);
168 }
169
170 }
171 if (!(option & RMOPT_IRR_SPACE))
172 { /* evenly spaced */
173 float xpitch, ypitch; /* pitch of the onion layers */
174
175 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
176 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
177 xlocations[0] = xpitch;
178 ylocations[0] = ypitch;
179 for (i = 1; i < 2 * layers; i++)
180 {
181 xlocations[i] = xlocations[i - 1] + xpitch;
182 ylocations[i] = ylocations[i - 1] + ypitch;
183 }
184 }
185
186 /* draw all the onion boxes. */
187
188 draw_onion (maze, xlocations, ylocations, layers);
189 make_doors (maze, xlocations, ylocations, layers, option);
190
191}
192
193void
194bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
132{ 195{
133 int i, maxlayers; 196 int i, maxlayers;
134 float *xlocations; 197 float *xlocations;
135 float *ylocations; 198 float *ylocations;
136 199
138 if (!maxlayers) 201 if (!maxlayers)
139 return; /* map too small to onionize */ 202 return; /* map too small to onionize */
140 if (layers > maxlayers) 203 if (layers > maxlayers)
141 layers = maxlayers; 204 layers = maxlayers;
142 if (layers == 0) 205 if (layers == 0)
143 layers = (RANDOM () % maxlayers) + 1; 206 layers = rndm (maxlayers) + 1;
144 xlocations = (float *) calloc (sizeof (float), 2 * layers); 207 xlocations = (float *) calloc (sizeof (float), 2 * layers);
145 ylocations = (float *) calloc (sizeof (float), 2 * layers); 208 ylocations = (float *) calloc (sizeof (float), 2 * layers);
146 209
147 210
148 /* place all the walls */ 211 /* place all the walls */
149 if (option & OPT_IRR_SPACE) /* randomly spaced */ 212 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
150 { 213 {
151 int x_spaces_available, y_spaces_available; 214 int x_spaces_available, y_spaces_available;
152 215
153 /* the "extra" spaces available for spacing between layers */ 216 /* the "extra" spaces available for spacing between layers */
154 x_spaces_available = (xsize - 2) - 6 * layers + 1; 217 x_spaces_available = (xsize - 2) - 6 * layers + 1;
155 y_spaces_available = (ysize - 2) - 6 * layers + 1; 218 y_spaces_available = (ysize - 2) - 3 * layers + 1;
156 219
157 220
158 /* pick an initial random pitch */ 221 /* pick an initial random pitch */
159 for (i = 0; i < 2 * layers; i++) 222 for (i = 0; i < 2 * layers; i++)
160 { 223 {
161 float xpitch = 2, ypitch = 2; 224 float xpitch = 2, ypitch = 2;
162 225
163 if (x_spaces_available > 0) 226 if (x_spaces_available > 0)
164 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; 227 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
165 228
166 if (y_spaces_available > 0) 229 if (y_spaces_available > 0)
167 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; 230 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
231
168 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 232 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
233 if (i < layers)
169 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 234 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
235 else
236 ylocations[i] = ysize - 1;
237
170 x_spaces_available -= (int) (xpitch - 2); 238 x_spaces_available -= (int) (xpitch - 2);
171 y_spaces_available -= (int) (ypitch - 2); 239 y_spaces_available -= (int) (ypitch - 2);
172 } 240 }
173 241
174 } 242 }
175 if (!(option & OPT_IRR_SPACE)) 243 if (!(option & RMOPT_IRR_SPACE))
176 { /* evenly spaced */ 244 { /* evenly spaced */
177 float xpitch, ypitch; /* pitch of the onion layers */ 245 float xpitch, ypitch; /* pitch of the onion layers */
178 246
179 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 247 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
180 ypitch = (ysize - 2.0) / (2.0 * layers + 1); 248 ypitch = (ysize - 2.0) / (layers + 1);
181 xlocations[0] = xpitch; 249 xlocations[0] = xpitch;
182 ylocations[0] = ypitch; 250 ylocations[0] = ypitch;
183 for (i = 1; i < 2 * layers; i++) 251 for (i = 1; i < 2 * layers; i++)
184 { 252 {
185 xlocations[i] = xlocations[i - 1] + xpitch; 253 xlocations[i] = xlocations[i - 1] + xpitch;
254 if (i < layers)
186 ylocations[i] = ylocations[i - 1] + ypitch; 255 ylocations[i] = ylocations[i - 1] + ypitch;
256 else
257 ylocations[i] = ysize - 1;
187 } 258 }
188 } 259 }
189 260
190 /* draw all the onion boxes. */ 261 /* draw all the onion boxes. */
191 262
192 draw_onion (maze, xlocations, ylocations, layers); 263 draw_onion (maze, xlocations, ylocations, layers);
193 make_doors (maze, xlocations, ylocations, layers, option); 264 make_doors (maze, xlocations, ylocations, layers, option);
194 265
195} 266}
196 267
268
269/* draw_boxes: draws the lines in the maze defining the onion layers */
270
197void 271void
272draw_onion (char **maze, float *xlocations, float *ylocations, int layers)
273{
274 int i, j, l;
275
276 for (l = 0; l < layers; l++)
277 {
278 int x1, x2, y1, y2;
279
280 /* horizontal segments */
281 y1 = (int) ylocations[l];
282 y2 = (int) ylocations[2 * layers - l - 1];
283 for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++)
284 {
285 maze[i][y1] = '#';
286 maze[i][y2] = '#';
287 }
288
289 /* vertical segments */
290 x1 = (int) xlocations[l];
291 x2 = (int) xlocations[2 * layers - l - 1];
292 for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++)
293 {
294 maze[x1][j] = '#';
295 maze[x2][j] = '#';
296 }
297
298 }
299}
300
301void
302make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options)
303{
304 int freedoms; /* number of different walls on which we could place a door */
305 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
306 int l, x1 = 0, x2, y1 = 0, y2;
307
308 freedoms = 4; /* centered */
309 if (options & RMOPT_BOTTOM_C)
310 freedoms = 3;
311 if (options & RMOPT_BOTTOM_R)
312 freedoms = 2;
313 if (layers <= 0)
314 return;
315
316 /* pick which wall will have a door. */
317 which_wall = rndm (freedoms) + 1;
318 for (l = 0; l < layers; l++)
319 {
320 if (options & RMOPT_LINEAR)
321 { /* linear door placement. */
322 switch (which_wall)
323 {
324 case 1:
325 { /* left hand wall */
326 x1 = (int) xlocations[l];
327 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
328 break;
329 }
330 case 2:
331 { /* top wall placement */
332 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
333 y1 = (int) ylocations[l];
334 break;
335 }
336 case 3:
337 { /* right wall placement */
338 x1 = (int) xlocations[2 * layers - l - 1];
339 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
340 break;
341 }
342 case 4:
343 { /* bottom wall placement */
344 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
345 y1 = (int) ylocations[2 * layers - l - 1];
346 break;
347 }
348 }
349 }
350 else
351 { /* random door placement. */
352 which_wall = rndm (freedoms) + 1;
353 switch (which_wall)
354 {
355 case 1:
356 { /* left hand wall */
357 x1 = (int) xlocations[l];
358 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
359 if (y2 > 0)
360 y1 = (int) (ylocations[l] + rndm (y2) + 1);
361 else
362 y1 = (int) (ylocations[l] + 1);
363 break;
364 }
365 case 2:
366 { /* top wall placement */
367 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
368 if (x2 > 0)
369 x1 = (int) (xlocations[l] + rndm (x2) + 1);
370 else
371 x1 = (int) (xlocations[l] + 1);
372 y1 = (int) ylocations[l];
373 break;
374 }
375 case 3:
376 { /* right wall placement */
377 x1 = (int) xlocations[2 * layers - l - 1];
378 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
379 if (y2 > 0)
380 y1 = (int) (ylocations[l] + rndm (y2) + 1);
381 else
382 y1 = (int) (ylocations[l] + 1);
383
384 break;
385 }
386 case 4:
387 { /* bottom wall placement */
388 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
389 if (x2 > 0)
390 x1 = (int) (xlocations[l] + rndm (x2) + 1);
391 else
392 x1 = (int) (xlocations[l] + 1);
393 y1 = (int) ylocations[2 * layers - l - 1];
394 break;
395 }
396
397 }
398 }
399 if (options & RMOPT_NO_DOORS)
400 maze[x1][y1] = '#'; /* no door. */
401 else
402 maze[x1][y1] = 'D'; /* write the door */
403
404 }
405 /* mark the center of the maze with a C */
406 l = layers - 1;
407 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
408 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
409 maze[x1][y1] = 'C';
410
411 /* not needed anymore */
412 free (xlocations);
413 free (ylocations);
414
415}
416
417void
198bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers) 418bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
199{ 419{
200 int i, maxlayers; 420 int i, maxlayers;
201 float *xlocations; 421 float *xlocations;
202 float *ylocations; 422 float *ylocations;
203 423
205 if (!maxlayers) 425 if (!maxlayers)
206 return; /* map too small to onionize */ 426 return; /* map too small to onionize */
207 if (layers > maxlayers) 427 if (layers > maxlayers)
208 layers = maxlayers; 428 layers = maxlayers;
209 if (layers == 0) 429 if (layers == 0)
210 layers = (RANDOM () % maxlayers) + 1; 430 layers = rndm (maxlayers) + 1;
431
211 xlocations = (float *) calloc (sizeof (float), 2 * layers); 432 xlocations = (float *) calloc (sizeof (float), 2 * layers);
212 ylocations = (float *) calloc (sizeof (float), 2 * layers); 433 ylocations = (float *) calloc (sizeof (float), 2 * layers);
213 434
214
215 /* place all the walls */ 435 /* place all the walls */
216 if (option & OPT_IRR_SPACE) /* randomly spaced */ 436 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
217 { 437 {
218 int x_spaces_available, y_spaces_available; 438 int x_spaces_available, y_spaces_available;
219 439
220 /* the "extra" spaces available for spacing between layers */ 440 /* the "extra" spaces available for spacing between layers */
221 x_spaces_available = (xsize - 2) - 6 * layers + 1; 441 x_spaces_available = (xsize - 2) - 3 * layers + 1;
222 y_spaces_available = (ysize - 2) - 3 * layers + 1; 442 y_spaces_available = (ysize - 2) - 3 * layers + 1;
223 443
224 444
225 /* pick an initial random pitch */ 445 /* pick an initial random pitch */
226 for (i = 0; i < 2 * layers; i++) 446 for (i = 0; i < 2 * layers; i++)
227 { 447 {
228 float xpitch = 2, ypitch = 2; 448 float xpitch = 2, ypitch = 2;
229 449
230 if (x_spaces_available > 0) 450 if (x_spaces_available > 0)
231 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; 451 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
232 452
233 if (y_spaces_available > 0) 453 if (y_spaces_available > 0)
234 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; 454 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
455
456 if (i < layers)
235 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 457 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
458 else
459 xlocations[i] = xsize - 1;
460
236 if (i < layers) 461 if (i < layers)
237 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 462 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
238 else 463 else
239 ylocations[i] = ysize - 1; 464 ylocations[i] = ysize - 1;
240 x_spaces_available -= (int) (xpitch - 2); 465 x_spaces_available -= (int) (xpitch - 2);
241 y_spaces_available -= (int) (ypitch - 2); 466 y_spaces_available -= (int) (ypitch - 2);
242 } 467 }
243 468
244 } 469 }
245 if (!(option & OPT_IRR_SPACE)) 470 if (!(option & RMOPT_IRR_SPACE))
246 { /* evenly spaced */ 471 { /* evenly spaced */
247 float xpitch, ypitch; /* pitch of the onion layers */ 472 float xpitch, ypitch; /* pitch of the onion layers */
248 473
249 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 474 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
250 ypitch = (ysize - 2.0) / (layers + 1); 475 ypitch = (ysize - 2.0) / (layers + 1);
251 xlocations[0] = xpitch; 476 xlocations[0] = xpitch;
252 ylocations[0] = ypitch; 477 ylocations[0] = ypitch;
253 for (i = 1; i < 2 * layers; i++) 478 for (i = 1; i < 2 * layers; i++)
254 { 479 {
480 if (i < layers)
255 xlocations[i] = xlocations[i - 1] + xpitch; 481 xlocations[i] = xlocations[i - 1] + xpitch;
482 else
483 xlocations[i] = xsize - 1;
256 if (i < layers) 484 if (i < layers)
257 ylocations[i] = ylocations[i - 1] + ypitch; 485 ylocations[i] = ylocations[i - 1] + ypitch;
258 else 486 else
259 ylocations[i] = ysize - 1; 487 ylocations[i] = ysize - 1;
260 } 488 }
264 492
265 draw_onion (maze, xlocations, ylocations, layers); 493 draw_onion (maze, xlocations, ylocations, layers);
266 make_doors (maze, xlocations, ylocations, layers, option); 494 make_doors (maze, xlocations, ylocations, layers, option);
267 495
268} 496}
269
270
271/* draw_boxes: draws the lines in the maze defining the onion layers */
272
273void
274draw_onion (char **maze, float *xlocations, float *ylocations, int layers)
275{
276 int i, j, l;
277
278 for (l = 0; l < layers; l++)
279 {
280 int x1, x2, y1, y2;
281
282 /* horizontal segments */
283 y1 = (int) ylocations[l];
284 y2 = (int) ylocations[2 * layers - l - 1];
285 for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++)
286 {
287 maze[i][y1] = '#';
288 maze[i][y2] = '#';
289 }
290
291 /* vertical segments */
292 x1 = (int) xlocations[l];
293 x2 = (int) xlocations[2 * layers - l - 1];
294 for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++)
295 {
296 maze[x1][j] = '#';
297 maze[x2][j] = '#';
298 }
299
300 }
301}
302
303void
304make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options)
305{
306 int freedoms; /* number of different walls on which we could place a door */
307 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
308 int l, x1 = 0, x2, y1 = 0, y2;
309
310 freedoms = 4; /* centered */
311 if (options & OPT_BOTTOM_C)
312 freedoms = 3;
313 if (options & OPT_BOTTOM_R)
314 freedoms = 2;
315 if (layers <= 0)
316 return;
317 /* pick which wall will have a door. */
318 which_wall = RANDOM () % freedoms + 1;
319 for (l = 0; l < layers; l++)
320 {
321 if (options & OPT_LINEAR)
322 { /* linear door placement. */
323 switch (which_wall)
324 {
325 case 1:
326 { /* left hand wall */
327 x1 = (int) xlocations[l];
328 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
329 break;
330 }
331 case 2:
332 { /* top wall placement */
333 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
334 y1 = (int) ylocations[l];
335 break;
336 }
337 case 3:
338 { /* right wall placement */
339 x1 = (int) xlocations[2 * layers - l - 1];
340 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
341 break;
342 }
343 case 4:
344 { /* bottom wall placement */
345 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
346 y1 = (int) ylocations[2 * layers - l - 1];
347 break;
348 }
349 }
350 }
351 else
352 { /* random door placement. */
353 which_wall = RANDOM () % freedoms + 1;
354 switch (which_wall)
355 {
356 case 1:
357 { /* left hand wall */
358 x1 = (int) xlocations[l];
359 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
360 if (y2 > 0)
361 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
362 else
363 y1 = (int) (ylocations[l] + 1);
364 break;
365 }
366 case 2:
367 { /* top wall placement */
368 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
369 if (x2 > 0)
370 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
371 else
372 x1 = (int) (xlocations[l] + 1);
373 y1 = (int) ylocations[l];
374 break;
375 }
376 case 3:
377 { /* right wall placement */
378 x1 = (int) xlocations[2 * layers - l - 1];
379 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
380 if (y2 > 0)
381 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
382 else
383 y1 = (int) (ylocations[l] + 1);
384
385 break;
386 }
387 case 4:
388 { /* bottom wall placement */
389 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
390 if (x2 > 0)
391 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
392 else
393 x1 = (int) (xlocations[l] + 1);
394 y1 = (int) ylocations[2 * layers - l - 1];
395 break;
396 }
397
398 }
399 }
400 if (options & OPT_NO_DOORS)
401 maze[x1][y1] = '#'; /* no door. */
402 else
403 maze[x1][y1] = 'D'; /* write the door */
404
405 }
406 /* mark the center of the maze with a C */
407 l = layers - 1;
408 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
409 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
410 maze[x1][y1] = 'C';
411
412 /* not needed anymore */
413 free (xlocations);
414 free (ylocations);
415
416}
417
418void
419bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
420{
421 int i, maxlayers;
422 float *xlocations;
423 float *ylocations;
424
425 maxlayers = (MIN (xsize, ysize) - 2) / 5;
426 if (!maxlayers)
427 return; /* map too small to onionize */
428 if (layers > maxlayers)
429 layers = maxlayers;
430 if (layers == 0)
431 layers = (RANDOM () % maxlayers) + 1;
432 xlocations = (float *) calloc (sizeof (float), 2 * layers);
433 ylocations = (float *) calloc (sizeof (float), 2 * layers);
434
435
436 /* place all the walls */
437 if (option & OPT_IRR_SPACE) /* randomly spaced */
438 {
439 int x_spaces_available, y_spaces_available;
440
441 /* the "extra" spaces available for spacing between layers */
442 x_spaces_available = (xsize - 2) - 3 * layers + 1;
443 y_spaces_available = (ysize - 2) - 3 * layers + 1;
444
445
446 /* pick an initial random pitch */
447 for (i = 0; i < 2 * layers; i++)
448 {
449 float xpitch = 2, ypitch = 2;
450
451 if (x_spaces_available > 0)
452 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3;
453
454 if (y_spaces_available > 0)
455 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3;
456 if (i < layers)
457 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
458 else
459 xlocations[i] = xsize - 1;
460
461 if (i < layers)
462 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
463 else
464 ylocations[i] = ysize - 1;
465 x_spaces_available -= (int) (xpitch - 2);
466 y_spaces_available -= (int) (ypitch - 2);
467 }
468
469 }
470 if (!(option & OPT_IRR_SPACE))
471 { /* evenly spaced */
472 float xpitch, ypitch; /* pitch of the onion layers */
473
474 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
475 ypitch = (ysize - 2.0) / (layers + 1);
476 xlocations[0] = xpitch;
477 ylocations[0] = ypitch;
478 for (i = 1; i < 2 * layers; i++)
479 {
480 if (i < layers)
481 xlocations[i] = xlocations[i - 1] + xpitch;
482 else
483 xlocations[i] = xsize - 1;
484 if (i < layers)
485 ylocations[i] = ylocations[i - 1] + ypitch;
486 else
487 ylocations[i] = ysize - 1;
488 }
489 }
490
491 /* draw all the onion boxes. */
492
493 draw_onion (maze, xlocations, ylocations, layers);
494 make_doors (maze, xlocations, ylocations, layers, option);
495
496}

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