1 | /* |
1 | /* |
2 | * static char *room_gen_onion_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: room_gen_onion.C,v 1.1 2006/08/13 17:16:03 elmex 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> |
4 | */ |
22 | */ |
5 | |
|
|
6 | /* |
|
|
7 | CrossFire, A Multiplayer game for X-windows |
|
|
8 | |
|
|
9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
|
|
10 | Copyright (C) 1992 Frank Tore Johansen |
|
|
11 | |
|
|
12 | This program is free software; you can redistribute it and/or modify |
|
|
13 | it under the terms of the GNU General Public License as published by |
|
|
14 | the Free Software Foundation; either version 2 of the License, or |
|
|
15 | (at your option) any later version. |
|
|
16 | |
|
|
17 | This program is distributed in the hope that it will be useful, |
|
|
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
|
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
|
20 | GNU General Public License for more details. |
|
|
21 | |
|
|
22 | You should have received a copy of the GNU General Public License |
|
|
23 | along with this program; if not, write to the Free Software |
|
|
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
25 | |
|
|
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
|
|
27 | */ |
|
|
28 | |
|
|
29 | |
23 | |
30 | /* The onion room generator: |
24 | /* The onion room generator: |
31 | Onion rooms are like this: |
25 | Onion rooms are like this: |
32 | |
26 | |
33 | char **map_gen_onion(int xsize, int ysize, int option, int layers); |
27 | char **map_gen_onion(int xsize, int ysize, int option, int layers); |
… | |
… | |
57 | |
51 | |
58 | #include <global.h> |
52 | #include <global.h> |
59 | #include <random_map.h> |
53 | #include <random_map.h> |
60 | |
54 | |
61 | #ifndef MIN |
55 | #ifndef MIN |
62 | #define MIN(x,y) (((x)<(y))? (x):(y)) |
56 | # define MIN(x,y) (((x)<(y))? (x):(y)) |
63 | #endif |
57 | #endif |
64 | void centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
58 | void centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
65 | void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
59 | void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
66 | void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
60 | void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
67 | |
61 | |
68 | |
|
|
69 | void draw_onion(char **maze,float *xlocations,float *ylocations,int layers); |
62 | void draw_onion (char **maze, float *xlocations, float *ylocations, int layers); |
70 | void make_doors(char **maze,float *xlocations,float *ylocations,int layers,int options); |
63 | void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options); |
71 | |
64 | |
72 | char **map_gen_onion(int xsize, int ysize, int option, int layers) { |
65 | void |
|
|
66 | map_gen_onion (Maze maze, int option, int layers) |
|
|
67 | { |
73 | int i,j; |
68 | int i, j; |
74 | |
69 | |
75 | /* allocate that array, set it up */ |
70 | int xsize = maze->w; |
76 | char **maze = (char **)calloc(sizeof(char*),xsize); |
71 | int ysize = maze->h; |
77 | for(i=0;i<xsize;i++) { |
72 | |
78 | maze[i] = (char *) calloc(sizeof(char),ysize); |
73 | maze->clear (); |
79 | } |
|
|
80 | |
74 | |
81 | /* pick some random options if option = 0 */ |
75 | /* pick some random options if option = 0 */ |
82 | if(option == 0) { |
76 | if (option == 0) |
83 | switch(RANDOM()%3) { |
77 | { |
84 | case 0: |
78 | switch (rndm (3)) |
85 | option |= OPT_CENTERED; |
79 | { |
86 | break; |
80 | case 0: |
87 | case 1: |
81 | option |= RMOPT_CENTERED; |
88 | option |= OPT_BOTTOM_C; |
82 | break; |
89 | break; |
83 | case 1: |
90 | case 2: |
84 | option |= RMOPT_BOTTOM_C; |
91 | option |= OPT_BOTTOM_R; |
85 | break; |
92 | break; |
86 | case 2: |
93 | } |
87 | option |= RMOPT_BOTTOM_R; |
94 | if(RANDOM()%2) option |=OPT_LINEAR; |
88 | break; |
95 | if(RANDOM()%2) option |=OPT_IRR_SPACE; |
89 | } |
|
|
90 | |
|
|
91 | if (rndm (2)) option |= RMOPT_LINEAR; |
|
|
92 | if (rndm (2)) option |= RMOPT_IRR_SPACE; |
96 | } |
93 | } |
97 | |
94 | |
98 | /* write the outer walls, if appropriate. */ |
95 | /* write the outer walls, if appropriate. */ |
99 | if(!(option & OPT_WALL_OFF )) { |
96 | if (!(option & RMOPT_WALL_OFF)) |
100 | for(i=0;i<xsize;i++) |
97 | maze->border (); |
101 | maze[i][0] = maze[i][ysize-1] = '#'; |
|
|
102 | for(j=0;j<ysize;j++) |
|
|
103 | maze[0][j] = maze[xsize-1][j] = '#'; |
|
|
104 | }; |
|
|
105 | |
98 | |
106 | if(option & OPT_WALLS_ONLY) return maze; |
99 | if (option & RMOPT_WALLS_ONLY) |
|
|
100 | return; |
107 | |
101 | |
108 | /* pick off the mutually exclusive options */ |
102 | /* pick off the mutually exclusive options */ |
109 | if(option & OPT_BOTTOM_R) |
103 | if (option & RMOPT_BOTTOM_R) |
110 | bottom_right_centered_onion(maze,xsize,ysize,option,layers); |
104 | bottom_right_centered_onion (maze, xsize, ysize, option, layers); |
111 | else if(option & OPT_BOTTOM_C) |
105 | else if (option & RMOPT_BOTTOM_C) |
112 | bottom_centered_onion(maze,xsize,ysize,option,layers); |
106 | bottom_centered_onion (maze, xsize, ysize, option, layers); |
113 | else if(option & OPT_CENTERED) |
107 | else if (option & RMOPT_CENTERED) |
114 | centered_onion(maze,xsize,ysize,option,layers); |
108 | centered_onion (maze, xsize, ysize, option, layers); |
115 | |
|
|
116 | return maze; |
|
|
117 | } |
109 | } |
118 | |
110 | |
|
|
111 | void |
119 | void centered_onion(char **maze, int xsize, int ysize, int option, int layers) { |
112 | centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
|
|
113 | { |
120 | int i,maxlayers; |
114 | int i, maxlayers; |
121 | float *xlocations; |
|
|
122 | float *ylocations; |
|
|
123 | |
115 | |
124 | maxlayers = (MIN(xsize,ysize)-2)/5; |
116 | maxlayers = (MIN (xsize, ysize) - 2) / 5; |
125 | if(!maxlayers) return; /* map too small to onionize */ |
117 | |
126 | if(layers > maxlayers) layers = maxlayers; |
118 | if (!maxlayers) |
127 | if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
119 | return; /* map too small to onionize */ |
128 | xlocations = (float *) calloc(sizeof(float),2 * layers); |
120 | |
129 | ylocations = (float *) calloc(sizeof(float),2 * layers); |
121 | if (layers > maxlayers) |
130 | |
122 | layers = maxlayers; |
131 | |
123 | |
|
|
124 | if (layers == 0) |
|
|
125 | layers = rndm (maxlayers) + 1; |
|
|
126 | |
|
|
127 | float *xlocations = salloc0<float> (2 * layers); |
|
|
128 | float *ylocations = salloc0<float> (2 * layers); |
|
|
129 | |
132 | /* place all the walls */ |
130 | /* place all the walls */ |
133 | if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
131 | if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
|
|
132 | { |
134 | int x_spaces_available, y_spaces_available; |
133 | int x_spaces_available, y_spaces_available; |
|
|
134 | |
135 | /* the "extra" spaces available for spacing between layers */ |
135 | /* the "extra" spaces available for spacing between layers */ |
136 | x_spaces_available = (xsize -2) - 6*layers +1; |
136 | x_spaces_available = (xsize - 2) - 6 * layers + 1; |
137 | y_spaces_available = (ysize -2) - 6*layers +1; |
137 | y_spaces_available = (ysize - 2) - 6 * layers + 1; |
138 | |
138 | |
139 | |
|
|
140 | /* pick an initial random pitch */ |
139 | /* pick an initial random pitch */ |
141 | for(i=0;i<2*layers;i++) { |
140 | for (i = 0; i < 2 * layers; i++) |
142 | float xpitch=2,ypitch=2; |
141 | { |
|
|
142 | float xpitch = 2, ypitch = 2; |
|
|
143 | |
143 | if(x_spaces_available>0) |
144 | if (x_spaces_available > 0) |
144 | xpitch = 2 + (RANDOM()%x_spaces_available + |
145 | xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3; |
145 | RANDOM()%x_spaces_available + |
|
|
146 | RANDOM()%x_spaces_available)/3; |
|
|
147 | |
146 | |
148 | if(y_spaces_available>0) |
147 | if (y_spaces_available > 0) |
149 | ypitch = 2 + (RANDOM()%y_spaces_available + |
148 | ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3; |
150 | RANDOM()%y_spaces_available + |
149 | |
151 | RANDOM()%y_spaces_available)/3; |
|
|
152 | xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
150 | xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
153 | ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
151 | ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
154 | x_spaces_available-=(int) (xpitch -2); |
152 | x_spaces_available -= (int) (xpitch - 2); |
155 | y_spaces_available-=(int) (ypitch -2); |
153 | y_spaces_available -= (int) (ypitch - 2); |
156 | } |
154 | } |
157 | |
155 | |
158 | } |
156 | } |
159 | if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
157 | |
|
|
158 | if (!(option & RMOPT_IRR_SPACE)) |
|
|
159 | { /* evenly spaced */ |
160 | float xpitch, ypitch; /* pitch of the onion layers */ |
160 | float xpitch, ypitch; /* pitch of the onion layers */ |
|
|
161 | |
161 | xpitch = (xsize-2.0)/(2.0*layers+1); |
162 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
162 | ypitch = (ysize-2.0)/(2.0*layers+1); |
163 | ypitch = (ysize - 2.0) / (2.0 * layers + 1); |
|
|
164 | |
163 | xlocations[0] = xpitch; |
165 | xlocations[0] = xpitch; |
164 | ylocations[0] = ypitch; |
166 | ylocations[0] = ypitch; |
|
|
167 | |
165 | for(i=1;i<2*layers;i++) { |
168 | for (i = 1; i < 2 * layers; i++) |
|
|
169 | { |
166 | xlocations[i] = xlocations[i-1] + xpitch; |
170 | xlocations[i] = xlocations[i - 1] + xpitch; |
167 | ylocations[i] = ylocations[i-1] + ypitch; |
171 | ylocations[i] = ylocations[i - 1] + ypitch; |
168 | } |
172 | } |
169 | } |
|
|
170 | |
173 | } |
|
|
174 | |
171 | /* draw all the onion boxes. */ |
175 | /* draw all the onion boxes. */ |
172 | |
|
|
173 | draw_onion(maze,xlocations,ylocations,layers); |
176 | draw_onion (maze, xlocations, ylocations, layers); |
174 | make_doors(maze,xlocations,ylocations,layers,option); |
177 | make_doors (maze, xlocations, ylocations, layers, option); |
175 | |
|
|
176 | } |
|
|
177 | |
178 | |
|
|
179 | sfree (xlocations, 2 * layers); |
|
|
180 | sfree (ylocations, 2 * layers); |
|
|
181 | } |
|
|
182 | |
|
|
183 | void |
178 | void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers) { |
184 | bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
|
|
185 | { |
179 | int i,maxlayers; |
186 | int i, maxlayers; |
180 | float *xlocations; |
|
|
181 | float *ylocations; |
|
|
182 | |
187 | |
183 | maxlayers = (MIN(xsize,ysize)-2)/5; |
188 | maxlayers = (MIN (xsize, ysize) - 2) / 5; |
184 | if(!maxlayers) return; /* map too small to onionize */ |
189 | |
185 | if(layers > maxlayers) layers = maxlayers; |
190 | if (!maxlayers) |
186 | if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
191 | return; /* map too small to onionize */ |
187 | xlocations = (float *) calloc(sizeof(float),2 * layers); |
192 | |
188 | ylocations = (float *) calloc(sizeof(float),2 * layers); |
193 | if (layers > maxlayers) |
189 | |
194 | layers = maxlayers; |
190 | |
195 | |
|
|
196 | if (layers == 0) |
|
|
197 | layers = rndm (maxlayers) + 1; |
|
|
198 | |
|
|
199 | float *xlocations = salloc0<float> (2 * layers); |
|
|
200 | float *ylocations = salloc0<float> (2 * layers); |
|
|
201 | |
191 | /* place all the walls */ |
202 | /* place all the walls */ |
192 | if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
203 | if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
|
|
204 | { |
193 | int x_spaces_available, y_spaces_available; |
205 | int x_spaces_available, y_spaces_available; |
|
|
206 | |
194 | /* the "extra" spaces available for spacing between layers */ |
207 | /* the "extra" spaces available for spacing between layers */ |
195 | x_spaces_available = (xsize -2) - 6*layers +1; |
208 | x_spaces_available = (xsize - 2) - 6 * layers + 1; |
196 | y_spaces_available = (ysize -2) - 3*layers +1; |
209 | y_spaces_available = (ysize - 2) - 3 * layers + 1; |
197 | |
210 | |
198 | |
|
|
199 | /* pick an initial random pitch */ |
211 | /* pick an initial random pitch */ |
200 | for(i=0;i<2*layers;i++) { |
212 | for (i = 0; i < 2 * layers; i++) |
201 | float xpitch=2,ypitch=2; |
213 | { |
|
|
214 | float xpitch = 2, ypitch = 2; |
|
|
215 | |
202 | if(x_spaces_available>0) |
216 | if (x_spaces_available > 0) |
203 | xpitch = 2 + (RANDOM()%x_spaces_available + |
217 | xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3; |
204 | RANDOM()%x_spaces_available + |
|
|
205 | RANDOM()%x_spaces_available)/3; |
|
|
206 | |
218 | |
207 | if(y_spaces_available>0) |
219 | if (y_spaces_available > 0) |
208 | ypitch = 2 + (RANDOM()%y_spaces_available + |
220 | ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3; |
209 | RANDOM()%y_spaces_available + |
221 | |
210 | RANDOM()%y_spaces_available)/3; |
|
|
211 | xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
222 | xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
212 | if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
223 | |
213 | else ylocations[i] = ysize-1; |
224 | if (i < layers) |
|
|
225 | ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
|
|
226 | else |
|
|
227 | ylocations[i] = ysize - 1; |
|
|
228 | |
214 | x_spaces_available-=(int)(xpitch -2); |
229 | x_spaces_available -= (int) (xpitch - 2); |
215 | y_spaces_available-=(int)(ypitch -2); |
230 | y_spaces_available -= (int) (ypitch - 2); |
216 | } |
231 | } |
217 | |
|
|
218 | } |
232 | } |
219 | if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
233 | |
|
|
234 | if (!(option & RMOPT_IRR_SPACE)) |
|
|
235 | { /* evenly spaced */ |
220 | float xpitch, ypitch; /* pitch of the onion layers */ |
236 | float xpitch, ypitch; /* pitch of the onion layers */ |
|
|
237 | |
221 | xpitch = (xsize-2.0)/(2.0*layers+1); |
238 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
222 | ypitch = (ysize-2.0)/(layers+1); |
239 | ypitch = (ysize - 2.0) / (layers + 1); |
|
|
240 | |
223 | xlocations[0] = xpitch; |
241 | xlocations[0] = xpitch; |
224 | ylocations[0] = ypitch; |
242 | ylocations[0] = ypitch; |
|
|
243 | |
225 | for(i=1;i<2*layers;i++) { |
244 | for (i = 1; i < 2 * layers; i++) |
|
|
245 | { |
226 | xlocations[i] = xlocations[i-1] + xpitch; |
246 | xlocations[i] = xlocations[i - 1] + xpitch; |
227 | if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; |
247 | |
228 | else ylocations[i]=ysize-1; |
248 | if (i < layers) |
229 | } |
249 | ylocations[i] = ylocations[i - 1] + ypitch; |
230 | } |
250 | else |
|
|
251 | ylocations[i] = ysize - 1; |
|
|
252 | } |
231 | |
253 | } |
|
|
254 | |
232 | /* draw all the onion boxes. */ |
255 | /* draw all the onion boxes. */ |
233 | |
256 | |
234 | draw_onion(maze,xlocations,ylocations,layers); |
257 | draw_onion (maze, xlocations, ylocations, layers); |
235 | make_doors(maze,xlocations,ylocations,layers,option); |
258 | make_doors (maze, xlocations, ylocations, layers, option); |
236 | |
|
|
237 | } |
|
|
238 | |
259 | |
|
|
260 | sfree (xlocations, 2 * layers); |
|
|
261 | sfree (ylocations, 2 * layers); |
|
|
262 | } |
239 | |
263 | |
240 | /* 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 */ |
241 | |
265 | void |
242 | void draw_onion(char **maze,float *xlocations,float *ylocations, int layers) { |
266 | draw_onion (char **maze, float *xlocations, float *ylocations, int layers) |
|
|
267 | { |
243 | int i,j,l; |
268 | int i, j, l; |
244 | |
269 | |
245 | for(l=0;l<layers;l++) { |
270 | for (l = 0; l < layers; l++) |
|
|
271 | { |
246 | int x1,x2,y1,y2; |
272 | int x1, x2, y1, y2; |
|
|
273 | |
247 | /* horizontal segments */ |
274 | /* horizontal segments */ |
248 | y1 = (int)ylocations[l]; |
275 | y1 = (int) ylocations[l]; |
249 | y2 = (int)ylocations[2*layers -l-1]; |
276 | y2 = (int) ylocations[2 * layers - l - 1]; |
250 | for(i=(int)xlocations[l];i<=(int)xlocations[2*layers -l -1];i++) { |
277 | for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++) |
|
|
278 | { |
251 | maze[i][y1] = '#'; |
279 | maze[i][y1] = '#'; |
252 | maze[i][y2] = '#'; |
280 | maze[i][y2] = '#'; |
253 | } |
281 | } |
254 | |
282 | |
255 | /* vertical segments */ |
283 | /* vertical segments */ |
256 | x1 = (int)xlocations[l]; |
284 | x1 = (int) xlocations[l]; |
257 | x2 = (int)xlocations[2*layers-l-1]; |
285 | x2 = (int) xlocations[2 * layers - l - 1]; |
258 | for(j=(int)ylocations[l];j<=(int)ylocations[2*layers -l -1];j++) { |
286 | for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++) |
|
|
287 | { |
259 | maze[x1][j] = '#'; |
288 | maze[x1][j] = '#'; |
260 | maze[x2][j] = '#'; |
289 | maze[x2][j] = '#'; |
261 | } |
290 | } |
262 | |
291 | |
263 | } |
292 | } |
264 | } |
293 | } |
265 | |
294 | |
|
|
295 | void |
266 | void make_doors(char **maze, float *xlocations,float *ylocations,int layers,int options) { |
296 | make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options) |
|
|
297 | { |
267 | 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 */ |
268 | int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
299 | int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
269 | int l,x1=0,x2,y1=0,y2; |
300 | int l, x1 = 0, x2, y1 = 0, y2; |
|
|
301 | |
270 | freedoms = 4; /* centered */ |
302 | freedoms = 4; /* centered */ |
|
|
303 | |
271 | if(options & OPT_BOTTOM_C) freedoms=3; |
304 | if (options & RMOPT_BOTTOM_C) |
|
|
305 | freedoms = 3; |
|
|
306 | |
272 | if(options & OPT_BOTTOM_R) freedoms=2; |
307 | if (options & RMOPT_BOTTOM_R) |
|
|
308 | freedoms = 2; |
|
|
309 | |
273 | if(layers<= 0) return; |
310 | if (layers <= 0) |
|
|
311 | return; |
|
|
312 | |
274 | /* pick which wall will have a door. */ |
313 | /* pick which wall will have a door. */ |
275 | which_wall = RANDOM() %freedoms + 1; |
314 | which_wall = rndm (freedoms) + 1; |
276 | for(l=0;l<layers;l++) { |
315 | for (l = 0; l < layers; l++) |
277 | if(options & OPT_LINEAR) { /* linear door placement. */ |
316 | { |
278 | switch(which_wall) { |
317 | if (options & RMOPT_LINEAR) |
279 | case 1: { /* left hand wall */ |
318 | { /* linear door placement. */ |
280 | x1 = (int)xlocations[l]; |
319 | switch (which_wall) |
|
|
320 | { |
|
|
321 | case 1: |
|
|
322 | { /* left hand wall */ |
|
|
323 | x1 = (int) xlocations[l]; |
281 | y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); |
324 | y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
282 | break; |
325 | break; |
283 | } |
326 | } |
284 | case 2: { /* top wall placement */ |
327 | case 2: |
|
|
328 | { /* top wall placement */ |
285 | x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2); |
329 | x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
286 | y1 = (int)ylocations[l]; |
330 | y1 = (int) ylocations[l]; |
287 | break; |
331 | break; |
288 | } |
332 | } |
289 | case 3: { /* right wall placement */ |
333 | case 3: |
290 | x1 = (int)xlocations[2*layers-l-1]; |
334 | { /* right wall placement */ |
|
|
335 | x1 = (int) xlocations[2 * layers - l - 1]; |
291 | y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); |
336 | y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
292 | break; |
337 | break; |
293 | } |
338 | } |
294 | case 4: { /* bottom wall placement */ |
339 | case 4: |
|
|
340 | { /* bottom wall placement */ |
295 | x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2); |
341 | x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
296 | y1 = (int)ylocations[2*layers -l -1]; |
342 | y1 = (int) ylocations[2 * layers - l - 1]; |
297 | break; |
343 | break; |
298 | } |
344 | } |
299 | } |
345 | } |
300 | } |
346 | } |
301 | else { /* random door placement. */ |
347 | else |
302 | which_wall=RANDOM()%freedoms + 1; |
348 | { /* random door placement. */ |
303 | switch(which_wall) { |
349 | which_wall = rndm (freedoms) + 1; |
304 | case 1: { /* left hand wall */ |
350 | switch (which_wall) |
305 | x1 = (int)xlocations[l]; |
351 | { |
|
|
352 | case 1: |
|
|
353 | { /* left hand wall */ |
|
|
354 | x1 = (int) xlocations[l]; |
306 | y2 = (int) (ylocations[2*layers-l-1]-ylocations[l]-1); |
355 | y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); |
307 | if(y2 > 0) y1 = (int) (ylocations[l]+RANDOM() %y2 + 1); |
356 | if (y2 > 0) |
308 | else y1 = (int) (ylocations[l]+1); |
357 | y1 = (int) (ylocations[l] + rndm (y2) + 1); |
309 | break; |
358 | else |
310 | } |
359 | y1 = (int) (ylocations[l] + 1); |
311 | case 2: { /* top wall placement */ |
360 | break; |
|
|
361 | } |
|
|
362 | case 2: |
|
|
363 | { /* top wall placement */ |
312 | x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1; |
364 | x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
313 | if (x2 > 0) x1 = (int) (xlocations[l]+RANDOM()%x2 + 1); |
365 | if (x2 > 0) |
314 | else x1 = (int) (xlocations[l]+1); |
366 | x1 = (int) (xlocations[l] + rndm (x2) + 1); |
315 | y1 = (int)ylocations[l]; |
367 | else |
316 | break; |
368 | x1 = (int) (xlocations[l] + 1); |
317 | } |
369 | y1 = (int) ylocations[l]; |
318 | case 3: { /* right wall placement */ |
370 | break; |
319 | x1 = (int)xlocations[2*layers-l-1]; |
371 | } |
|
|
372 | case 3: |
|
|
373 | { /* right wall placement */ |
|
|
374 | x1 = (int) xlocations[2 * layers - l - 1]; |
320 | y2 = (int)( (-ylocations[l] + ylocations[2*layers-l-1]))-1; |
375 | y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; |
321 | if(y2 > 0) y1 = (int) (ylocations[l]+RANDOM() %y2 + 1); |
376 | if (y2 > 0) |
322 | else y1 = (int) (ylocations[l]+1); |
377 | y1 = (int) (ylocations[l] + rndm (y2) + 1); |
|
|
378 | else |
|
|
379 | y1 = (int) (ylocations[l] + 1); |
323 | |
380 | |
324 | break; |
381 | break; |
325 | } |
382 | } |
326 | case 4: { /* bottom wall placement */ |
383 | case 4: |
|
|
384 | { /* bottom wall placement */ |
327 | x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1; |
385 | x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
328 | if (x2 > 0) x1 = (int) (xlocations[l]+RANDOM()%x2 + 1); |
386 | if (x2 > 0) |
329 | else x1 = (int) (xlocations[l]+1); |
387 | x1 = (int) (xlocations[l] + rndm (x2) + 1); |
330 | y1 = (int)ylocations[2*layers-l-1]; |
388 | else |
331 | break; |
389 | x1 = (int) (xlocations[l] + 1); |
332 | } |
390 | y1 = (int) ylocations[2 * layers - l - 1]; |
333 | |
391 | break; |
334 | } |
392 | } |
335 | } |
393 | |
|
|
394 | } |
|
|
395 | } |
|
|
396 | |
336 | if(options & OPT_NO_DOORS) |
397 | if (options & RMOPT_NO_DOORS) |
337 | maze[x1][y1] = '#'; /* no door. */ |
398 | maze[x1][y1] = '#'; /* no door. */ |
338 | else |
399 | else |
339 | maze[x1][y1] = 'D'; /* write the door */ |
400 | maze[x1][y1] = 'D'; /* write the door */ |
340 | |
401 | |
341 | } |
402 | } |
342 | /* mark the center of the maze with a C */ |
403 | /* mark the center of the maze with a C */ |
343 | l = layers -1; |
404 | l = layers - 1; |
344 | x1 = (int) (xlocations[l] + xlocations[2*layers -l -1])/2; |
405 | x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2; |
345 | y1 = (int) (ylocations[l] + ylocations[2*layers -l -1])/2; |
406 | y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2; |
|
|
407 | |
346 | maze[x1][y1] = 'C'; |
408 | maze[x1][y1] = 'C'; |
347 | |
|
|
348 | /* not needed anymore */ |
|
|
349 | free(xlocations); |
|
|
350 | free(ylocations); |
|
|
351 | |
|
|
352 | } |
409 | } |
353 | |
410 | |
|
|
411 | void |
354 | void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers){ |
412 | bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
|
|
413 | { |
355 | int i,maxlayers; |
414 | int i, maxlayers; |
356 | float *xlocations; |
|
|
357 | float *ylocations; |
|
|
358 | |
415 | |
359 | maxlayers = (MIN(xsize,ysize)-2)/5; |
416 | maxlayers = (MIN (xsize, ysize) - 2) / 5; |
360 | if(!maxlayers) return; /* map too small to onionize */ |
417 | |
361 | if(layers > maxlayers) layers = maxlayers; |
418 | if (!maxlayers) |
362 | if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
419 | return; /* map too small to onionize */ |
363 | xlocations = (float *) calloc(sizeof(float),2 * layers); |
420 | |
364 | ylocations = (float *) calloc(sizeof(float),2 * layers); |
421 | if (layers > maxlayers) |
365 | |
422 | layers = maxlayers; |
366 | |
423 | |
|
|
424 | if (layers == 0) |
|
|
425 | layers = rndm (maxlayers) + 1; |
|
|
426 | |
|
|
427 | float *xlocations = salloc0<float> (2 * layers); |
|
|
428 | float *ylocations = salloc0<float> (2 * layers); |
|
|
429 | |
367 | /* place all the walls */ |
430 | /* place all the walls */ |
368 | if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
431 | if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
|
|
432 | { |
369 | int x_spaces_available, y_spaces_available; |
433 | int x_spaces_available, y_spaces_available; |
|
|
434 | |
370 | /* the "extra" spaces available for spacing between layers */ |
435 | /* the "extra" spaces available for spacing between layers */ |
371 | x_spaces_available = (xsize -2) - 3*layers +1; |
436 | x_spaces_available = (xsize - 2) - 3 * layers + 1; |
372 | y_spaces_available = (ysize -2) - 3*layers +1; |
437 | y_spaces_available = (ysize - 2) - 3 * layers + 1; |
373 | |
438 | |
374 | |
439 | |
375 | /* pick an initial random pitch */ |
440 | /* pick an initial random pitch */ |
376 | for(i=0;i<2*layers;i++) { |
441 | for (i = 0; i < 2 * layers; i++) |
377 | float xpitch=2,ypitch=2; |
442 | { |
|
|
443 | float xpitch = 2, ypitch = 2; |
|
|
444 | |
378 | if(x_spaces_available>0) |
445 | if (x_spaces_available > 0) |
379 | xpitch = 2 + (RANDOM()%x_spaces_available + |
446 | xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3; |
380 | RANDOM()%x_spaces_available + |
|
|
381 | RANDOM()%x_spaces_available)/3; |
|
|
382 | |
447 | |
383 | if(y_spaces_available>0) |
448 | if (y_spaces_available > 0) |
384 | ypitch = 2 + (RANDOM()%y_spaces_available + |
449 | ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3; |
385 | RANDOM()%y_spaces_available + |
450 | |
386 | RANDOM()%y_spaces_available)/3; |
451 | if (i < layers) |
387 | if(i < layers) xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
452 | xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
388 | else xlocations[i] = xsize-1; |
453 | else |
389 | |
454 | xlocations[i] = xsize - 1; |
390 | if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
455 | |
391 | else ylocations[i] = ysize-1; |
456 | if (i < layers) |
|
|
457 | ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
|
|
458 | else |
|
|
459 | ylocations[i] = ysize - 1; |
|
|
460 | |
392 | x_spaces_available-=(int)(xpitch -2); |
461 | x_spaces_available -= (int) (xpitch - 2); |
393 | y_spaces_available-=(int)(ypitch -2); |
462 | y_spaces_available -= (int) (ypitch - 2); |
394 | } |
463 | } |
395 | |
|
|
396 | } |
464 | } |
397 | if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
465 | |
|
|
466 | if (!(option & RMOPT_IRR_SPACE)) |
|
|
467 | { /* evenly spaced */ |
398 | float xpitch, ypitch; /* pitch of the onion layers */ |
468 | float xpitch, ypitch; /* pitch of the onion layers */ |
|
|
469 | |
399 | xpitch = (xsize-2.0)/(2.0*layers+1); |
470 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
400 | ypitch = (ysize-2.0)/(layers+1); |
471 | ypitch = (ysize - 2.0) / (layers + 1); |
|
|
472 | |
401 | xlocations[0] = xpitch; |
473 | xlocations[0] = xpitch; |
402 | ylocations[0] = ypitch; |
474 | ylocations[0] = ypitch; |
|
|
475 | |
403 | for(i=1;i<2*layers;i++) { |
476 | for (i = 1; i < 2 * layers; i++) |
404 | if(i < layers) xlocations[i] = xlocations[i-1] + xpitch; |
477 | { |
405 | else xlocations[i]=xsize-1; |
478 | if (i < layers) |
406 | if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; |
479 | xlocations[i] = xlocations[i - 1] + xpitch; |
407 | else ylocations[i]=ysize-1; |
480 | else |
408 | } |
481 | xlocations[i] = xsize - 1; |
409 | } |
482 | |
|
|
483 | if (i < layers) |
|
|
484 | ylocations[i] = ylocations[i - 1] + ypitch; |
|
|
485 | else |
|
|
486 | ylocations[i] = ysize - 1; |
|
|
487 | } |
410 | |
488 | } |
|
|
489 | |
411 | /* draw all the onion boxes. */ |
490 | /* draw all the onion boxes. */ |
412 | |
491 | |
413 | draw_onion(maze,xlocations,ylocations,layers); |
492 | draw_onion (maze, xlocations, ylocations, layers); |
414 | make_doors(maze,xlocations,ylocations,layers,option); |
493 | make_doors (maze, xlocations, ylocations, layers, option); |
415 | |
494 | |
|
|
495 | sfree (xlocations, 2 * layers); |
|
|
496 | sfree (ylocations, 2 * layers); |
416 | } |
497 | } |
|
|
498 | |