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/cvs/deliantra/server/random_maps/room_gen_onion.C
Revision: 1.10
Committed: Sat Jan 27 02:19:37 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0, rel-2_1
Changes since 1.9: +24 -17 lines
Log Message:
- experimentall.y determine minimum random map size (12)
- harden random map generator by stresstesting
- reduced codesize while increasing readability (RANDOM => rndm)
- fixed a likely unimportant bug in random_roll64
- possibly broke lots of code

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
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>
23 */
24
25
26 /* The onion room generator:
27 Onion rooms are like this:
28
29 char **map_gen_onion(int xsize, int ysize, int option, int layers);
30
31 like this:
32 regular random
33 centered, linear onion bottom/right centered, nonlinear
34
35 ######################### #########################
36 # # # #
37 # ######## ########## # # #####################
38 # # # # # # #
39 # # ###### ######## # # # # #
40 # # # # # # # # ######## ########
41 # # # #### ###### # # # # # # #
42 # # # # # # # # # # # #
43 # # # ############ # # # # # # ########### ##
44 # # # # # # # # # # #
45 # # ################ # # # # # # #########
46 # # # # # # # # #
47 # #################### # # # # # #
48 # # # # # # # #
49 ######################### #########################
50
51 */
52
53
54 #include <global.h>
55 #include <random_map.h>
56
57 #ifndef MIN
58 # define MIN(x,y) (((x)<(y))? (x):(y))
59 #endif
60 void centered_onion (char **maze, int xsize, int ysize, int option, int layers);
61 void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
62 void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
63
64
65 void draw_onion (char **maze, float *xlocations, float *ylocations, int layers);
66 void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options);
67
68 char **
69 map_gen_onion (int xsize, int ysize, int option, int layers)
70 {
71 int i, j;
72
73 /* allocate that array, set it up */
74 char **maze = (char **) calloc (sizeof (char *), xsize);
75
76 for (i = 0; i < xsize; i++)
77 {
78 maze[i] = (char *) calloc (sizeof (char), ysize);
79 }
80
81 /* pick some random options if option = 0 */
82 if (option == 0)
83 {
84 switch (rndm (3))
85 {
86 case 0:
87 option |= RMOPT_CENTERED;
88 break;
89 case 1:
90 option |= RMOPT_BOTTOM_C;
91 break;
92 case 2:
93 option |= RMOPT_BOTTOM_R;
94 break;
95 }
96 if (rndm (2))
97 option |= RMOPT_LINEAR;
98 if (rndm (2))
99 option |= RMOPT_IRR_SPACE;
100 }
101
102 /* write the outer walls, if appropriate. */
103 if (!(option & RMOPT_WALL_OFF))
104 {
105 for (i = 0; i < xsize; i++)
106 maze[i][0] = maze[i][ysize - 1] = '#';
107 for (j = 0; j < ysize; j++)
108 maze[0][j] = maze[xsize - 1][j] = '#';
109 };
110
111 if (option & RMOPT_WALLS_ONLY)
112 return maze;
113
114 /* pick off the mutually exclusive options */
115 if (option & RMOPT_BOTTOM_R)
116 bottom_right_centered_onion (maze, xsize, ysize, option, layers);
117 else if (option & RMOPT_BOTTOM_C)
118 bottom_centered_onion (maze, xsize, ysize, option, layers);
119 else if (option & RMOPT_CENTERED)
120 centered_onion (maze, xsize, ysize, option, layers);
121
122 return maze;
123 }
124
125 void
126 centered_onion (char **maze, int xsize, int ysize, int option, int layers)
127 {
128 int i, maxlayers;
129 float *xlocations;
130 float *ylocations;
131
132 maxlayers = (MIN (xsize, ysize) - 2) / 5;
133 if (!maxlayers)
134 return; /* map too small to onionize */
135
136 if (layers > maxlayers)
137 layers = maxlayers;
138
139 if (layers == 0)
140 layers = rndm (maxlayers) + 1;
141
142 xlocations = (float *) calloc (sizeof (float), 2 * layers);
143 ylocations = (float *) calloc (sizeof (float), 2 * layers);
144
145 /* place all the walls */
146 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
147 {
148 int x_spaces_available, y_spaces_available;
149
150 /* the "extra" spaces available for spacing between layers */
151 x_spaces_available = (xsize - 2) - 6 * layers + 1;
152 y_spaces_available = (ysize - 2) - 6 * layers + 1;
153
154
155 /* pick an initial random pitch */
156 for (i = 0; i < 2 * layers; i++)
157 {
158 float xpitch = 2, ypitch = 2;
159
160 if (x_spaces_available > 0)
161 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
162
163 if (y_spaces_available > 0)
164 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
165
166 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
167 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
168 x_spaces_available -= (int) (xpitch - 2);
169 y_spaces_available -= (int) (ypitch - 2);
170 }
171
172 }
173 if (!(option & RMOPT_IRR_SPACE))
174 { /* evenly spaced */
175 float xpitch, ypitch; /* pitch of the onion layers */
176
177 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
178 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
179 xlocations[0] = xpitch;
180 ylocations[0] = ypitch;
181 for (i = 1; i < 2 * layers; i++)
182 {
183 xlocations[i] = xlocations[i - 1] + xpitch;
184 ylocations[i] = ylocations[i - 1] + ypitch;
185 }
186 }
187
188 /* draw all the onion boxes. */
189
190 draw_onion (maze, xlocations, ylocations, layers);
191 make_doors (maze, xlocations, ylocations, layers, option);
192
193 }
194
195 void
196 bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
197 {
198 int i, maxlayers;
199 float *xlocations;
200 float *ylocations;
201
202 maxlayers = (MIN (xsize, ysize) - 2) / 5;
203 if (!maxlayers)
204 return; /* map too small to onionize */
205 if (layers > maxlayers)
206 layers = maxlayers;
207 if (layers == 0)
208 layers = rndm (maxlayers) + 1;
209 xlocations = (float *) calloc (sizeof (float), 2 * layers);
210 ylocations = (float *) calloc (sizeof (float), 2 * layers);
211
212
213 /* place all the walls */
214 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
215 {
216 int x_spaces_available, y_spaces_available;
217
218 /* the "extra" spaces available for spacing between layers */
219 x_spaces_available = (xsize - 2) - 6 * layers + 1;
220 y_spaces_available = (ysize - 2) - 3 * layers + 1;
221
222
223 /* pick an initial random pitch */
224 for (i = 0; i < 2 * layers; i++)
225 {
226 float xpitch = 2, ypitch = 2;
227
228 if (x_spaces_available > 0)
229 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
230
231 if (y_spaces_available > 0)
232 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
233
234 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
235 if (i < layers)
236 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
237 else
238 ylocations[i] = ysize - 1;
239
240 x_spaces_available -= (int) (xpitch - 2);
241 y_spaces_available -= (int) (ypitch - 2);
242 }
243
244 }
245 if (!(option & RMOPT_IRR_SPACE))
246 { /* evenly spaced */
247 float xpitch, ypitch; /* pitch of the onion layers */
248
249 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
250 ypitch = (ysize - 2.0) / (layers + 1);
251 xlocations[0] = xpitch;
252 ylocations[0] = ypitch;
253 for (i = 1; i < 2 * layers; i++)
254 {
255 xlocations[i] = xlocations[i - 1] + xpitch;
256 if (i < layers)
257 ylocations[i] = ylocations[i - 1] + ypitch;
258 else
259 ylocations[i] = ysize - 1;
260 }
261 }
262
263 /* draw all the onion boxes. */
264
265 draw_onion (maze, xlocations, ylocations, layers);
266 make_doors (maze, xlocations, ylocations, layers, option);
267
268 }
269
270
271 /* draw_boxes: draws the lines in the maze defining the onion layers */
272
273 void
274 draw_onion (char **maze, float *xlocations, float *ylocations, int layers)
275 {
276 int i, j, l;
277
278 for (l = 0; l < layers; l++)
279 {
280 int x1, x2, y1, y2;
281
282 /* horizontal segments */
283 y1 = (int) ylocations[l];
284 y2 = (int) ylocations[2 * layers - l - 1];
285 for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++)
286 {
287 maze[i][y1] = '#';
288 maze[i][y2] = '#';
289 }
290
291 /* vertical segments */
292 x1 = (int) xlocations[l];
293 x2 = (int) xlocations[2 * layers - l - 1];
294 for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++)
295 {
296 maze[x1][j] = '#';
297 maze[x2][j] = '#';
298 }
299
300 }
301 }
302
303 void
304 make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options)
305 {
306 int freedoms; /* number of different walls on which we could place a door */
307 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
308 int l, x1 = 0, x2, y1 = 0, y2;
309
310 freedoms = 4; /* centered */
311 if (options & RMOPT_BOTTOM_C)
312 freedoms = 3;
313 if (options & RMOPT_BOTTOM_R)
314 freedoms = 2;
315 if (layers <= 0)
316 return;
317
318 /* pick which wall will have a door. */
319 which_wall = rndm (freedoms) + 1;
320 for (l = 0; l < layers; l++)
321 {
322 if (options & RMOPT_LINEAR)
323 { /* linear door placement. */
324 switch (which_wall)
325 {
326 case 1:
327 { /* left hand wall */
328 x1 = (int) xlocations[l];
329 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
330 break;
331 }
332 case 2:
333 { /* top wall placement */
334 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
335 y1 = (int) ylocations[l];
336 break;
337 }
338 case 3:
339 { /* right wall placement */
340 x1 = (int) xlocations[2 * layers - l - 1];
341 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
342 break;
343 }
344 case 4:
345 { /* bottom wall placement */
346 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
347 y1 = (int) ylocations[2 * layers - l - 1];
348 break;
349 }
350 }
351 }
352 else
353 { /* random door placement. */
354 which_wall = rndm (freedoms) + 1;
355 switch (which_wall)
356 {
357 case 1:
358 { /* left hand wall */
359 x1 = (int) xlocations[l];
360 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
361 if (y2 > 0)
362 y1 = (int) (ylocations[l] + rndm (y2) + 1);
363 else
364 y1 = (int) (ylocations[l] + 1);
365 break;
366 }
367 case 2:
368 { /* top wall placement */
369 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
370 if (x2 > 0)
371 x1 = (int) (xlocations[l] + rndm (x2) + 1);
372 else
373 x1 = (int) (xlocations[l] + 1);
374 y1 = (int) ylocations[l];
375 break;
376 }
377 case 3:
378 { /* right wall placement */
379 x1 = (int) xlocations[2 * layers - l - 1];
380 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
381 if (y2 > 0)
382 y1 = (int) (ylocations[l] + rndm (y2) + 1);
383 else
384 y1 = (int) (ylocations[l] + 1);
385
386 break;
387 }
388 case 4:
389 { /* bottom wall placement */
390 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
391 if (x2 > 0)
392 x1 = (int) (xlocations[l] + rndm (x2) + 1);
393 else
394 x1 = (int) (xlocations[l] + 1);
395 y1 = (int) ylocations[2 * layers - l - 1];
396 break;
397 }
398
399 }
400 }
401 if (options & RMOPT_NO_DOORS)
402 maze[x1][y1] = '#'; /* no door. */
403 else
404 maze[x1][y1] = 'D'; /* write the door */
405
406 }
407 /* mark the center of the maze with a C */
408 l = layers - 1;
409 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
410 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
411 maze[x1][y1] = 'C';
412
413 /* not needed anymore */
414 free (xlocations);
415 free (ylocations);
416
417 }
418
419 void
420 bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
421 {
422 int i, maxlayers;
423 float *xlocations;
424 float *ylocations;
425
426 maxlayers = (MIN (xsize, ysize) - 2) / 5;
427 if (!maxlayers)
428 return; /* map too small to onionize */
429 if (layers > maxlayers)
430 layers = maxlayers;
431 if (layers == 0)
432 layers = rndm (maxlayers) + 1;
433
434 xlocations = (float *) calloc (sizeof (float), 2 * layers);
435 ylocations = (float *) calloc (sizeof (float), 2 * layers);
436
437 /* place all the walls */
438 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
439 {
440 int x_spaces_available, y_spaces_available;
441
442 /* the "extra" spaces available for spacing between layers */
443 x_spaces_available = (xsize - 2) - 3 * layers + 1;
444 y_spaces_available = (ysize - 2) - 3 * layers + 1;
445
446
447 /* pick an initial random pitch */
448 for (i = 0; i < 2 * layers; i++)
449 {
450 float xpitch = 2, ypitch = 2;
451
452 if (x_spaces_available > 0)
453 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
454
455 if (y_spaces_available > 0)
456 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
457
458 if (i < layers)
459 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
460 else
461 xlocations[i] = xsize - 1;
462
463 if (i < layers)
464 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
465 else
466 ylocations[i] = ysize - 1;
467 x_spaces_available -= (int) (xpitch - 2);
468 y_spaces_available -= (int) (ypitch - 2);
469 }
470
471 }
472 if (!(option & RMOPT_IRR_SPACE))
473 { /* evenly spaced */
474 float xpitch, ypitch; /* pitch of the onion layers */
475
476 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
477 ypitch = (ysize - 2.0) / (layers + 1);
478 xlocations[0] = xpitch;
479 ylocations[0] = ypitch;
480 for (i = 1; i < 2 * layers; i++)
481 {
482 if (i < layers)
483 xlocations[i] = xlocations[i - 1] + xpitch;
484 else
485 xlocations[i] = xsize - 1;
486 if (i < layers)
487 ylocations[i] = ylocations[i - 1] + ypitch;
488 else
489 ylocations[i] = ysize - 1;
490 }
491 }
492
493 /* draw all the onion boxes. */
494
495 draw_onion (maze, xlocations, ylocations, layers);
496 make_doors (maze, xlocations, ylocations, layers, option);
497
498 }