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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* The onion room generator: |
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Onion rooms are like this: |
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|
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char **map_gen_onion(int xsize, int ysize, int option, int layers); |
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|
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like this: |
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regular random |
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centered, linear onion bottom/right centered, nonlinear |
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|
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######################### ######################### |
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# # # # |
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# ######## ########## # # ##################### |
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# # # # # # # |
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# # ###### ######## # # # # # |
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# # # # # # # # ######## ######## |
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# # # #### ###### # # # # # # # |
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# # # # # # # # # # # # |
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# # # ############ # # # # # # ########### ## |
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# # # # # # # # # # # |
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# # ################ # # # # # # ######### |
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# # # # # # # # # |
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# #################### # # # # # # |
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# # # # # # # # |
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######################### ######################### |
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|
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*/ |
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|
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|
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#include <global.h> |
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#include <random_map.h> |
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|
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#ifndef MIN |
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# define MIN(x,y) (((x)<(y))? (x):(y)) |
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#endif |
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void centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
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void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
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void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
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|
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void draw_onion (char **maze, float *xlocations, float *ylocations, int layers); |
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void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options); |
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|
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void |
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map_gen_onion (Layout maze, int option, int layers) |
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{ |
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int i, j; |
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|
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int xsize = maze->w; |
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int ysize = maze->h; |
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|
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maze->clear (); |
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|
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/* pick some random options if option = 0 */ |
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if (option == 0) |
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{ |
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switch (rmg_rndm (3)) |
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{ |
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case 0: |
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option |= RMOPT_CENTERED; |
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break; |
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case 1: |
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option |= RMOPT_BOTTOM_C; |
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break; |
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case 2: |
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option |= RMOPT_BOTTOM_R; |
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break; |
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} |
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|
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if (rmg_rndm (2)) option |= RMOPT_LINEAR; |
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if (rmg_rndm (2)) option |= RMOPT_IRR_SPACE; |
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} |
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|
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/* write the outer walls, if appropriate. */ |
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if (!(option & RMOPT_WALL_OFF)) |
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maze->border (); |
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|
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if (option & RMOPT_WALLS_ONLY) |
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return; |
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|
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/* pick off the mutually exclusive options */ |
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if (option & RMOPT_BOTTOM_R) |
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bottom_right_centered_onion (maze, xsize, ysize, option, layers); |
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else if (option & RMOPT_BOTTOM_C) |
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bottom_centered_onion (maze, xsize, ysize, option, layers); |
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else if (option & RMOPT_CENTERED) |
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centered_onion (maze, xsize, ysize, option, layers); |
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} |
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|
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void |
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centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
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{ |
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int i, maxlayers; |
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|
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maxlayers = (MIN (xsize, ysize) - 2) / 5; |
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|
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if (!maxlayers) |
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return; /* map too small to onionize */ |
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|
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if (layers > maxlayers) |
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layers = maxlayers; |
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|
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if (layers == 0) |
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layers = rmg_rndm (maxlayers) + 1; |
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|
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float *xlocations = salloc0<float> (2 * layers); |
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float *ylocations = salloc0<float> (2 * layers); |
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|
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/* place all the walls */ |
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if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
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{ |
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int x_spaces_available, y_spaces_available; |
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|
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/* the "extra" spaces available for spacing between layers */ |
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x_spaces_available = (xsize - 2) - 6 * layers + 1; |
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y_spaces_available = (ysize - 2) - 6 * layers + 1; |
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|
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/* pick an initial random pitch */ |
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for (i = 0; i < 2 * layers; i++) |
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{ |
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float xpitch = 2, ypitch = 2; |
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|
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if (x_spaces_available > 0) |
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xpitch = 2 + (rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available)) / 3; |
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|
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if (y_spaces_available > 0) |
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ypitch = 2 + (rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available)) / 3; |
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|
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xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
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ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
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x_spaces_available -= (int) (xpitch - 2); |
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y_spaces_available -= (int) (ypitch - 2); |
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} |
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|
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} |
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|
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if (!(option & RMOPT_IRR_SPACE)) |
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{ /* evenly spaced */ |
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float xpitch, ypitch; /* pitch of the onion layers */ |
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|
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xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
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ypitch = (ysize - 2.0) / (2.0 * layers + 1); |
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|
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xlocations[0] = xpitch; |
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ylocations[0] = ypitch; |
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|
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for (i = 1; i < 2 * layers; i++) |
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{ |
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xlocations[i] = xlocations[i - 1] + xpitch; |
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ylocations[i] = ylocations[i - 1] + ypitch; |
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} |
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} |
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|
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/* draw all the onion boxes. */ |
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draw_onion (maze, xlocations, ylocations, layers); |
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make_doors (maze, xlocations, ylocations, layers, option); |
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|
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sfree (xlocations, 2 * layers); |
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sfree (ylocations, 2 * layers); |
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} |
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|
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void |
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bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
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{ |
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int i, maxlayers; |
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|
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maxlayers = (MIN (xsize, ysize) - 2) / 5; |
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|
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if (!maxlayers) |
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return; /* map too small to onionize */ |
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|
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if (layers > maxlayers) |
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layers = maxlayers; |
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|
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if (layers == 0) |
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layers = rmg_rndm (maxlayers) + 1; |
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|
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float *xlocations = salloc0<float> (2 * layers); |
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float *ylocations = salloc0<float> (2 * layers); |
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|
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/* place all the walls */ |
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if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
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{ |
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int x_spaces_available, y_spaces_available; |
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|
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/* the "extra" spaces available for spacing between layers */ |
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x_spaces_available = (xsize - 2) - 6 * layers + 1; |
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y_spaces_available = (ysize - 2) - 3 * layers + 1; |
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|
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/* pick an initial random pitch */ |
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for (i = 0; i < 2 * layers; i++) |
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{ |
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float xpitch = 2, ypitch = 2; |
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|
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if (x_spaces_available > 0) |
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xpitch = 2 + (rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available)) / 3; |
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|
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if (y_spaces_available > 0) |
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ypitch = 2 + (rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available)) / 3; |
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|
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xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
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|
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if (i < layers) |
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ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
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else |
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ylocations[i] = ysize - 1; |
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|
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x_spaces_available -= (int) (xpitch - 2); |
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y_spaces_available -= (int) (ypitch - 2); |
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} |
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} |
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|
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if (!(option & RMOPT_IRR_SPACE)) |
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{ /* evenly spaced */ |
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float xpitch, ypitch; /* pitch of the onion layers */ |
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|
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xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
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ypitch = (ysize - 2.0) / (layers + 1); |
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|
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xlocations[0] = xpitch; |
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ylocations[0] = ypitch; |
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|
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for (i = 1; i < 2 * layers; i++) |
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{ |
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xlocations[i] = xlocations[i - 1] + xpitch; |
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|
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if (i < layers) |
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ylocations[i] = ylocations[i - 1] + ypitch; |
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else |
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ylocations[i] = ysize - 1; |
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} |
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} |
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|
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/* draw all the onion boxes. */ |
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|
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draw_onion (maze, xlocations, ylocations, layers); |
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make_doors (maze, xlocations, ylocations, layers, option); |
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|
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sfree (xlocations, 2 * layers); |
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sfree (ylocations, 2 * layers); |
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} |
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|
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/* draw_boxes: draws the lines in the maze defining the onion layers */ |
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void |
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draw_onion (char **maze, float *xlocations, float *ylocations, int layers) |
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{ |
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int i, j, l; |
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|
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for (l = 0; l < layers; l++) |
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{ |
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int x1, x2, y1, y2; |
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|
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/* horizontal segments */ |
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y1 = (int) ylocations[l]; |
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y2 = (int) ylocations[2 * layers - l - 1]; |
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for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++) |
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{ |
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maze[i][y1] = '#'; |
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maze[i][y2] = '#'; |
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} |
283 |
|
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/* vertical segments */ |
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x1 = (int) xlocations[l]; |
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x2 = (int) xlocations[2 * layers - l - 1]; |
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for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++) |
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{ |
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maze[x1][j] = '#'; |
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maze[x2][j] = '#'; |
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} |
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|
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} |
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} |
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|
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void |
297 |
make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options) |
298 |
{ |
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int freedoms; /* number of different walls on which we could place a door */ |
300 |
int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
301 |
int l, x1 = 0, x2, y1 = 0, y2; |
302 |
|
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freedoms = 4; /* centered */ |
304 |
|
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if (options & RMOPT_BOTTOM_C) |
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freedoms = 3; |
307 |
|
308 |
if (options & RMOPT_BOTTOM_R) |
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freedoms = 2; |
310 |
|
311 |
if (layers <= 0) |
312 |
return; |
313 |
|
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/* pick which wall will have a door. */ |
315 |
which_wall = rmg_rndm (freedoms) + 1; |
316 |
for (l = 0; l < layers; l++) |
317 |
{ |
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if (options & RMOPT_LINEAR) |
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{ /* linear door placement. */ |
320 |
switch (which_wall) |
321 |
{ |
322 |
case 1: |
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{ /* left hand wall */ |
324 |
x1 = (int) xlocations[l]; |
325 |
y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
326 |
break; |
327 |
} |
328 |
case 2: |
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{ /* top wall placement */ |
330 |
x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
331 |
y1 = (int) ylocations[l]; |
332 |
break; |
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} |
334 |
case 3: |
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{ /* right wall placement */ |
336 |
x1 = (int) xlocations[2 * layers - l - 1]; |
337 |
y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
338 |
break; |
339 |
} |
340 |
case 4: |
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{ /* bottom wall placement */ |
342 |
x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
343 |
y1 = (int) ylocations[2 * layers - l - 1]; |
344 |
break; |
345 |
} |
346 |
} |
347 |
} |
348 |
else |
349 |
{ /* random door placement. */ |
350 |
which_wall = rmg_rndm (freedoms) + 1; |
351 |
switch (which_wall) |
352 |
{ |
353 |
case 1: |
354 |
{ /* left hand wall */ |
355 |
x1 = (int) xlocations[l]; |
356 |
y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); |
357 |
if (y2 > 0) |
358 |
y1 = (int) (ylocations[l] + rmg_rndm (y2) + 1); |
359 |
else |
360 |
y1 = (int) (ylocations[l] + 1); |
361 |
break; |
362 |
} |
363 |
case 2: |
364 |
{ /* top wall placement */ |
365 |
x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
366 |
if (x2 > 0) |
367 |
x1 = (int) (xlocations[l] + rmg_rndm (x2) + 1); |
368 |
else |
369 |
x1 = (int) (xlocations[l] + 1); |
370 |
y1 = (int) ylocations[l]; |
371 |
break; |
372 |
} |
373 |
case 3: |
374 |
{ /* right wall placement */ |
375 |
x1 = (int) xlocations[2 * layers - l - 1]; |
376 |
y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; |
377 |
if (y2 > 0) |
378 |
y1 = (int) (ylocations[l] + rmg_rndm (y2) + 1); |
379 |
else |
380 |
y1 = (int) (ylocations[l] + 1); |
381 |
|
382 |
break; |
383 |
} |
384 |
case 4: |
385 |
{ /* bottom wall placement */ |
386 |
x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
387 |
if (x2 > 0) |
388 |
x1 = (int) (xlocations[l] + rmg_rndm (x2) + 1); |
389 |
else |
390 |
x1 = (int) (xlocations[l] + 1); |
391 |
y1 = (int) ylocations[2 * layers - l - 1]; |
392 |
break; |
393 |
} |
394 |
|
395 |
} |
396 |
} |
397 |
|
398 |
if (options & RMOPT_NO_DOORS) |
399 |
maze[x1][y1] = '#'; /* no door. */ |
400 |
else |
401 |
maze[x1][y1] = 'D'; /* write the door */ |
402 |
|
403 |
} |
404 |
/* mark the center of the maze with a C */ |
405 |
l = layers - 1; |
406 |
x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2; |
407 |
y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2; |
408 |
|
409 |
maze[x1][y1] = 'C'; |
410 |
} |
411 |
|
412 |
void |
413 |
bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
414 |
{ |
415 |
int i, maxlayers; |
416 |
|
417 |
maxlayers = (MIN (xsize, ysize) - 2) / 5; |
418 |
|
419 |
if (!maxlayers) |
420 |
return; /* map too small to onionize */ |
421 |
|
422 |
if (layers > maxlayers) |
423 |
layers = maxlayers; |
424 |
|
425 |
if (layers == 0) |
426 |
layers = rmg_rndm (maxlayers) + 1; |
427 |
|
428 |
float *xlocations = salloc0<float> (2 * layers); |
429 |
float *ylocations = salloc0<float> (2 * layers); |
430 |
|
431 |
/* place all the walls */ |
432 |
if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
433 |
{ |
434 |
int x_spaces_available, y_spaces_available; |
435 |
|
436 |
/* the "extra" spaces available for spacing between layers */ |
437 |
x_spaces_available = (xsize - 2) - 3 * layers + 1; |
438 |
y_spaces_available = (ysize - 2) - 3 * layers + 1; |
439 |
|
440 |
|
441 |
/* pick an initial random pitch */ |
442 |
for (i = 0; i < 2 * layers; i++) |
443 |
{ |
444 |
float xpitch = 2, ypitch = 2; |
445 |
|
446 |
if (x_spaces_available > 0) |
447 |
xpitch = 2 + (rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available) + rmg_rndm (x_spaces_available)) / 3; |
448 |
|
449 |
if (y_spaces_available > 0) |
450 |
ypitch = 2 + (rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available) + rmg_rndm (y_spaces_available)) / 3; |
451 |
|
452 |
if (i < layers) |
453 |
xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
454 |
else |
455 |
xlocations[i] = xsize - 1; |
456 |
|
457 |
if (i < layers) |
458 |
ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
459 |
else |
460 |
ylocations[i] = ysize - 1; |
461 |
|
462 |
x_spaces_available -= (int) (xpitch - 2); |
463 |
y_spaces_available -= (int) (ypitch - 2); |
464 |
} |
465 |
} |
466 |
|
467 |
if (!(option & RMOPT_IRR_SPACE)) |
468 |
{ /* evenly spaced */ |
469 |
float xpitch, ypitch; /* pitch of the onion layers */ |
470 |
|
471 |
xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
472 |
ypitch = (ysize - 2.0) / (layers + 1); |
473 |
|
474 |
xlocations[0] = xpitch; |
475 |
ylocations[0] = ypitch; |
476 |
|
477 |
for (i = 1; i < 2 * layers; i++) |
478 |
{ |
479 |
if (i < layers) |
480 |
xlocations[i] = xlocations[i - 1] + xpitch; |
481 |
else |
482 |
xlocations[i] = xsize - 1; |
483 |
|
484 |
if (i < layers) |
485 |
ylocations[i] = ylocations[i - 1] + ypitch; |
486 |
else |
487 |
ylocations[i] = ysize - 1; |
488 |
} |
489 |
} |
490 |
|
491 |
/* draw all the onion boxes. */ |
492 |
|
493 |
draw_onion (maze, xlocations, ylocations, layers); |
494 |
make_doors (maze, xlocations, ylocations, layers, option); |
495 |
|
496 |
sfree (xlocations, 2 * layers); |
497 |
sfree (ylocations, 2 * layers); |
498 |
} |
499 |
|