ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/room_gen_onion.C
(Generate patch)

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 1.15 by root, Tue Apr 15 03:00:24 2008 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 (©) 2005,2006,2007,2008 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);
64#endif 57#endif
65void centered_onion (char **maze, int xsize, int ysize, int option, int layers); 58void centered_onion (char **maze, int xsize, int ysize, int option, int layers);
66void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers); 59void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
67void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers); 60void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
68 61
69
70void draw_onion (char **maze, float *xlocations, float *ylocations, int layers); 62void draw_onion (char **maze, float *xlocations, float *ylocations, int layers);
71void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options); 63void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options);
72 64
73char ** 65void
74map_gen_onion (int xsize, int ysize, int option, int layers) 66map_gen_onion (Layout maze, int option, int layers)
75{ 67{
76 int i, j; 68 int i, j;
77 69
78 /* allocate that array, set it up */ 70 int xsize = maze->w;
79 char **maze = (char **) calloc (sizeof (char *), xsize); 71 int ysize = maze->h;
80 72
81 for (i = 0; i < xsize; i++) 73 maze->clear ();
82 {
83 maze[i] = (char *) calloc (sizeof (char), ysize);
84 }
85 74
86 /* pick some random options if option = 0 */ 75 /* pick some random options if option = 0 */
87 if (option == 0) 76 if (option == 0)
88 { 77 {
89 switch (RANDOM () % 3) 78 switch (rndm (3))
90 { 79 {
91 case 0: 80 case 0:
92 option |= OPT_CENTERED; 81 option |= RMOPT_CENTERED;
93 break; 82 break;
94 case 1: 83 case 1:
95 option |= OPT_BOTTOM_C; 84 option |= RMOPT_BOTTOM_C;
96 break; 85 break;
97 case 2: 86 case 2:
98 option |= OPT_BOTTOM_R; 87 option |= RMOPT_BOTTOM_R;
99 break; 88 break;
100 } 89 }
101 if (RANDOM () % 2) 90
102 option |= OPT_LINEAR; 91 if (rndm (2)) option |= RMOPT_LINEAR;
103 if (RANDOM () % 2)
104 option |= OPT_IRR_SPACE; 92 if (rndm (2)) option |= RMOPT_IRR_SPACE;
105 } 93 }
106 94
107 /* write the outer walls, if appropriate. */ 95 /* write the outer walls, if appropriate. */
108 if (!(option & OPT_WALL_OFF)) 96 if (!(option & RMOPT_WALL_OFF))
109 { 97 maze->border ();
110 for (i = 0; i < xsize; i++)
111 maze[i][0] = maze[i][ysize - 1] = '#';
112 for (j = 0; j < ysize; j++)
113 maze[0][j] = maze[xsize - 1][j] = '#';
114 };
115 98
116 if (option & OPT_WALLS_ONLY) 99 if (option & RMOPT_WALLS_ONLY)
117 return maze; 100 return;
118 101
119 /* pick off the mutually exclusive options */ 102 /* pick off the mutually exclusive options */
120 if (option & OPT_BOTTOM_R) 103 if (option & RMOPT_BOTTOM_R)
121 bottom_right_centered_onion (maze, xsize, ysize, option, layers); 104 bottom_right_centered_onion (maze, xsize, ysize, option, layers);
122 else if (option & OPT_BOTTOM_C) 105 else if (option & RMOPT_BOTTOM_C)
123 bottom_centered_onion (maze, xsize, ysize, option, layers); 106 bottom_centered_onion (maze, xsize, ysize, option, layers);
124 else if (option & OPT_CENTERED) 107 else if (option & RMOPT_CENTERED)
125 centered_onion (maze, xsize, ysize, option, layers); 108 centered_onion (maze, xsize, ysize, option, layers);
126
127 return maze;
128} 109}
129 110
130void 111void
131centered_onion (char **maze, int xsize, int ysize, int option, int layers) 112centered_onion (char **maze, int xsize, int ysize, int option, int layers)
132{ 113{
133 int i, maxlayers; 114 int i, maxlayers;
134 float *xlocations;
135 float *ylocations;
136 115
137 maxlayers = (MIN (xsize, ysize) - 2) / 5; 116 maxlayers = (MIN (xsize, ysize) - 2) / 5;
117
138 if (!maxlayers) 118 if (!maxlayers)
139 return; /* map too small to onionize */ 119 return; /* map too small to onionize */
120
140 if (layers > maxlayers) 121 if (layers > maxlayers)
141 layers = maxlayers; 122 layers = maxlayers;
123
142 if (layers == 0) 124 if (layers == 0)
143 layers = (RANDOM () % maxlayers) + 1; 125 layers = rndm (maxlayers) + 1;
144 xlocations = (float *) calloc (sizeof (float), 2 * layers);
145 ylocations = (float *) calloc (sizeof (float), 2 * layers);
146 126
127 float *xlocations = salloc0<float> (2 * layers);
128 float *ylocations = salloc0<float> (2 * layers);
147 129
148 /* place all the walls */ 130 /* place all the walls */
149 if (option & OPT_IRR_SPACE) /* randomly spaced */ 131 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
150 { 132 {
151 int x_spaces_available, y_spaces_available; 133 int x_spaces_available, y_spaces_available;
152 134
153 /* the "extra" spaces available for spacing between layers */ 135 /* the "extra" spaces available for spacing between layers */
154 x_spaces_available = (xsize - 2) - 6 * layers + 1; 136 x_spaces_available = (xsize - 2) - 6 * layers + 1;
155 y_spaces_available = (ysize - 2) - 6 * layers + 1; 137 y_spaces_available = (ysize - 2) - 6 * layers + 1;
156 138
157
158 /* pick an initial random pitch */ 139 /* pick an initial random pitch */
159 for (i = 0; i < 2 * layers; i++) 140 for (i = 0; i < 2 * layers; i++)
160 { 141 {
161 float xpitch = 2, ypitch = 2; 142 float xpitch = 2, ypitch = 2;
162 143
163 if (x_spaces_available > 0) 144 if (x_spaces_available > 0)
164 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; 145 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
165 146
166 if (y_spaces_available > 0) 147 if (y_spaces_available > 0)
167 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; 148 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
149
168 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 150 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
169 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 151 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
170 x_spaces_available -= (int) (xpitch - 2); 152 x_spaces_available -= (int) (xpitch - 2);
171 y_spaces_available -= (int) (ypitch - 2); 153 y_spaces_available -= (int) (ypitch - 2);
172 } 154 }
173 155
174 } 156 }
157
175 if (!(option & OPT_IRR_SPACE)) 158 if (!(option & RMOPT_IRR_SPACE))
176 { /* evenly spaced */ 159 { /* evenly spaced */
177 float xpitch, ypitch; /* pitch of the onion layers */ 160 float xpitch, ypitch; /* pitch of the onion layers */
178 161
179 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 162 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
180 ypitch = (ysize - 2.0) / (2.0 * layers + 1); 163 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
164
181 xlocations[0] = xpitch; 165 xlocations[0] = xpitch;
182 ylocations[0] = ypitch; 166 ylocations[0] = ypitch;
167
183 for (i = 1; i < 2 * layers; i++) 168 for (i = 1; i < 2 * layers; i++)
184 { 169 {
185 xlocations[i] = xlocations[i - 1] + xpitch; 170 xlocations[i] = xlocations[i - 1] + xpitch;
186 ylocations[i] = ylocations[i - 1] + ypitch; 171 ylocations[i] = ylocations[i - 1] + ypitch;
187 } 172 }
188 } 173 }
189 174
190 /* draw all the onion boxes. */ 175 /* draw all the onion boxes. */
191
192 draw_onion (maze, xlocations, ylocations, layers); 176 draw_onion (maze, xlocations, ylocations, layers);
193 make_doors (maze, xlocations, ylocations, layers, option); 177 make_doors (maze, xlocations, ylocations, layers, option);
194 178
179 sfree (xlocations, 2 * layers);
180 sfree (ylocations, 2 * layers);
195} 181}
196 182
197void 183void
198bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers) 184bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
199{ 185{
200 int i, maxlayers; 186 int i, maxlayers;
201 float *xlocations;
202 float *ylocations;
203 187
204 maxlayers = (MIN (xsize, ysize) - 2) / 5; 188 maxlayers = (MIN (xsize, ysize) - 2) / 5;
189
205 if (!maxlayers) 190 if (!maxlayers)
206 return; /* map too small to onionize */ 191 return; /* map too small to onionize */
192
207 if (layers > maxlayers) 193 if (layers > maxlayers)
208 layers = maxlayers; 194 layers = maxlayers;
195
209 if (layers == 0) 196 if (layers == 0)
210 layers = (RANDOM () % maxlayers) + 1; 197 layers = rndm (maxlayers) + 1;
211 xlocations = (float *) calloc (sizeof (float), 2 * layers);
212 ylocations = (float *) calloc (sizeof (float), 2 * layers);
213 198
199 float *xlocations = salloc0<float> (2 * layers);
200 float *ylocations = salloc0<float> (2 * layers);
214 201
215 /* place all the walls */ 202 /* place all the walls */
216 if (option & OPT_IRR_SPACE) /* randomly spaced */ 203 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
217 { 204 {
218 int x_spaces_available, y_spaces_available; 205 int x_spaces_available, y_spaces_available;
219 206
220 /* the "extra" spaces available for spacing between layers */ 207 /* the "extra" spaces available for spacing between layers */
221 x_spaces_available = (xsize - 2) - 6 * layers + 1; 208 x_spaces_available = (xsize - 2) - 6 * layers + 1;
222 y_spaces_available = (ysize - 2) - 3 * layers + 1; 209 y_spaces_available = (ysize - 2) - 3 * layers + 1;
223 210
224
225 /* pick an initial random pitch */ 211 /* pick an initial random pitch */
226 for (i = 0; i < 2 * layers; i++) 212 for (i = 0; i < 2 * layers; i++)
227 { 213 {
228 float xpitch = 2, ypitch = 2; 214 float xpitch = 2, ypitch = 2;
229 215
230 if (x_spaces_available > 0) 216 if (x_spaces_available > 0)
231 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; 217 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
232 218
233 if (y_spaces_available > 0) 219 if (y_spaces_available > 0)
234 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; 220 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
221
235 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 222 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
223
236 if (i < layers) 224 if (i < layers)
237 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 225 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
238 else 226 else
239 ylocations[i] = ysize - 1; 227 ylocations[i] = ysize - 1;
228
240 x_spaces_available -= (int) (xpitch - 2); 229 x_spaces_available -= (int) (xpitch - 2);
241 y_spaces_available -= (int) (ypitch - 2); 230 y_spaces_available -= (int) (ypitch - 2);
242 } 231 }
243
244 } 232 }
233
245 if (!(option & OPT_IRR_SPACE)) 234 if (!(option & RMOPT_IRR_SPACE))
246 { /* evenly spaced */ 235 { /* evenly spaced */
247 float xpitch, ypitch; /* pitch of the onion layers */ 236 float xpitch, ypitch; /* pitch of the onion layers */
248 237
249 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 238 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
250 ypitch = (ysize - 2.0) / (layers + 1); 239 ypitch = (ysize - 2.0) / (layers + 1);
240
251 xlocations[0] = xpitch; 241 xlocations[0] = xpitch;
252 ylocations[0] = ypitch; 242 ylocations[0] = ypitch;
243
253 for (i = 1; i < 2 * layers; i++) 244 for (i = 1; i < 2 * layers; i++)
254 { 245 {
255 xlocations[i] = xlocations[i - 1] + xpitch; 246 xlocations[i] = xlocations[i - 1] + xpitch;
247
256 if (i < layers) 248 if (i < layers)
257 ylocations[i] = ylocations[i - 1] + ypitch; 249 ylocations[i] = ylocations[i - 1] + ypitch;
258 else 250 else
259 ylocations[i] = ysize - 1; 251 ylocations[i] = ysize - 1;
260 } 252 }
263 /* draw all the onion boxes. */ 255 /* draw all the onion boxes. */
264 256
265 draw_onion (maze, xlocations, ylocations, layers); 257 draw_onion (maze, xlocations, ylocations, layers);
266 make_doors (maze, xlocations, ylocations, layers, option); 258 make_doors (maze, xlocations, ylocations, layers, option);
267 259
260 sfree (xlocations, 2 * layers);
261 sfree (ylocations, 2 * layers);
268} 262}
269
270 263
271/* draw_boxes: draws the lines in the maze defining the onion layers */ 264/* draw_boxes: draws the lines in the maze defining the onion layers */
272
273void 265void
274draw_onion (char **maze, float *xlocations, float *ylocations, int layers) 266draw_onion (char **maze, float *xlocations, float *ylocations, int layers)
275{ 267{
276 int i, j, l; 268 int i, j, l;
277 269
306 int freedoms; /* number of different walls on which we could place a door */ 298 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 */ 299 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
308 int l, x1 = 0, x2, y1 = 0, y2; 300 int l, x1 = 0, x2, y1 = 0, y2;
309 301
310 freedoms = 4; /* centered */ 302 freedoms = 4; /* centered */
303
311 if (options & OPT_BOTTOM_C) 304 if (options & RMOPT_BOTTOM_C)
312 freedoms = 3; 305 freedoms = 3;
306
313 if (options & OPT_BOTTOM_R) 307 if (options & RMOPT_BOTTOM_R)
314 freedoms = 2; 308 freedoms = 2;
309
315 if (layers <= 0) 310 if (layers <= 0)
316 return; 311 return;
312
317 /* pick which wall will have a door. */ 313 /* pick which wall will have a door. */
318 which_wall = RANDOM () % freedoms + 1; 314 which_wall = rndm (freedoms) + 1;
319 for (l = 0; l < layers; l++) 315 for (l = 0; l < layers; l++)
320 { 316 {
321 if (options & OPT_LINEAR) 317 if (options & RMOPT_LINEAR)
322 { /* linear door placement. */ 318 { /* linear door placement. */
323 switch (which_wall) 319 switch (which_wall)
324 { 320 {
325 case 1: 321 case 1:
326 { /* left hand wall */ 322 { /* left hand wall */
327 x1 = (int) xlocations[l]; 323 x1 = (int) xlocations[l];
328 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); 324 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
329 break; 325 break;
330 } 326 }
331 case 2: 327 case 2:
332 { /* top wall placement */ 328 { /* top wall placement */
333 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); 329 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
334 y1 = (int) ylocations[l]; 330 y1 = (int) ylocations[l];
335 break; 331 break;
336 } 332 }
337 case 3: 333 case 3:
338 { /* right wall placement */ 334 { /* right wall placement */
339 x1 = (int) xlocations[2 * layers - l - 1]; 335 x1 = (int) xlocations[2 * layers - l - 1];
340 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); 336 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
341 break; 337 break;
342 } 338 }
343 case 4: 339 case 4:
344 { /* bottom wall placement */ 340 { /* bottom wall placement */
345 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); 341 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
346 y1 = (int) ylocations[2 * layers - l - 1]; 342 y1 = (int) ylocations[2 * layers - l - 1];
347 break; 343 break;
348 } 344 }
349 } 345 }
350 } 346 }
351 else 347 else
352 { /* random door placement. */ 348 { /* random door placement. */
353 which_wall = RANDOM () % freedoms + 1; 349 which_wall = rndm (freedoms) + 1;
354 switch (which_wall) 350 switch (which_wall)
355 { 351 {
356 case 1: 352 case 1:
357 { /* left hand wall */ 353 { /* left hand wall */
358 x1 = (int) xlocations[l]; 354 x1 = (int) xlocations[l];
359 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); 355 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
360 if (y2 > 0) 356 if (y2 > 0)
361 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); 357 y1 = (int) (ylocations[l] + rndm (y2) + 1);
362 else 358 else
363 y1 = (int) (ylocations[l] + 1); 359 y1 = (int) (ylocations[l] + 1);
364 break; 360 break;
365 } 361 }
366 case 2: 362 case 2:
367 { /* top wall placement */ 363 { /* top wall placement */
368 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; 364 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
369 if (x2 > 0) 365 if (x2 > 0)
370 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); 366 x1 = (int) (xlocations[l] + rndm (x2) + 1);
371 else 367 else
372 x1 = (int) (xlocations[l] + 1); 368 x1 = (int) (xlocations[l] + 1);
373 y1 = (int) ylocations[l]; 369 y1 = (int) ylocations[l];
374 break; 370 break;
375 } 371 }
376 case 3: 372 case 3:
377 { /* right wall placement */ 373 { /* right wall placement */
378 x1 = (int) xlocations[2 * layers - l - 1]; 374 x1 = (int) xlocations[2 * layers - l - 1];
379 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; 375 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
380 if (y2 > 0) 376 if (y2 > 0)
381 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); 377 y1 = (int) (ylocations[l] + rndm (y2) + 1);
382 else 378 else
383 y1 = (int) (ylocations[l] + 1); 379 y1 = (int) (ylocations[l] + 1);
384 380
385 break; 381 break;
386 } 382 }
387 case 4: 383 case 4:
388 { /* bottom wall placement */ 384 { /* bottom wall placement */
389 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; 385 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
390 if (x2 > 0) 386 if (x2 > 0)
391 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); 387 x1 = (int) (xlocations[l] + rndm (x2) + 1);
392 else 388 else
393 x1 = (int) (xlocations[l] + 1); 389 x1 = (int) (xlocations[l] + 1);
394 y1 = (int) ylocations[2 * layers - l - 1]; 390 y1 = (int) ylocations[2 * layers - l - 1];
395 break; 391 break;
396 } 392 }
397 393
398 } 394 }
399 } 395 }
396
400 if (options & OPT_NO_DOORS) 397 if (options & RMOPT_NO_DOORS)
401 maze[x1][y1] = '#'; /* no door. */ 398 maze[x1][y1] = '#'; /* no door. */
402 else 399 else
403 maze[x1][y1] = 'D'; /* write the door */ 400 maze[x1][y1] = 'D'; /* write the door */
404 401
405 } 402 }
406 /* mark the center of the maze with a C */ 403 /* mark the center of the maze with a C */
407 l = layers - 1; 404 l = layers - 1;
408 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2; 405 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
409 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2; 406 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
407
410 maze[x1][y1] = 'C'; 408 maze[x1][y1] = 'C';
411
412 /* not needed anymore */
413 free (xlocations);
414 free (ylocations);
415
416} 409}
417 410
418void 411void
419bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers) 412bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
420{ 413{
421 int i, maxlayers; 414 int i, maxlayers;
422 float *xlocations;
423 float *ylocations;
424 415
425 maxlayers = (MIN (xsize, ysize) - 2) / 5; 416 maxlayers = (MIN (xsize, ysize) - 2) / 5;
417
426 if (!maxlayers) 418 if (!maxlayers)
427 return; /* map too small to onionize */ 419 return; /* map too small to onionize */
420
428 if (layers > maxlayers) 421 if (layers > maxlayers)
429 layers = maxlayers; 422 layers = maxlayers;
423
430 if (layers == 0) 424 if (layers == 0)
431 layers = (RANDOM () % maxlayers) + 1; 425 layers = rndm (maxlayers) + 1;
432 xlocations = (float *) calloc (sizeof (float), 2 * layers);
433 ylocations = (float *) calloc (sizeof (float), 2 * layers);
434 426
427 float *xlocations = salloc0<float> (2 * layers);
428 float *ylocations = salloc0<float> (2 * layers);
435 429
436 /* place all the walls */ 430 /* place all the walls */
437 if (option & OPT_IRR_SPACE) /* randomly spaced */ 431 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
438 { 432 {
439 int x_spaces_available, y_spaces_available; 433 int x_spaces_available, y_spaces_available;
440 434
441 /* the "extra" spaces available for spacing between layers */ 435 /* the "extra" spaces available for spacing between layers */
442 x_spaces_available = (xsize - 2) - 3 * layers + 1; 436 x_spaces_available = (xsize - 2) - 3 * layers + 1;
447 for (i = 0; i < 2 * layers; i++) 441 for (i = 0; i < 2 * layers; i++)
448 { 442 {
449 float xpitch = 2, ypitch = 2; 443 float xpitch = 2, ypitch = 2;
450 444
451 if (x_spaces_available > 0) 445 if (x_spaces_available > 0)
452 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; 446 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
453 447
454 if (y_spaces_available > 0) 448 if (y_spaces_available > 0)
455 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; 449 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
450
456 if (i < layers) 451 if (i < layers)
457 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 452 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
458 else 453 else
459 xlocations[i] = xsize - 1; 454 xlocations[i] = xsize - 1;
460 455
461 if (i < layers) 456 if (i < layers)
462 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 457 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
463 else 458 else
464 ylocations[i] = ysize - 1; 459 ylocations[i] = ysize - 1;
460
465 x_spaces_available -= (int) (xpitch - 2); 461 x_spaces_available -= (int) (xpitch - 2);
466 y_spaces_available -= (int) (ypitch - 2); 462 y_spaces_available -= (int) (ypitch - 2);
467 } 463 }
468
469 } 464 }
465
470 if (!(option & OPT_IRR_SPACE)) 466 if (!(option & RMOPT_IRR_SPACE))
471 { /* evenly spaced */ 467 { /* evenly spaced */
472 float xpitch, ypitch; /* pitch of the onion layers */ 468 float xpitch, ypitch; /* pitch of the onion layers */
473 469
474 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 470 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
475 ypitch = (ysize - 2.0) / (layers + 1); 471 ypitch = (ysize - 2.0) / (layers + 1);
472
476 xlocations[0] = xpitch; 473 xlocations[0] = xpitch;
477 ylocations[0] = ypitch; 474 ylocations[0] = ypitch;
475
478 for (i = 1; i < 2 * layers; i++) 476 for (i = 1; i < 2 * layers; i++)
479 { 477 {
480 if (i < layers) 478 if (i < layers)
481 xlocations[i] = xlocations[i - 1] + xpitch; 479 xlocations[i] = xlocations[i - 1] + xpitch;
482 else 480 else
483 xlocations[i] = xsize - 1; 481 xlocations[i] = xsize - 1;
482
484 if (i < layers) 483 if (i < layers)
485 ylocations[i] = ylocations[i - 1] + ypitch; 484 ylocations[i] = ylocations[i - 1] + ypitch;
486 else 485 else
487 ylocations[i] = ysize - 1; 486 ylocations[i] = ysize - 1;
488 } 487 }
491 /* draw all the onion boxes. */ 490 /* draw all the onion boxes. */
492 491
493 draw_onion (maze, xlocations, ylocations, layers); 492 draw_onion (maze, xlocations, ylocations, layers);
494 make_doors (maze, xlocations, ylocations, layers, option); 493 make_doors (maze, xlocations, ylocations, layers, option);
495 494
495 sfree (xlocations, 2 * layers);
496 sfree (ylocations, 2 * layers);
496} 497}
498

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines