ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/room_gen_onion.C
Revision: 1.5
Committed: Sat Dec 30 18:45:28 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +20 -20 lines
Log Message:
random maps are nphard

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24
25 /* The onion room generator:
26 Onion rooms are like this:
27
28 char **map_gen_onion(int xsize, int ysize, int option, int layers);
29
30 like this:
31 regular random
32 centered, linear onion bottom/right centered, nonlinear
33
34 ######################### #########################
35 # # # #
36 # ######## ########## # # #####################
37 # # # # # # #
38 # # ###### ######## # # # # #
39 # # # # # # # # ######## ########
40 # # # #### ###### # # # # # # #
41 # # # # # # # # # # # #
42 # # # ############ # # # # # # ########### ##
43 # # # # # # # # # # #
44 # # ################ # # # # # # #########
45 # # # # # # # # #
46 # #################### # # # # # #
47 # # # # # # # #
48 ######################### #########################
49
50 */
51
52
53 #include <global.h>
54 #include <random_map.h>
55
56 #ifndef MIN
57 # define MIN(x,y) (((x)<(y))? (x):(y))
58 #endif
59 void centered_onion (char **maze, int xsize, int ysize, int option, int layers);
60 void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
61 void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
62
63
64 void draw_onion (char **maze, float *xlocations, float *ylocations, int layers);
65 void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options);
66
67 char **
68 map_gen_onion (int xsize, int ysize, int option, int layers)
69 {
70 int i, j;
71
72 /* allocate that array, set it up */
73 char **maze = (char **) calloc (sizeof (char *), xsize);
74
75 for (i = 0; i < xsize; i++)
76 {
77 maze[i] = (char *) calloc (sizeof (char), ysize);
78 }
79
80 /* pick some random options if option = 0 */
81 if (option == 0)
82 {
83 switch (RANDOM () % 3)
84 {
85 case 0:
86 option |= RMOPT_CENTERED;
87 break;
88 case 1:
89 option |= RMOPT_BOTTOM_C;
90 break;
91 case 2:
92 option |= RMOPT_BOTTOM_R;
93 break;
94 }
95 if (RANDOM () % 2)
96 option |= RMOPT_LINEAR;
97 if (RANDOM () % 2)
98 option |= RMOPT_IRR_SPACE;
99 }
100
101 /* write the outer walls, if appropriate. */
102 if (!(option & RMOPT_WALL_OFF))
103 {
104 for (i = 0; i < xsize; i++)
105 maze[i][0] = maze[i][ysize - 1] = '#';
106 for (j = 0; j < ysize; j++)
107 maze[0][j] = maze[xsize - 1][j] = '#';
108 };
109
110 if (option & RMOPT_WALLS_ONLY)
111 return maze;
112
113 /* pick off the mutually exclusive options */
114 if (option & RMOPT_BOTTOM_R)
115 bottom_right_centered_onion (maze, xsize, ysize, option, layers);
116 else if (option & RMOPT_BOTTOM_C)
117 bottom_centered_onion (maze, xsize, ysize, option, layers);
118 else if (option & RMOPT_CENTERED)
119 centered_onion (maze, xsize, ysize, option, layers);
120
121 return maze;
122 }
123
124 void
125 centered_onion (char **maze, int xsize, int ysize, int option, int layers)
126 {
127 int i, maxlayers;
128 float *xlocations;
129 float *ylocations;
130
131 maxlayers = (MIN (xsize, ysize) - 2) / 5;
132 if (!maxlayers)
133 return; /* map too small to onionize */
134 if (layers > maxlayers)
135 layers = maxlayers;
136 if (layers == 0)
137 layers = (RANDOM () % maxlayers) + 1;
138 xlocations = (float *) calloc (sizeof (float), 2 * layers);
139 ylocations = (float *) calloc (sizeof (float), 2 * layers);
140
141
142 /* place all the walls */
143 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
144 {
145 int x_spaces_available, y_spaces_available;
146
147 /* the "extra" spaces available for spacing between layers */
148 x_spaces_available = (xsize - 2) - 6 * layers + 1;
149 y_spaces_available = (ysize - 2) - 6 * layers + 1;
150
151
152 /* pick an initial random pitch */
153 for (i = 0; i < 2 * layers; i++)
154 {
155 float xpitch = 2, ypitch = 2;
156
157 if (x_spaces_available > 0)
158 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3;
159
160 if (y_spaces_available > 0)
161 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3;
162 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
163 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
164 x_spaces_available -= (int) (xpitch - 2);
165 y_spaces_available -= (int) (ypitch - 2);
166 }
167
168 }
169 if (!(option & RMOPT_IRR_SPACE))
170 { /* evenly spaced */
171 float xpitch, ypitch; /* pitch of the onion layers */
172
173 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
174 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
175 xlocations[0] = xpitch;
176 ylocations[0] = ypitch;
177 for (i = 1; i < 2 * layers; i++)
178 {
179 xlocations[i] = xlocations[i - 1] + xpitch;
180 ylocations[i] = ylocations[i - 1] + ypitch;
181 }
182 }
183
184 /* draw all the onion boxes. */
185
186 draw_onion (maze, xlocations, ylocations, layers);
187 make_doors (maze, xlocations, ylocations, layers, option);
188
189 }
190
191 void
192 bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
193 {
194 int i, maxlayers;
195 float *xlocations;
196 float *ylocations;
197
198 maxlayers = (MIN (xsize, ysize) - 2) / 5;
199 if (!maxlayers)
200 return; /* map too small to onionize */
201 if (layers > maxlayers)
202 layers = maxlayers;
203 if (layers == 0)
204 layers = (RANDOM () % maxlayers) + 1;
205 xlocations = (float *) calloc (sizeof (float), 2 * layers);
206 ylocations = (float *) calloc (sizeof (float), 2 * layers);
207
208
209 /* place all the walls */
210 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
211 {
212 int x_spaces_available, y_spaces_available;
213
214 /* the "extra" spaces available for spacing between layers */
215 x_spaces_available = (xsize - 2) - 6 * layers + 1;
216 y_spaces_available = (ysize - 2) - 3 * layers + 1;
217
218
219 /* pick an initial random pitch */
220 for (i = 0; i < 2 * layers; i++)
221 {
222 float xpitch = 2, ypitch = 2;
223
224 if (x_spaces_available > 0)
225 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3;
226
227 if (y_spaces_available > 0)
228 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3;
229 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
230 if (i < layers)
231 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
232 else
233 ylocations[i] = ysize - 1;
234 x_spaces_available -= (int) (xpitch - 2);
235 y_spaces_available -= (int) (ypitch - 2);
236 }
237
238 }
239 if (!(option & RMOPT_IRR_SPACE))
240 { /* evenly spaced */
241 float xpitch, ypitch; /* pitch of the onion layers */
242
243 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
244 ypitch = (ysize - 2.0) / (layers + 1);
245 xlocations[0] = xpitch;
246 ylocations[0] = ypitch;
247 for (i = 1; i < 2 * layers; i++)
248 {
249 xlocations[i] = xlocations[i - 1] + xpitch;
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 }
263
264
265 /* draw_boxes: draws the lines in the maze defining the onion layers */
266
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 if (options & RMOPT_BOTTOM_C)
306 freedoms = 3;
307 if (options & RMOPT_BOTTOM_R)
308 freedoms = 2;
309 if (layers <= 0)
310 return;
311 /* pick which wall will have a door. */
312 which_wall = RANDOM () % freedoms + 1;
313 for (l = 0; l < layers; l++)
314 {
315 if (options & RMOPT_LINEAR)
316 { /* linear door placement. */
317 switch (which_wall)
318 {
319 case 1:
320 { /* left hand wall */
321 x1 = (int) xlocations[l];
322 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
323 break;
324 }
325 case 2:
326 { /* top wall placement */
327 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
328 y1 = (int) ylocations[l];
329 break;
330 }
331 case 3:
332 { /* right wall placement */
333 x1 = (int) xlocations[2 * layers - l - 1];
334 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
335 break;
336 }
337 case 4:
338 { /* bottom wall placement */
339 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
340 y1 = (int) ylocations[2 * layers - l - 1];
341 break;
342 }
343 }
344 }
345 else
346 { /* random door placement. */
347 which_wall = RANDOM () % freedoms + 1;
348 switch (which_wall)
349 {
350 case 1:
351 { /* left hand wall */
352 x1 = (int) xlocations[l];
353 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
354 if (y2 > 0)
355 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
356 else
357 y1 = (int) (ylocations[l] + 1);
358 break;
359 }
360 case 2:
361 { /* top wall placement */
362 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
363 if (x2 > 0)
364 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
365 else
366 x1 = (int) (xlocations[l] + 1);
367 y1 = (int) ylocations[l];
368 break;
369 }
370 case 3:
371 { /* right wall placement */
372 x1 = (int) xlocations[2 * layers - l - 1];
373 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
374 if (y2 > 0)
375 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
376 else
377 y1 = (int) (ylocations[l] + 1);
378
379 break;
380 }
381 case 4:
382 { /* bottom wall placement */
383 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
384 if (x2 > 0)
385 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
386 else
387 x1 = (int) (xlocations[l] + 1);
388 y1 = (int) ylocations[2 * layers - l - 1];
389 break;
390 }
391
392 }
393 }
394 if (options & RMOPT_NO_DOORS)
395 maze[x1][y1] = '#'; /* no door. */
396 else
397 maze[x1][y1] = 'D'; /* write the door */
398
399 }
400 /* mark the center of the maze with a C */
401 l = layers - 1;
402 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
403 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
404 maze[x1][y1] = 'C';
405
406 /* not needed anymore */
407 free (xlocations);
408 free (ylocations);
409
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 float *xlocations;
417 float *ylocations;
418
419 maxlayers = (MIN (xsize, ysize) - 2) / 5;
420 if (!maxlayers)
421 return; /* map too small to onionize */
422 if (layers > maxlayers)
423 layers = maxlayers;
424 if (layers == 0)
425 layers = (RANDOM () % maxlayers) + 1;
426 xlocations = (float *) calloc (sizeof (float), 2 * layers);
427 ylocations = (float *) calloc (sizeof (float), 2 * layers);
428
429
430 /* place all the walls */
431 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
432 {
433 int x_spaces_available, y_spaces_available;
434
435 /* the "extra" spaces available for spacing between layers */
436 x_spaces_available = (xsize - 2) - 3 * layers + 1;
437 y_spaces_available = (ysize - 2) - 3 * layers + 1;
438
439
440 /* pick an initial random pitch */
441 for (i = 0; i < 2 * layers; i++)
442 {
443 float xpitch = 2, ypitch = 2;
444
445 if (x_spaces_available > 0)
446 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3;
447
448 if (y_spaces_available > 0)
449 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3;
450 if (i < layers)
451 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
452 else
453 xlocations[i] = xsize - 1;
454
455 if (i < layers)
456 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
457 else
458 ylocations[i] = ysize - 1;
459 x_spaces_available -= (int) (xpitch - 2);
460 y_spaces_available -= (int) (ypitch - 2);
461 }
462
463 }
464 if (!(option & RMOPT_IRR_SPACE))
465 { /* evenly spaced */
466 float xpitch, ypitch; /* pitch of the onion layers */
467
468 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
469 ypitch = (ysize - 2.0) / (layers + 1);
470 xlocations[0] = xpitch;
471 ylocations[0] = ypitch;
472 for (i = 1; i < 2 * layers; i++)
473 {
474 if (i < layers)
475 xlocations[i] = xlocations[i - 1] + xpitch;
476 else
477 xlocations[i] = xsize - 1;
478 if (i < layers)
479 ylocations[i] = ylocations[i - 1] + ypitch;
480 else
481 ylocations[i] = ysize - 1;
482 }
483 }
484
485 /* draw all the onion boxes. */
486
487 draw_onion (maze, xlocations, ylocations, layers);
488 make_doors (maze, xlocations, ylocations, layers, option);
489
490 }