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Comparing deliantra/server/random_maps/room_gen_onion.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.22 by root, Fri Mar 26 01:04:44 2010 UTC

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 1.2 2006/08/29 08:01:36 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
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 24
30/* The onion room generator: 25/* The onion room generator:
31Onion rooms are like this: 26Onion rooms are like this:
32 27
33char **map_gen_onion(int xsize, int ysize, int option, int layers); 28char **map_gen_onion(int xsize, int ysize, int option, int layers);
55*/ 50*/
56 51
57 52
58#include <global.h> 53#include <global.h>
59#include <random_map.h> 54#include <random_map.h>
55#include <rproto.h>
60 56
61#ifndef MIN
62#define MIN(x,y) (((x)<(y))? (x):(y))
63#endif
64void centered_onion(char **maze, int xsize, int ysize, int option, int layers); 57static void centered_onion (char **maze, int xsize, int ysize, int option, int layers);
65void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers); 58static void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
66void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers); 59static void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
67 60
68
69void draw_onion(char **maze,float *xlocations,float *ylocations,int layers); 61static void draw_onion (char **maze, float *xlocations, float *ylocations, int layers);
70void make_doors(char **maze,float *xlocations,float *ylocations,int layers,int options); 62static void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options);
71 63
72char **map_gen_onion(int xsize, int ysize, int option, int layers) { 64void
65map_gen_onion (Layout maze, int option, int layers)
66{
73 int i,j; 67 int i, j;
74 68
75 /* allocate that array, set it up */ 69 int xsize = maze->w;
76 char **maze = (char **)calloc(sizeof(char*),xsize); 70 int ysize = maze->h;
77 for(i=0;i<xsize;i++) { 71
78 maze[i] = (char *) calloc(sizeof(char),ysize); 72 maze->clear ();
79 }
80 73
81 /* pick some random options if option = 0 */ 74 /* pick some random options if option = 0 */
82 if(option == 0) { 75 if (option == 0)
83 switch(RANDOM()%3) { 76 {
77 switch (rmg_rndm (3))
78 {
84 case 0: 79 case 0:
85 option |= OPT_CENTERED; 80 option |= RMOPT_CENTERED;
86 break; 81 break;
87 case 1: 82 case 1:
88 option |= OPT_BOTTOM_C; 83 option |= RMOPT_BOTTOM_C;
89 break; 84 break;
90 case 2: 85 case 2:
91 option |= OPT_BOTTOM_R; 86 option |= RMOPT_BOTTOM_R;
92 break; 87 break;
93 } 88 }
94 if(RANDOM()%2) option |=OPT_LINEAR; 89
95 if(RANDOM()%2) option |=OPT_IRR_SPACE; 90 if (rmg_rndm (2)) option |= RMOPT_LINEAR;
91 if (rmg_rndm (2)) option |= RMOPT_IRR_SPACE;
96 } 92 }
97 93
98 /* write the outer walls, if appropriate. */ 94 /* write the outer walls, if appropriate. */
99 if(!(option & OPT_WALL_OFF )) { 95 if (!(option & RMOPT_WALL_OFF))
100 for(i=0;i<xsize;i++) 96 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 97
106 if(option & OPT_WALLS_ONLY) return maze; 98 if (option & RMOPT_WALLS_ONLY)
99 return;
107 100
108 /* pick off the mutually exclusive options */ 101 /* pick off the mutually exclusive options */
109 if(option & OPT_BOTTOM_R) 102 if (option & RMOPT_BOTTOM_R)
110 bottom_right_centered_onion(maze,xsize,ysize,option,layers); 103 bottom_right_centered_onion (maze, xsize, ysize, option, layers);
111 else if(option & OPT_BOTTOM_C) 104 else if (option & RMOPT_BOTTOM_C)
112 bottom_centered_onion(maze,xsize,ysize,option,layers); 105 bottom_centered_onion (maze, xsize, ysize, option, layers);
113 else if(option & OPT_CENTERED) 106 else if (option & RMOPT_CENTERED)
114 centered_onion(maze,xsize,ysize,option,layers); 107 centered_onion (maze, xsize, ysize, option, layers);
115
116 return maze;
117} 108}
118 109
110static void
119void centered_onion(char **maze, int xsize, int ysize, int option, int layers) { 111centered_onion (char **maze, int xsize, int ysize, int option, int layers)
112{
120 int i,maxlayers; 113 int i, maxlayers;
121 float *xlocations;
122 float *ylocations;
123 114
124 maxlayers = (MIN(xsize,ysize)-2)/5; 115 maxlayers = (min (xsize, ysize) - 2) / 5;
125 if(!maxlayers) return; /* map too small to onionize */ 116
126 if(layers > maxlayers) layers = maxlayers; 117 if (!maxlayers)
127 if(layers == 0) layers = (RANDOM() % maxlayers)+1; 118 return; /* map too small to onionize */
128 xlocations = (float *) calloc(sizeof(float),2 * layers); 119
129 ylocations = (float *) calloc(sizeof(float),2 * layers); 120 if (layers > maxlayers)
130 121 layers = maxlayers;
131 122
123 if (layers == 0)
124 layers = rmg_rndm (maxlayers) + 1;
125
126 float *xlocations = salloc0<float> (2 * layers);
127 float *ylocations = salloc0<float> (2 * layers);
128
132 /* place all the walls */ 129 /* place all the walls */
133 if(option & OPT_IRR_SPACE) /* randomly spaced */ { 130 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
131 {
134 int x_spaces_available, y_spaces_available; 132 int x_spaces_available, y_spaces_available;
133
135 /* the "extra" spaces available for spacing between layers */ 134 /* the "extra" spaces available for spacing between layers */
136 x_spaces_available = (xsize -2) - 6*layers +1; 135 x_spaces_available = (xsize - 2) - 6 * layers + 1;
137 y_spaces_available = (ysize -2) - 6*layers +1; 136 y_spaces_available = (ysize - 2) - 6 * layers + 1;
138 137
139
140 /* pick an initial random pitch */ 138 /* pick an initial random pitch */
141 for(i=0;i<2*layers;i++) { 139 for (i = 0; i < 2 * layers; i++)
140 {
142 float xpitch=2,ypitch=2; 141 float xpitch = 2, ypitch = 2;
142
143 if(x_spaces_available>0) 143 if (x_spaces_available > 0)
144 xpitch = 2 + (RANDOM()%x_spaces_available + 144 xpitch = 2 + (rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available)) / 3;
145 RANDOM()%x_spaces_available +
146 RANDOM()%x_spaces_available)/3;
147 145
148 if(y_spaces_available>0) 146 if (y_spaces_available > 0)
149 ypitch = 2 + (RANDOM()%y_spaces_available + 147 ypitch = 2 + (rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available)) / 3;
150 RANDOM()%y_spaces_available + 148
151 RANDOM()%y_spaces_available)/3;
152 xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; 149 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
153 ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; 150 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
154 x_spaces_available-=(int) (xpitch -2); 151 x_spaces_available -= (int) (xpitch - 2);
155 y_spaces_available-=(int) (ypitch -2); 152 y_spaces_available -= (int) (ypitch - 2);
156 } 153 }
157 154
158 } 155 }
159 if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ 156
157 if (!(option & RMOPT_IRR_SPACE))
158 { /* evenly spaced */
160 float xpitch, ypitch; /* pitch of the onion layers */ 159 float xpitch, ypitch; /* pitch of the onion layers */
160
161 xpitch = (xsize-2.0)/(2.0*layers+1); 161 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
162 ypitch = (ysize-2.0)/(2.0*layers+1); 162 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
163
163 xlocations[0] = xpitch; 164 xlocations[0] = xpitch;
164 ylocations[0] = ypitch; 165 ylocations[0] = ypitch;
166
165 for(i=1;i<2*layers;i++) { 167 for (i = 1; i < 2 * layers; i++)
168 {
166 xlocations[i] = xlocations[i-1] + xpitch; 169 xlocations[i] = xlocations[i - 1] + xpitch;
167 ylocations[i] = ylocations[i-1] + ypitch; 170 ylocations[i] = ylocations[i - 1] + ypitch;
168 } 171 }
169 }
170 172 }
173
171 /* draw all the onion boxes. */ 174 /* draw all the onion boxes. */
172
173 draw_onion(maze,xlocations,ylocations,layers); 175 draw_onion (maze, xlocations, ylocations, layers);
174 make_doors(maze,xlocations,ylocations,layers,option); 176 make_doors (maze, xlocations, ylocations, layers, option);
175
176}
177 177
178 sfree (xlocations, 2 * layers);
179 sfree (ylocations, 2 * layers);
180}
181
182static void
178void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers) { 183bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
184{
179 int i,maxlayers; 185 int i, maxlayers;
180 float *xlocations;
181 float *ylocations;
182 186
183 maxlayers = (MIN(xsize,ysize)-2)/5; 187 maxlayers = (min (xsize, ysize) - 2) / 5;
184 if(!maxlayers) return; /* map too small to onionize */ 188
185 if(layers > maxlayers) layers = maxlayers; 189 if (!maxlayers)
186 if(layers == 0) layers = (RANDOM() % maxlayers)+1; 190 return; /* map too small to onionize */
187 xlocations = (float *) calloc(sizeof(float),2 * layers); 191
188 ylocations = (float *) calloc(sizeof(float),2 * layers); 192 if (layers > maxlayers)
189 193 layers = maxlayers;
190 194
195 if (layers == 0)
196 layers = rmg_rndm (maxlayers) + 1;
197
198 float *xlocations = salloc0<float> (2 * layers);
199 float *ylocations = salloc0<float> (2 * layers);
200
191 /* place all the walls */ 201 /* place all the walls */
192 if(option & OPT_IRR_SPACE) /* randomly spaced */ { 202 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
203 {
193 int x_spaces_available, y_spaces_available; 204 int x_spaces_available, y_spaces_available;
205
194 /* the "extra" spaces available for spacing between layers */ 206 /* the "extra" spaces available for spacing between layers */
195 x_spaces_available = (xsize -2) - 6*layers +1; 207 x_spaces_available = (xsize - 2) - 6 * layers + 1;
196 y_spaces_available = (ysize -2) - 3*layers +1; 208 y_spaces_available = (ysize - 2) - 3 * layers + 1;
197 209
198
199 /* pick an initial random pitch */ 210 /* pick an initial random pitch */
200 for(i=0;i<2*layers;i++) { 211 for (i = 0; i < 2 * layers; i++)
212 {
201 float xpitch=2,ypitch=2; 213 float xpitch = 2, ypitch = 2;
214
202 if(x_spaces_available>0) 215 if (x_spaces_available > 0)
203 xpitch = 2 + (RANDOM()%x_spaces_available + 216 xpitch = 2 + (rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available)) / 3;
204 RANDOM()%x_spaces_available +
205 RANDOM()%x_spaces_available)/3;
206 217
207 if(y_spaces_available>0) 218 if (y_spaces_available > 0)
208 ypitch = 2 + (RANDOM()%y_spaces_available + 219 ypitch = 2 + (rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available)) / 3;
209 RANDOM()%y_spaces_available + 220
210 RANDOM()%y_spaces_available)/3;
211 xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; 221 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
222
223 if (i < layers)
212 if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; 224 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
225 else
213 else ylocations[i] = ysize-1; 226 ylocations[i] = ysize - 1;
227
214 x_spaces_available-=(int)(xpitch -2); 228 x_spaces_available -= (int) (xpitch - 2);
215 y_spaces_available-=(int)(ypitch -2); 229 y_spaces_available -= (int) (ypitch - 2);
216 } 230 }
217
218 } 231 }
219 if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ 232
233 if (!(option & RMOPT_IRR_SPACE))
234 { /* evenly spaced */
220 float xpitch, ypitch; /* pitch of the onion layers */ 235 float xpitch, ypitch; /* pitch of the onion layers */
236
221 xpitch = (xsize-2.0)/(2.0*layers+1); 237 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
222 ypitch = (ysize-2.0)/(layers+1); 238 ypitch = (ysize - 2.0) / (layers + 1);
239
223 xlocations[0] = xpitch; 240 xlocations[0] = xpitch;
224 ylocations[0] = ypitch; 241 ylocations[0] = ypitch;
242
225 for(i=1;i<2*layers;i++) { 243 for (i = 1; i < 2 * layers; i++)
244 {
226 xlocations[i] = xlocations[i-1] + xpitch; 245 xlocations[i] = xlocations[i - 1] + xpitch;
246
247 if (i < layers)
227 if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; 248 ylocations[i] = ylocations[i - 1] + ypitch;
249 else
228 else ylocations[i]=ysize-1; 250 ylocations[i] = ysize - 1;
229 } 251 }
230 }
231 252 }
253
232 /* draw all the onion boxes. */ 254 /* draw all the onion boxes. */
233 255
234 draw_onion(maze,xlocations,ylocations,layers); 256 draw_onion (maze, xlocations, ylocations, layers);
235 make_doors(maze,xlocations,ylocations,layers,option); 257 make_doors (maze, xlocations, ylocations, layers, option);
236
237}
238 258
259 sfree (xlocations, 2 * layers);
260 sfree (ylocations, 2 * layers);
261}
239 262
240/* draw_boxes: draws the lines in the maze defining the onion layers */ 263/* draw_boxes: draws the lines in the maze defining the onion layers */
241 264static void
242void draw_onion(char **maze,float *xlocations,float *ylocations, int layers) { 265draw_onion (char **maze, float *xlocations, float *ylocations, int layers)
266{
243 int i,j,l; 267 int i, j, l;
244 268
245 for(l=0;l<layers;l++) { 269 for (l = 0; l < layers; l++)
270 {
246 int x1,x2,y1,y2; 271 int x1, x2, y1, y2;
272
247 /* horizontal segments */ 273 /* horizontal segments */
248 y1 = (int)ylocations[l]; 274 y1 = (int) ylocations[l];
249 y2 = (int)ylocations[2*layers -l-1]; 275 y2 = (int) ylocations[2 * layers - l - 1];
250 for(i=(int)xlocations[l];i<=(int)xlocations[2*layers -l -1];i++) { 276 for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++)
277 {
251 maze[i][y1] = '#'; 278 maze[i][y1] = '#';
252 maze[i][y2] = '#'; 279 maze[i][y2] = '#';
253 } 280 }
254 281
255 /* vertical segments */ 282 /* vertical segments */
256 x1 = (int)xlocations[l]; 283 x1 = (int) xlocations[l];
257 x2 = (int)xlocations[2*layers-l-1]; 284 x2 = (int) xlocations[2 * layers - l - 1];
258 for(j=(int)ylocations[l];j<=(int)ylocations[2*layers -l -1];j++) { 285 for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++)
286 {
259 maze[x1][j] = '#'; 287 maze[x1][j] = '#';
260 maze[x2][j] = '#'; 288 maze[x2][j] = '#';
261 } 289 }
262 290
263 } 291 }
264} 292}
265 293
294static void
266void make_doors(char **maze, float *xlocations,float *ylocations,int layers,int options) { 295make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options)
296{
267 int freedoms; /* number of different walls on which we could place a door */ 297 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 */ 298 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
269 int l,x1=0,x2,y1=0,y2; 299 int l, x1 = 0, x2, y1 = 0, y2;
300
270 freedoms = 4; /* centered */ 301 freedoms = 4; /* centered */
302
271 if(options & OPT_BOTTOM_C) freedoms=3; 303 if (options & RMOPT_BOTTOM_C)
304 freedoms = 3;
305
272 if(options & OPT_BOTTOM_R) freedoms=2; 306 if (options & RMOPT_BOTTOM_R)
307 freedoms = 2;
308
273 if(layers<= 0) return; 309 if (layers <= 0)
310 return;
311
274 /* pick which wall will have a door. */ 312 /* pick which wall will have a door. */
275 which_wall = RANDOM() %freedoms + 1; 313 which_wall = rmg_rndm (freedoms) + 1;
276 for(l=0;l<layers;l++) { 314 for (l = 0; l < layers; l++)
277 if(options & OPT_LINEAR) { /* linear door placement. */ 315 {
316 if (options & RMOPT_LINEAR)
317 { /* linear door placement. */
278 switch(which_wall) { 318 switch (which_wall)
319 {
320 case 1:
279 case 1: { /* left hand wall */ 321 { /* left hand wall */
280 x1 = (int)xlocations[l]; 322 x1 = (int) xlocations[l];
281 y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); 323 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
282 break;
283 } 324 break;
325 }
326 case 2:
284 case 2: { /* top wall placement */ 327 { /* top wall placement */
285 x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2); 328 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
286 y1 = (int)ylocations[l]; 329 y1 = (int) ylocations[l];
287 break;
288 } 330 break;
331 }
332 case 3:
289 case 3: { /* right wall placement */ 333 { /* right wall placement */
290 x1 = (int)xlocations[2*layers-l-1]; 334 x1 = (int) xlocations[2 * layers - l - 1];
291 y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); 335 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
292 break;
293 } 336 break;
337 }
338 case 4:
294 case 4: { /* bottom wall placement */ 339 { /* bottom wall placement */
295 x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2); 340 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
296 y1 = (int)ylocations[2*layers -l -1]; 341 y1 = (int) ylocations[2 * layers - l - 1];
342 break;
297 break; 343 }
298 } 344 }
299 }
300 } 345 }
301 else { /* random door placement. */ 346 else
302 which_wall=RANDOM()%freedoms + 1; 347 { /* random door placement. */
348 which_wall = rmg_rndm (freedoms) + 1;
303 switch(which_wall) { 349 switch (which_wall)
350 {
351 case 1:
304 case 1: { /* left hand wall */ 352 { /* left hand wall */
305 x1 = (int)xlocations[l]; 353 x1 = (int) xlocations[l];
306 y2 = (int) (ylocations[2*layers-l-1]-ylocations[l]-1); 354 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
355 if (y2 > 0)
307 if(y2 > 0) y1 = (int) (ylocations[l]+RANDOM() %y2 + 1); 356 y1 = (int) (ylocations[l] + rmg_rndm (y2) + 1);
357 else
308 else y1 = (int) (ylocations[l]+1); 358 y1 = (int) (ylocations[l] + 1);
309 break;
310 } 359 break;
360 }
361 case 2:
311 case 2: { /* top wall placement */ 362 { /* top wall placement */
312 x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1; 363 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
364 if (x2 > 0)
313 if (x2 > 0) x1 = (int) (xlocations[l]+RANDOM()%x2 + 1); 365 x1 = (int) (xlocations[l] + rmg_rndm (x2) + 1);
366 else
314 else x1 = (int) (xlocations[l]+1); 367 x1 = (int) (xlocations[l] + 1);
315 y1 = (int)ylocations[l]; 368 y1 = (int) ylocations[l];
316 break;
317 } 369 break;
370 }
371 case 3:
318 case 3: { /* right wall placement */ 372 { /* right wall placement */
319 x1 = (int)xlocations[2*layers-l-1]; 373 x1 = (int) xlocations[2 * layers - l - 1];
320 y2 = (int)( (-ylocations[l] + ylocations[2*layers-l-1]))-1; 374 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
375 if (y2 > 0)
321 if(y2 > 0) y1 = (int) (ylocations[l]+RANDOM() %y2 + 1); 376 y1 = (int) (ylocations[l] + rmg_rndm (y2) + 1);
377 else
322 else y1 = (int) (ylocations[l]+1); 378 y1 = (int) (ylocations[l] + 1);
323 379
324 break;
325 } 380 break;
381 }
382 case 4:
326 case 4: { /* bottom wall placement */ 383 { /* bottom wall placement */
327 x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1; 384 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
385 if (x2 > 0)
328 if (x2 > 0) x1 = (int) (xlocations[l]+RANDOM()%x2 + 1); 386 x1 = (int) (xlocations[l] + rmg_rndm (x2) + 1);
387 else
329 else x1 = (int) (xlocations[l]+1); 388 x1 = (int) (xlocations[l] + 1);
330 y1 = (int)ylocations[2*layers-l-1]; 389 y1 = (int) ylocations[2 * layers - l - 1];
331 break;
332 } 390 break;
333 391 }
392
334 } 393 }
335 } 394 }
395
336 if(options & OPT_NO_DOORS) 396 if (options & RMOPT_NO_DOORS)
337 maze[x1][y1] = '#'; /* no door. */ 397 maze[x1][y1] = '#'; /* no door. */
338 else 398 else
339 maze[x1][y1] = 'D'; /* write the door */ 399 maze[x1][y1] = 'D'; /* write the door */
340 400
341 } 401 }
342 /* mark the center of the maze with a C */ 402 /* mark the center of the maze with a C */
343 l = layers -1; 403 l = layers - 1;
344 x1 = (int) (xlocations[l] + xlocations[2*layers -l -1])/2; 404 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
345 y1 = (int) (ylocations[l] + ylocations[2*layers -l -1])/2; 405 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
406
346 maze[x1][y1] = 'C'; 407 maze[x1][y1] = 'C';
347
348 /* not needed anymore */
349 free(xlocations);
350 free(ylocations);
351
352} 408}
353 409
410static void
354void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers){ 411bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
412{
355 int i,maxlayers; 413 int i, maxlayers;
356 float *xlocations;
357 float *ylocations;
358 414
359 maxlayers = (MIN(xsize,ysize)-2)/5; 415 maxlayers = (min (xsize, ysize) - 2) / 5;
360 if(!maxlayers) return; /* map too small to onionize */ 416
361 if(layers > maxlayers) layers = maxlayers; 417 if (!maxlayers)
362 if(layers == 0) layers = (RANDOM() % maxlayers)+1; 418 return; /* map too small to onionize */
363 xlocations = (float *) calloc(sizeof(float),2 * layers); 419
364 ylocations = (float *) calloc(sizeof(float),2 * layers); 420 if (layers > maxlayers)
365 421 layers = maxlayers;
366 422
423 if (layers == 0)
424 layers = rmg_rndm (maxlayers) + 1;
425
426 float *xlocations = salloc0<float> (2 * layers);
427 float *ylocations = salloc0<float> (2 * layers);
428
367 /* place all the walls */ 429 /* place all the walls */
368 if(option & OPT_IRR_SPACE) /* randomly spaced */ { 430 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
431 {
369 int x_spaces_available, y_spaces_available; 432 int x_spaces_available, y_spaces_available;
433
370 /* the "extra" spaces available for spacing between layers */ 434 /* the "extra" spaces available for spacing between layers */
371 x_spaces_available = (xsize -2) - 3*layers +1; 435 x_spaces_available = (xsize - 2) - 3 * layers + 1;
372 y_spaces_available = (ysize -2) - 3*layers +1; 436 y_spaces_available = (ysize - 2) - 3 * layers + 1;
373 437
374 438
375 /* pick an initial random pitch */ 439 /* pick an initial random pitch */
376 for(i=0;i<2*layers;i++) { 440 for (i = 0; i < 2 * layers; i++)
441 {
377 float xpitch=2,ypitch=2; 442 float xpitch = 2, ypitch = 2;
443
378 if(x_spaces_available>0) 444 if (x_spaces_available > 0)
379 xpitch = 2 + (RANDOM()%x_spaces_available + 445 xpitch = 2 + (rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available)) / 3;
380 RANDOM()%x_spaces_available +
381 RANDOM()%x_spaces_available)/3;
382 446
383 if(y_spaces_available>0) 447 if (y_spaces_available > 0)
384 ypitch = 2 + (RANDOM()%y_spaces_available + 448 ypitch = 2 + (rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available)) / 3;
385 RANDOM()%y_spaces_available + 449
386 RANDOM()%y_spaces_available)/3; 450 if (i < layers)
387 if(i < layers) xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; 451 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
452 else
388 else xlocations[i] = xsize-1; 453 xlocations[i] = xsize - 1;
389 454
455 if (i < layers)
390 if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; 456 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
457 else
391 else ylocations[i] = ysize-1; 458 ylocations[i] = ysize - 1;
459
392 x_spaces_available-=(int)(xpitch -2); 460 x_spaces_available -= (int) (xpitch - 2);
393 y_spaces_available-=(int)(ypitch -2); 461 y_spaces_available -= (int) (ypitch - 2);
394 } 462 }
395
396 } 463 }
397 if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ 464
465 if (!(option & RMOPT_IRR_SPACE))
466 { /* evenly spaced */
398 float xpitch, ypitch; /* pitch of the onion layers */ 467 float xpitch, ypitch; /* pitch of the onion layers */
468
399 xpitch = (xsize-2.0)/(2.0*layers+1); 469 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
400 ypitch = (ysize-2.0)/(layers+1); 470 ypitch = (ysize - 2.0) / (layers + 1);
471
401 xlocations[0] = xpitch; 472 xlocations[0] = xpitch;
402 ylocations[0] = ypitch; 473 ylocations[0] = ypitch;
474
403 for(i=1;i<2*layers;i++) { 475 for (i = 1; i < 2 * layers; i++)
476 {
477 if (i < layers)
404 if(i < layers) xlocations[i] = xlocations[i-1] + xpitch; 478 xlocations[i] = xlocations[i - 1] + xpitch;
479 else
405 else xlocations[i]=xsize-1; 480 xlocations[i] = xsize - 1;
481
482 if (i < layers)
406 if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; 483 ylocations[i] = ylocations[i - 1] + ypitch;
484 else
407 else ylocations[i]=ysize-1; 485 ylocations[i] = ysize - 1;
408 } 486 }
409 }
410 487 }
488
411 /* draw all the onion boxes. */ 489 /* draw all the onion boxes. */
412 490
413 draw_onion(maze,xlocations,ylocations,layers); 491 draw_onion (maze, xlocations, ylocations, layers);
414 make_doors(maze,xlocations,ylocations,layers,option); 492 make_doors (maze, xlocations, ylocations, layers, option);
415 493
494 sfree (xlocations, 2 * layers);
495 sfree (ylocations, 2 * layers);
416} 496}
497

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