1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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> |
22 |
*/ |
23 |
|
24 |
/* The onion room generator: |
25 |
Onion rooms are like this: |
26 |
|
27 |
char **map_gen_onion(int xsize, int ysize, int option, int layers); |
28 |
|
29 |
like this: |
30 |
regular random |
31 |
centered, linear onion bottom/right centered, nonlinear |
32 |
|
33 |
######################### ######################### |
34 |
# # # # |
35 |
# ######## ########## # # ##################### |
36 |
# # # # # # # |
37 |
# # ###### ######## # # # # # |
38 |
# # # # # # # # ######## ######## |
39 |
# # # #### ###### # # # # # # # |
40 |
# # # # # # # # # # # # |
41 |
# # # ############ # # # # # # ########### ## |
42 |
# # # # # # # # # # # |
43 |
# # ################ # # # # # # ######### |
44 |
# # # # # # # # # |
45 |
# #################### # # # # # # |
46 |
# # # # # # # # |
47 |
######################### ######################### |
48 |
|
49 |
*/ |
50 |
|
51 |
|
52 |
#include <global.h> |
53 |
#include <random_map.h> |
54 |
|
55 |
#ifndef MIN |
56 |
# define MIN(x,y) (((x)<(y))? (x):(y)) |
57 |
#endif |
58 |
void 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); |
60 |
void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
61 |
|
62 |
void draw_onion (char **maze, float *xlocations, float *ylocations, int layers); |
63 |
void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options); |
64 |
|
65 |
Maze |
66 |
map_gen_onion (int xsize, int ysize, int option, int layers) |
67 |
{ |
68 |
int i, j; |
69 |
|
70 |
Maze maze (xsize, ysize); |
71 |
|
72 |
/* pick some random options if option = 0 */ |
73 |
if (option == 0) |
74 |
{ |
75 |
switch (rndm (3)) |
76 |
{ |
77 |
case 0: |
78 |
option |= RMOPT_CENTERED; |
79 |
break; |
80 |
case 1: |
81 |
option |= RMOPT_BOTTOM_C; |
82 |
break; |
83 |
case 2: |
84 |
option |= RMOPT_BOTTOM_R; |
85 |
break; |
86 |
} |
87 |
|
88 |
if (rndm (2)) option |= RMOPT_LINEAR; |
89 |
if (rndm (2)) option |= RMOPT_IRR_SPACE; |
90 |
} |
91 |
|
92 |
/* write the outer walls, if appropriate. */ |
93 |
if (!(option & RMOPT_WALL_OFF)) |
94 |
{ |
95 |
for (i = 0; i < xsize; i++) maze[i][0] = maze[i][ysize - 1] = '#'; |
96 |
for (j = 0; j < ysize; j++) maze[0][j] = maze[xsize - 1][j] = '#'; |
97 |
}; |
98 |
|
99 |
if (option & RMOPT_WALLS_ONLY) |
100 |
return maze; |
101 |
|
102 |
/* pick off the mutually exclusive options */ |
103 |
if (option & RMOPT_BOTTOM_R) |
104 |
bottom_right_centered_onion (maze, xsize, ysize, option, layers); |
105 |
else if (option & RMOPT_BOTTOM_C) |
106 |
bottom_centered_onion (maze, xsize, ysize, option, layers); |
107 |
else if (option & RMOPT_CENTERED) |
108 |
centered_onion (maze, xsize, ysize, option, layers); |
109 |
|
110 |
return maze; |
111 |
} |
112 |
|
113 |
void |
114 |
centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
115 |
{ |
116 |
int i, maxlayers; |
117 |
|
118 |
maxlayers = (MIN (xsize, ysize) - 2) / 5; |
119 |
|
120 |
if (!maxlayers) |
121 |
return; /* map too small to onionize */ |
122 |
|
123 |
if (layers > maxlayers) |
124 |
layers = maxlayers; |
125 |
|
126 |
if (layers == 0) |
127 |
layers = rndm (maxlayers) + 1; |
128 |
|
129 |
float *xlocations = salloc0<float> (2 * layers); |
130 |
float *ylocations = salloc0<float> (2 * layers); |
131 |
|
132 |
/* place all the walls */ |
133 |
if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
134 |
{ |
135 |
int x_spaces_available, y_spaces_available; |
136 |
|
137 |
/* the "extra" spaces available for spacing between layers */ |
138 |
x_spaces_available = (xsize - 2) - 6 * layers + 1; |
139 |
y_spaces_available = (ysize - 2) - 6 * layers + 1; |
140 |
|
141 |
/* pick an initial random pitch */ |
142 |
for (i = 0; i < 2 * layers; i++) |
143 |
{ |
144 |
float xpitch = 2, ypitch = 2; |
145 |
|
146 |
if (x_spaces_available > 0) |
147 |
xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3; |
148 |
|
149 |
if (y_spaces_available > 0) |
150 |
ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3; |
151 |
|
152 |
xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
153 |
ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
154 |
x_spaces_available -= (int) (xpitch - 2); |
155 |
y_spaces_available -= (int) (ypitch - 2); |
156 |
} |
157 |
|
158 |
} |
159 |
|
160 |
if (!(option & RMOPT_IRR_SPACE)) |
161 |
{ /* evenly spaced */ |
162 |
float xpitch, ypitch; /* pitch of the onion layers */ |
163 |
|
164 |
xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
165 |
ypitch = (ysize - 2.0) / (2.0 * layers + 1); |
166 |
|
167 |
xlocations[0] = xpitch; |
168 |
ylocations[0] = ypitch; |
169 |
|
170 |
for (i = 1; i < 2 * layers; i++) |
171 |
{ |
172 |
xlocations[i] = xlocations[i - 1] + xpitch; |
173 |
ylocations[i] = ylocations[i - 1] + ypitch; |
174 |
} |
175 |
} |
176 |
|
177 |
/* draw all the onion boxes. */ |
178 |
draw_onion (maze, xlocations, ylocations, layers); |
179 |
make_doors (maze, xlocations, ylocations, layers, option); |
180 |
|
181 |
sfree (xlocations, 2 * layers); |
182 |
sfree (ylocations, 2 * layers); |
183 |
} |
184 |
|
185 |
void |
186 |
bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
187 |
{ |
188 |
int i, maxlayers; |
189 |
|
190 |
maxlayers = (MIN (xsize, ysize) - 2) / 5; |
191 |
|
192 |
if (!maxlayers) |
193 |
return; /* map too small to onionize */ |
194 |
|
195 |
if (layers > maxlayers) |
196 |
layers = maxlayers; |
197 |
|
198 |
if (layers == 0) |
199 |
layers = rndm (maxlayers) + 1; |
200 |
|
201 |
float *xlocations = salloc0<float> (2 * layers); |
202 |
float *ylocations = salloc0<float> (2 * layers); |
203 |
|
204 |
/* place all the walls */ |
205 |
if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
206 |
{ |
207 |
int x_spaces_available, y_spaces_available; |
208 |
|
209 |
/* the "extra" spaces available for spacing between layers */ |
210 |
x_spaces_available = (xsize - 2) - 6 * layers + 1; |
211 |
y_spaces_available = (ysize - 2) - 3 * layers + 1; |
212 |
|
213 |
/* pick an initial random pitch */ |
214 |
for (i = 0; i < 2 * layers; i++) |
215 |
{ |
216 |
float xpitch = 2, ypitch = 2; |
217 |
|
218 |
if (x_spaces_available > 0) |
219 |
xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3; |
220 |
|
221 |
if (y_spaces_available > 0) |
222 |
ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3; |
223 |
|
224 |
xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
225 |
|
226 |
if (i < layers) |
227 |
ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
228 |
else |
229 |
ylocations[i] = ysize - 1; |
230 |
|
231 |
x_spaces_available -= (int) (xpitch - 2); |
232 |
y_spaces_available -= (int) (ypitch - 2); |
233 |
} |
234 |
} |
235 |
|
236 |
if (!(option & RMOPT_IRR_SPACE)) |
237 |
{ /* evenly spaced */ |
238 |
float xpitch, ypitch; /* pitch of the onion layers */ |
239 |
|
240 |
xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
241 |
ypitch = (ysize - 2.0) / (layers + 1); |
242 |
|
243 |
xlocations[0] = xpitch; |
244 |
ylocations[0] = ypitch; |
245 |
|
246 |
for (i = 1; i < 2 * layers; i++) |
247 |
{ |
248 |
xlocations[i] = xlocations[i - 1] + xpitch; |
249 |
|
250 |
if (i < layers) |
251 |
ylocations[i] = ylocations[i - 1] + ypitch; |
252 |
else |
253 |
ylocations[i] = ysize - 1; |
254 |
} |
255 |
} |
256 |
|
257 |
/* draw all the onion boxes. */ |
258 |
|
259 |
draw_onion (maze, xlocations, ylocations, layers); |
260 |
make_doors (maze, xlocations, ylocations, layers, option); |
261 |
|
262 |
sfree (xlocations, 2 * layers); |
263 |
sfree (ylocations, 2 * layers); |
264 |
} |
265 |
|
266 |
/* draw_boxes: draws the lines in the maze defining the onion layers */ |
267 |
void |
268 |
draw_onion (char **maze, float *xlocations, float *ylocations, int layers) |
269 |
{ |
270 |
int i, j, l; |
271 |
|
272 |
for (l = 0; l < layers; l++) |
273 |
{ |
274 |
int x1, x2, y1, y2; |
275 |
|
276 |
/* horizontal segments */ |
277 |
y1 = (int) ylocations[l]; |
278 |
y2 = (int) ylocations[2 * layers - l - 1]; |
279 |
for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++) |
280 |
{ |
281 |
maze[i][y1] = '#'; |
282 |
maze[i][y2] = '#'; |
283 |
} |
284 |
|
285 |
/* vertical segments */ |
286 |
x1 = (int) xlocations[l]; |
287 |
x2 = (int) xlocations[2 * layers - l - 1]; |
288 |
for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++) |
289 |
{ |
290 |
maze[x1][j] = '#'; |
291 |
maze[x2][j] = '#'; |
292 |
} |
293 |
|
294 |
} |
295 |
} |
296 |
|
297 |
void |
298 |
make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options) |
299 |
{ |
300 |
int freedoms; /* number of different walls on which we could place a door */ |
301 |
int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
302 |
int l, x1 = 0, x2, y1 = 0, y2; |
303 |
|
304 |
freedoms = 4; /* centered */ |
305 |
|
306 |
if (options & RMOPT_BOTTOM_C) |
307 |
freedoms = 3; |
308 |
|
309 |
if (options & RMOPT_BOTTOM_R) |
310 |
freedoms = 2; |
311 |
|
312 |
if (layers <= 0) |
313 |
return; |
314 |
|
315 |
/* pick which wall will have a door. */ |
316 |
which_wall = rndm (freedoms) + 1; |
317 |
for (l = 0; l < layers; l++) |
318 |
{ |
319 |
if (options & RMOPT_LINEAR) |
320 |
{ /* linear door placement. */ |
321 |
switch (which_wall) |
322 |
{ |
323 |
case 1: |
324 |
{ /* left hand wall */ |
325 |
x1 = (int) xlocations[l]; |
326 |
y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
327 |
break; |
328 |
} |
329 |
case 2: |
330 |
{ /* top wall placement */ |
331 |
x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
332 |
y1 = (int) ylocations[l]; |
333 |
break; |
334 |
} |
335 |
case 3: |
336 |
{ /* right wall placement */ |
337 |
x1 = (int) xlocations[2 * layers - l - 1]; |
338 |
y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
339 |
break; |
340 |
} |
341 |
case 4: |
342 |
{ /* bottom wall placement */ |
343 |
x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
344 |
y1 = (int) ylocations[2 * layers - l - 1]; |
345 |
break; |
346 |
} |
347 |
} |
348 |
} |
349 |
else |
350 |
{ /* random door placement. */ |
351 |
which_wall = rndm (freedoms) + 1; |
352 |
switch (which_wall) |
353 |
{ |
354 |
case 1: |
355 |
{ /* left hand wall */ |
356 |
x1 = (int) xlocations[l]; |
357 |
y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); |
358 |
if (y2 > 0) |
359 |
y1 = (int) (ylocations[l] + rndm (y2) + 1); |
360 |
else |
361 |
y1 = (int) (ylocations[l] + 1); |
362 |
break; |
363 |
} |
364 |
case 2: |
365 |
{ /* top wall placement */ |
366 |
x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
367 |
if (x2 > 0) |
368 |
x1 = (int) (xlocations[l] + rndm (x2) + 1); |
369 |
else |
370 |
x1 = (int) (xlocations[l] + 1); |
371 |
y1 = (int) ylocations[l]; |
372 |
break; |
373 |
} |
374 |
case 3: |
375 |
{ /* right wall placement */ |
376 |
x1 = (int) xlocations[2 * layers - l - 1]; |
377 |
y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; |
378 |
if (y2 > 0) |
379 |
y1 = (int) (ylocations[l] + rndm (y2) + 1); |
380 |
else |
381 |
y1 = (int) (ylocations[l] + 1); |
382 |
|
383 |
break; |
384 |
} |
385 |
case 4: |
386 |
{ /* bottom wall placement */ |
387 |
x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
388 |
if (x2 > 0) |
389 |
x1 = (int) (xlocations[l] + rndm (x2) + 1); |
390 |
else |
391 |
x1 = (int) (xlocations[l] + 1); |
392 |
y1 = (int) ylocations[2 * layers - l - 1]; |
393 |
break; |
394 |
} |
395 |
|
396 |
} |
397 |
} |
398 |
|
399 |
if (options & RMOPT_NO_DOORS) |
400 |
maze[x1][y1] = '#'; /* no door. */ |
401 |
else |
402 |
maze[x1][y1] = 'D'; /* write the door */ |
403 |
|
404 |
} |
405 |
/* mark the center of the maze with a C */ |
406 |
l = layers - 1; |
407 |
x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2; |
408 |
y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2; |
409 |
|
410 |
maze[x1][y1] = 'C'; |
411 |
} |
412 |
|
413 |
void |
414 |
bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
415 |
{ |
416 |
int i, maxlayers; |
417 |
|
418 |
maxlayers = (MIN (xsize, ysize) - 2) / 5; |
419 |
|
420 |
if (!maxlayers) |
421 |
return; /* map too small to onionize */ |
422 |
|
423 |
if (layers > maxlayers) |
424 |
layers = maxlayers; |
425 |
|
426 |
if (layers == 0) |
427 |
layers = rndm (maxlayers) + 1; |
428 |
|
429 |
float *xlocations = salloc0<float> (2 * layers); |
430 |
float *ylocations = salloc0<float> (2 * layers); |
431 |
|
432 |
/* place all the walls */ |
433 |
if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
434 |
{ |
435 |
int x_spaces_available, y_spaces_available; |
436 |
|
437 |
/* the "extra" spaces available for spacing between layers */ |
438 |
x_spaces_available = (xsize - 2) - 3 * layers + 1; |
439 |
y_spaces_available = (ysize - 2) - 3 * layers + 1; |
440 |
|
441 |
|
442 |
/* pick an initial random pitch */ |
443 |
for (i = 0; i < 2 * layers; i++) |
444 |
{ |
445 |
float xpitch = 2, ypitch = 2; |
446 |
|
447 |
if (x_spaces_available > 0) |
448 |
xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3; |
449 |
|
450 |
if (y_spaces_available > 0) |
451 |
ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3; |
452 |
|
453 |
if (i < layers) |
454 |
xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
455 |
else |
456 |
xlocations[i] = xsize - 1; |
457 |
|
458 |
if (i < layers) |
459 |
ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
460 |
else |
461 |
ylocations[i] = ysize - 1; |
462 |
|
463 |
x_spaces_available -= (int) (xpitch - 2); |
464 |
y_spaces_available -= (int) (ypitch - 2); |
465 |
} |
466 |
} |
467 |
|
468 |
if (!(option & RMOPT_IRR_SPACE)) |
469 |
{ /* evenly spaced */ |
470 |
float xpitch, ypitch; /* pitch of the onion layers */ |
471 |
|
472 |
xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
473 |
ypitch = (ysize - 2.0) / (layers + 1); |
474 |
|
475 |
xlocations[0] = xpitch; |
476 |
ylocations[0] = ypitch; |
477 |
|
478 |
for (i = 1; i < 2 * layers; i++) |
479 |
{ |
480 |
if (i < layers) |
481 |
xlocations[i] = xlocations[i - 1] + xpitch; |
482 |
else |
483 |
xlocations[i] = xsize - 1; |
484 |
|
485 |
if (i < layers) |
486 |
ylocations[i] = ylocations[i - 1] + ypitch; |
487 |
else |
488 |
ylocations[i] = ysize - 1; |
489 |
} |
490 |
} |
491 |
|
492 |
/* draw all the onion boxes. */ |
493 |
|
494 |
draw_onion (maze, xlocations, ylocations, layers); |
495 |
make_doors (maze, xlocations, ylocations, layers, option); |
496 |
|
497 |
sfree (xlocations, 2 * layers); |
498 |
sfree (ylocations, 2 * layers); |
499 |
} |
500 |
|