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/cvs/deliantra/server/random_maps/room_gen_onion.C
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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 1.8 by pippijn, Mon Jan 15 21:06:19 2007 UTC

1
2/* 1/*
3 * static char *room_gen_onion_c = 2 * CrossFire, A Multiplayer game for X-windows
4 * "$Id: room_gen_onion.C,v 1.3 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
5 */ 23 */
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 24
30 25
31/* The onion room generator: 26/* The onion room generator:
32Onion rooms are like this: 27Onion rooms are like this:
33 28
86 /* pick some random options if option = 0 */ 81 /* pick some random options if option = 0 */
87 if (option == 0) 82 if (option == 0)
88 { 83 {
89 switch (RANDOM () % 3) 84 switch (RANDOM () % 3)
90 { 85 {
91 case 0: 86 case 0:
92 option |= OPT_CENTERED; 87 option |= RMOPT_CENTERED;
93 break; 88 break;
94 case 1: 89 case 1:
95 option |= OPT_BOTTOM_C; 90 option |= RMOPT_BOTTOM_C;
96 break; 91 break;
97 case 2: 92 case 2:
98 option |= OPT_BOTTOM_R; 93 option |= RMOPT_BOTTOM_R;
99 break; 94 break;
100 } 95 }
101 if (RANDOM () % 2) 96 if (RANDOM () % 2)
102 option |= OPT_LINEAR; 97 option |= RMOPT_LINEAR;
103 if (RANDOM () % 2) 98 if (RANDOM () % 2)
104 option |= OPT_IRR_SPACE; 99 option |= RMOPT_IRR_SPACE;
105 } 100 }
106 101
107 /* write the outer walls, if appropriate. */ 102 /* write the outer walls, if appropriate. */
108 if (!(option & OPT_WALL_OFF)) 103 if (!(option & RMOPT_WALL_OFF))
109 { 104 {
110 for (i = 0; i < xsize; i++) 105 for (i = 0; i < xsize; i++)
111 maze[i][0] = maze[i][ysize - 1] = '#'; 106 maze[i][0] = maze[i][ysize - 1] = '#';
112 for (j = 0; j < ysize; j++) 107 for (j = 0; j < ysize; j++)
113 maze[0][j] = maze[xsize - 1][j] = '#'; 108 maze[0][j] = maze[xsize - 1][j] = '#';
114 }; 109 };
115 110
116 if (option & OPT_WALLS_ONLY) 111 if (option & RMOPT_WALLS_ONLY)
117 return maze; 112 return maze;
118 113
119 /* pick off the mutually exclusive options */ 114 /* pick off the mutually exclusive options */
120 if (option & OPT_BOTTOM_R) 115 if (option & RMOPT_BOTTOM_R)
121 bottom_right_centered_onion (maze, xsize, ysize, option, layers); 116 bottom_right_centered_onion (maze, xsize, ysize, option, layers);
122 else if (option & OPT_BOTTOM_C) 117 else if (option & RMOPT_BOTTOM_C)
123 bottom_centered_onion (maze, xsize, ysize, option, layers); 118 bottom_centered_onion (maze, xsize, ysize, option, layers);
124 else if (option & OPT_CENTERED) 119 else if (option & RMOPT_CENTERED)
125 centered_onion (maze, xsize, ysize, option, layers); 120 centered_onion (maze, xsize, ysize, option, layers);
126 121
127 return maze; 122 return maze;
128} 123}
129 124
144 xlocations = (float *) calloc (sizeof (float), 2 * layers); 139 xlocations = (float *) calloc (sizeof (float), 2 * layers);
145 ylocations = (float *) calloc (sizeof (float), 2 * layers); 140 ylocations = (float *) calloc (sizeof (float), 2 * layers);
146 141
147 142
148 /* place all the walls */ 143 /* place all the walls */
149 if (option & OPT_IRR_SPACE) /* randomly spaced */ 144 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
150 { 145 {
151 int x_spaces_available, y_spaces_available; 146 int x_spaces_available, y_spaces_available;
152 147
153 /* the "extra" spaces available for spacing between layers */ 148 /* the "extra" spaces available for spacing between layers */
154 x_spaces_available = (xsize - 2) - 6 * layers + 1; 149 x_spaces_available = (xsize - 2) - 6 * layers + 1;
170 x_spaces_available -= (int) (xpitch - 2); 165 x_spaces_available -= (int) (xpitch - 2);
171 y_spaces_available -= (int) (ypitch - 2); 166 y_spaces_available -= (int) (ypitch - 2);
172 } 167 }
173 168
174 } 169 }
175 if (!(option & OPT_IRR_SPACE)) 170 if (!(option & RMOPT_IRR_SPACE))
176 { /* evenly spaced */ 171 { /* evenly spaced */
177 float xpitch, ypitch; /* pitch of the onion layers */ 172 float xpitch, ypitch; /* pitch of the onion layers */
178 173
179 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 174 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
180 ypitch = (ysize - 2.0) / (2.0 * layers + 1); 175 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
211 xlocations = (float *) calloc (sizeof (float), 2 * layers); 206 xlocations = (float *) calloc (sizeof (float), 2 * layers);
212 ylocations = (float *) calloc (sizeof (float), 2 * layers); 207 ylocations = (float *) calloc (sizeof (float), 2 * layers);
213 208
214 209
215 /* place all the walls */ 210 /* place all the walls */
216 if (option & OPT_IRR_SPACE) /* randomly spaced */ 211 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
217 { 212 {
218 int x_spaces_available, y_spaces_available; 213 int x_spaces_available, y_spaces_available;
219 214
220 /* the "extra" spaces available for spacing between layers */ 215 /* the "extra" spaces available for spacing between layers */
221 x_spaces_available = (xsize - 2) - 6 * layers + 1; 216 x_spaces_available = (xsize - 2) - 6 * layers + 1;
240 x_spaces_available -= (int) (xpitch - 2); 235 x_spaces_available -= (int) (xpitch - 2);
241 y_spaces_available -= (int) (ypitch - 2); 236 y_spaces_available -= (int) (ypitch - 2);
242 } 237 }
243 238
244 } 239 }
245 if (!(option & OPT_IRR_SPACE)) 240 if (!(option & RMOPT_IRR_SPACE))
246 { /* evenly spaced */ 241 { /* evenly spaced */
247 float xpitch, ypitch; /* pitch of the onion layers */ 242 float xpitch, ypitch; /* pitch of the onion layers */
248 243
249 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 244 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
250 ypitch = (ysize - 2.0) / (layers + 1); 245 ypitch = (ysize - 2.0) / (layers + 1);
306 int freedoms; /* number of different walls on which we could place a door */ 301 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 */ 302 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
308 int l, x1 = 0, x2, y1 = 0, y2; 303 int l, x1 = 0, x2, y1 = 0, y2;
309 304
310 freedoms = 4; /* centered */ 305 freedoms = 4; /* centered */
311 if (options & OPT_BOTTOM_C) 306 if (options & RMOPT_BOTTOM_C)
312 freedoms = 3; 307 freedoms = 3;
313 if (options & OPT_BOTTOM_R) 308 if (options & RMOPT_BOTTOM_R)
314 freedoms = 2; 309 freedoms = 2;
315 if (layers <= 0) 310 if (layers <= 0)
316 return; 311 return;
317 /* pick which wall will have a door. */ 312 /* pick which wall will have a door. */
318 which_wall = RANDOM () % freedoms + 1; 313 which_wall = RANDOM () % freedoms + 1;
319 for (l = 0; l < layers; l++) 314 for (l = 0; l < layers; l++)
320 { 315 {
321 if (options & OPT_LINEAR) 316 if (options & RMOPT_LINEAR)
322 { /* linear door placement. */ 317 { /* linear door placement. */
323 switch (which_wall) 318 switch (which_wall)
324 { 319 {
325 case 1: 320 case 1:
326 { /* left hand wall */ 321 { /* left hand wall */
327 x1 = (int) xlocations[l]; 322 x1 = (int) xlocations[l];
328 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); 323 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
329 break; 324 break;
330 } 325 }
331 case 2: 326 case 2:
332 { /* top wall placement */ 327 { /* top wall placement */
333 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); 328 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
334 y1 = (int) ylocations[l]; 329 y1 = (int) ylocations[l];
335 break; 330 break;
336 } 331 }
337 case 3: 332 case 3:
338 { /* right wall placement */ 333 { /* right wall placement */
339 x1 = (int) xlocations[2 * layers - l - 1]; 334 x1 = (int) xlocations[2 * layers - l - 1];
340 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); 335 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
341 break; 336 break;
342 } 337 }
343 case 4: 338 case 4:
344 { /* bottom wall placement */ 339 { /* bottom wall placement */
345 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); 340 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
346 y1 = (int) ylocations[2 * layers - l - 1]; 341 y1 = (int) ylocations[2 * layers - l - 1];
347 break; 342 break;
348 } 343 }
349 } 344 }
350 } 345 }
351 else 346 else
352 { /* random door placement. */ 347 { /* random door placement. */
353 which_wall = RANDOM () % freedoms + 1; 348 which_wall = RANDOM () % freedoms + 1;
354 switch (which_wall) 349 switch (which_wall)
355 { 350 {
356 case 1: 351 case 1:
357 { /* left hand wall */ 352 { /* left hand wall */
358 x1 = (int) xlocations[l]; 353 x1 = (int) xlocations[l];
359 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); 354 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
360 if (y2 > 0) 355 if (y2 > 0)
361 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); 356 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
362 else 357 else
363 y1 = (int) (ylocations[l] + 1); 358 y1 = (int) (ylocations[l] + 1);
364 break; 359 break;
365 } 360 }
366 case 2: 361 case 2:
367 { /* top wall placement */ 362 { /* top wall placement */
368 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; 363 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
369 if (x2 > 0) 364 if (x2 > 0)
370 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); 365 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
371 else 366 else
372 x1 = (int) (xlocations[l] + 1); 367 x1 = (int) (xlocations[l] + 1);
373 y1 = (int) ylocations[l]; 368 y1 = (int) ylocations[l];
374 break; 369 break;
375 } 370 }
376 case 3: 371 case 3:
377 { /* right wall placement */ 372 { /* right wall placement */
378 x1 = (int) xlocations[2 * layers - l - 1]; 373 x1 = (int) xlocations[2 * layers - l - 1];
379 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; 374 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
380 if (y2 > 0) 375 if (y2 > 0)
381 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); 376 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
382 else 377 else
383 y1 = (int) (ylocations[l] + 1); 378 y1 = (int) (ylocations[l] + 1);
384 379
385 break; 380 break;
386 } 381 }
387 case 4: 382 case 4:
388 { /* bottom wall placement */ 383 { /* bottom wall placement */
389 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; 384 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
390 if (x2 > 0) 385 if (x2 > 0)
391 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); 386 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
392 else 387 else
393 x1 = (int) (xlocations[l] + 1); 388 x1 = (int) (xlocations[l] + 1);
394 y1 = (int) ylocations[2 * layers - l - 1]; 389 y1 = (int) ylocations[2 * layers - l - 1];
395 break; 390 break;
396 } 391 }
397 392
398 } 393 }
399 } 394 }
400 if (options & OPT_NO_DOORS) 395 if (options & RMOPT_NO_DOORS)
401 maze[x1][y1] = '#'; /* no door. */ 396 maze[x1][y1] = '#'; /* no door. */
402 else 397 else
403 maze[x1][y1] = 'D'; /* write the door */ 398 maze[x1][y1] = 'D'; /* write the door */
404 399
405 } 400 }
432 xlocations = (float *) calloc (sizeof (float), 2 * layers); 427 xlocations = (float *) calloc (sizeof (float), 2 * layers);
433 ylocations = (float *) calloc (sizeof (float), 2 * layers); 428 ylocations = (float *) calloc (sizeof (float), 2 * layers);
434 429
435 430
436 /* place all the walls */ 431 /* place all the walls */
437 if (option & OPT_IRR_SPACE) /* randomly spaced */ 432 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
438 { 433 {
439 int x_spaces_available, y_spaces_available; 434 int x_spaces_available, y_spaces_available;
440 435
441 /* the "extra" spaces available for spacing between layers */ 436 /* the "extra" spaces available for spacing between layers */
442 x_spaces_available = (xsize - 2) - 3 * layers + 1; 437 x_spaces_available = (xsize - 2) - 3 * layers + 1;
465 x_spaces_available -= (int) (xpitch - 2); 460 x_spaces_available -= (int) (xpitch - 2);
466 y_spaces_available -= (int) (ypitch - 2); 461 y_spaces_available -= (int) (ypitch - 2);
467 } 462 }
468 463
469 } 464 }
470 if (!(option & OPT_IRR_SPACE)) 465 if (!(option & RMOPT_IRR_SPACE))
471 { /* evenly spaced */ 466 { /* evenly spaced */
472 float xpitch, ypitch; /* pitch of the onion layers */ 467 float xpitch, ypitch; /* pitch of the onion layers */
473 468
474 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 469 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
475 ypitch = (ysize - 2.0) / (layers + 1); 470 ypitch = (ysize - 2.0) / (layers + 1);

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