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/cvs/deliantra/server/random_maps/room_gen_onion.C
Revision: 1.3
Committed: Sun Sep 10 16:06:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +382 -302 lines
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File Contents

# Content
1
2 /*
3 * static char *room_gen_onion_c =
4 * "$Id: room_gen_onion.C,v 1.2 2006-08-29 08:01:36 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30
31 /* The onion room generator:
32 Onion rooms are like this:
33
34 char **map_gen_onion(int xsize, int ysize, int option, int layers);
35
36 like this:
37 regular random
38 centered, linear onion bottom/right centered, nonlinear
39
40 ######################### #########################
41 # # # #
42 # ######## ########## # # #####################
43 # # # # # # #
44 # # ###### ######## # # # # #
45 # # # # # # # # ######## ########
46 # # # #### ###### # # # # # # #
47 # # # # # # # # # # # #
48 # # # ############ # # # # # # ########### ##
49 # # # # # # # # # # #
50 # # ################ # # # # # # #########
51 # # # # # # # # #
52 # #################### # # # # # #
53 # # # # # # # #
54 ######################### #########################
55
56 */
57
58
59 #include <global.h>
60 #include <random_map.h>
61
62 #ifndef MIN
63 # define MIN(x,y) (((x)<(y))? (x):(y))
64 #endif
65 void centered_onion (char **maze, int xsize, int ysize, int option, int layers);
66 void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
67 void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
68
69
70 void draw_onion (char **maze, float *xlocations, float *ylocations, int layers);
71 void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options);
72
73 char **
74 map_gen_onion (int xsize, int ysize, int option, int layers)
75 {
76 int i, j;
77
78 /* allocate that array, set it up */
79 char **maze = (char **) calloc (sizeof (char *), xsize);
80
81 for (i = 0; i < xsize; i++)
82 {
83 maze[i] = (char *) calloc (sizeof (char), ysize);
84 }
85
86 /* pick some random options if option = 0 */
87 if (option == 0)
88 {
89 switch (RANDOM () % 3)
90 {
91 case 0:
92 option |= OPT_CENTERED;
93 break;
94 case 1:
95 option |= OPT_BOTTOM_C;
96 break;
97 case 2:
98 option |= OPT_BOTTOM_R;
99 break;
100 }
101 if (RANDOM () % 2)
102 option |= OPT_LINEAR;
103 if (RANDOM () % 2)
104 option |= OPT_IRR_SPACE;
105 }
106
107 /* write the outer walls, if appropriate. */
108 if (!(option & OPT_WALL_OFF))
109 {
110 for (i = 0; i < xsize; i++)
111 maze[i][0] = maze[i][ysize - 1] = '#';
112 for (j = 0; j < ysize; j++)
113 maze[0][j] = maze[xsize - 1][j] = '#';
114 };
115
116 if (option & OPT_WALLS_ONLY)
117 return maze;
118
119 /* pick off the mutually exclusive options */
120 if (option & OPT_BOTTOM_R)
121 bottom_right_centered_onion (maze, xsize, ysize, option, layers);
122 else if (option & OPT_BOTTOM_C)
123 bottom_centered_onion (maze, xsize, ysize, option, layers);
124 else if (option & OPT_CENTERED)
125 centered_onion (maze, xsize, ysize, option, layers);
126
127 return maze;
128 }
129
130 void
131 centered_onion (char **maze, int xsize, int ysize, int option, int layers)
132 {
133 int i, maxlayers;
134 float *xlocations;
135 float *ylocations;
136
137 maxlayers = (MIN (xsize, ysize) - 2) / 5;
138 if (!maxlayers)
139 return; /* map too small to onionize */
140 if (layers > maxlayers)
141 layers = maxlayers;
142 if (layers == 0)
143 layers = (RANDOM () % maxlayers) + 1;
144 xlocations = (float *) calloc (sizeof (float), 2 * layers);
145 ylocations = (float *) calloc (sizeof (float), 2 * layers);
146
147
148 /* place all the walls */
149 if (option & OPT_IRR_SPACE) /* randomly spaced */
150 {
151 int x_spaces_available, y_spaces_available;
152
153 /* the "extra" spaces available for spacing between layers */
154 x_spaces_available = (xsize - 2) - 6 * layers + 1;
155 y_spaces_available = (ysize - 2) - 6 * layers + 1;
156
157
158 /* pick an initial random pitch */
159 for (i = 0; i < 2 * layers; i++)
160 {
161 float xpitch = 2, ypitch = 2;
162
163 if (x_spaces_available > 0)
164 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3;
165
166 if (y_spaces_available > 0)
167 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3;
168 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
169 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
170 x_spaces_available -= (int) (xpitch - 2);
171 y_spaces_available -= (int) (ypitch - 2);
172 }
173
174 }
175 if (!(option & OPT_IRR_SPACE))
176 { /* evenly spaced */
177 float xpitch, ypitch; /* pitch of the onion layers */
178
179 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
180 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
181 xlocations[0] = xpitch;
182 ylocations[0] = ypitch;
183 for (i = 1; i < 2 * layers; i++)
184 {
185 xlocations[i] = xlocations[i - 1] + xpitch;
186 ylocations[i] = ylocations[i - 1] + ypitch;
187 }
188 }
189
190 /* draw all the onion boxes. */
191
192 draw_onion (maze, xlocations, ylocations, layers);
193 make_doors (maze, xlocations, ylocations, layers, option);
194
195 }
196
197 void
198 bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
199 {
200 int i, maxlayers;
201 float *xlocations;
202 float *ylocations;
203
204 maxlayers = (MIN (xsize, ysize) - 2) / 5;
205 if (!maxlayers)
206 return; /* map too small to onionize */
207 if (layers > maxlayers)
208 layers = maxlayers;
209 if (layers == 0)
210 layers = (RANDOM () % maxlayers) + 1;
211 xlocations = (float *) calloc (sizeof (float), 2 * layers);
212 ylocations = (float *) calloc (sizeof (float), 2 * layers);
213
214
215 /* place all the walls */
216 if (option & OPT_IRR_SPACE) /* randomly spaced */
217 {
218 int x_spaces_available, y_spaces_available;
219
220 /* the "extra" spaces available for spacing between layers */
221 x_spaces_available = (xsize - 2) - 6 * layers + 1;
222 y_spaces_available = (ysize - 2) - 3 * layers + 1;
223
224
225 /* pick an initial random pitch */
226 for (i = 0; i < 2 * layers; i++)
227 {
228 float xpitch = 2, ypitch = 2;
229
230 if (x_spaces_available > 0)
231 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3;
232
233 if (y_spaces_available > 0)
234 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3;
235 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
236 if (i < layers)
237 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
238 else
239 ylocations[i] = ysize - 1;
240 x_spaces_available -= (int) (xpitch - 2);
241 y_spaces_available -= (int) (ypitch - 2);
242 }
243
244 }
245 if (!(option & OPT_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 & OPT_BOTTOM_C)
312 freedoms = 3;
313 if (options & OPT_BOTTOM_R)
314 freedoms = 2;
315 if (layers <= 0)
316 return;
317 /* pick which wall will have a door. */
318 which_wall = RANDOM () % freedoms + 1;
319 for (l = 0; l < layers; l++)
320 {
321 if (options & OPT_LINEAR)
322 { /* linear door placement. */
323 switch (which_wall)
324 {
325 case 1:
326 { /* left hand wall */
327 x1 = (int) xlocations[l];
328 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
329 break;
330 }
331 case 2:
332 { /* top wall placement */
333 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
334 y1 = (int) ylocations[l];
335 break;
336 }
337 case 3:
338 { /* right wall placement */
339 x1 = (int) xlocations[2 * layers - l - 1];
340 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
341 break;
342 }
343 case 4:
344 { /* bottom wall placement */
345 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
346 y1 = (int) ylocations[2 * layers - l - 1];
347 break;
348 }
349 }
350 }
351 else
352 { /* random door placement. */
353 which_wall = RANDOM () % freedoms + 1;
354 switch (which_wall)
355 {
356 case 1:
357 { /* left hand wall */
358 x1 = (int) xlocations[l];
359 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
360 if (y2 > 0)
361 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
362 else
363 y1 = (int) (ylocations[l] + 1);
364 break;
365 }
366 case 2:
367 { /* top wall placement */
368 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
369 if (x2 > 0)
370 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
371 else
372 x1 = (int) (xlocations[l] + 1);
373 y1 = (int) ylocations[l];
374 break;
375 }
376 case 3:
377 { /* right wall placement */
378 x1 = (int) xlocations[2 * layers - l - 1];
379 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
380 if (y2 > 0)
381 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
382 else
383 y1 = (int) (ylocations[l] + 1);
384
385 break;
386 }
387 case 4:
388 { /* bottom wall placement */
389 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
390 if (x2 > 0)
391 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
392 else
393 x1 = (int) (xlocations[l] + 1);
394 y1 = (int) ylocations[2 * layers - l - 1];
395 break;
396 }
397
398 }
399 }
400 if (options & OPT_NO_DOORS)
401 maze[x1][y1] = '#'; /* no door. */
402 else
403 maze[x1][y1] = 'D'; /* write the door */
404
405 }
406 /* mark the center of the maze with a C */
407 l = layers - 1;
408 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
409 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
410 maze[x1][y1] = 'C';
411
412 /* not needed anymore */
413 free (xlocations);
414 free (ylocations);
415
416 }
417
418 void
419 bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
420 {
421 int i, maxlayers;
422 float *xlocations;
423 float *ylocations;
424
425 maxlayers = (MIN (xsize, ysize) - 2) / 5;
426 if (!maxlayers)
427 return; /* map too small to onionize */
428 if (layers > maxlayers)
429 layers = maxlayers;
430 if (layers == 0)
431 layers = (RANDOM () % maxlayers) + 1;
432 xlocations = (float *) calloc (sizeof (float), 2 * layers);
433 ylocations = (float *) calloc (sizeof (float), 2 * layers);
434
435
436 /* place all the walls */
437 if (option & OPT_IRR_SPACE) /* randomly spaced */
438 {
439 int x_spaces_available, y_spaces_available;
440
441 /* the "extra" spaces available for spacing between layers */
442 x_spaces_available = (xsize - 2) - 3 * layers + 1;
443 y_spaces_available = (ysize - 2) - 3 * layers + 1;
444
445
446 /* pick an initial random pitch */
447 for (i = 0; i < 2 * layers; i++)
448 {
449 float xpitch = 2, ypitch = 2;
450
451 if (x_spaces_available > 0)
452 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3;
453
454 if (y_spaces_available > 0)
455 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3;
456 if (i < layers)
457 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
458 else
459 xlocations[i] = xsize - 1;
460
461 if (i < layers)
462 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
463 else
464 ylocations[i] = ysize - 1;
465 x_spaces_available -= (int) (xpitch - 2);
466 y_spaces_available -= (int) (ypitch - 2);
467 }
468
469 }
470 if (!(option & OPT_IRR_SPACE))
471 { /* evenly spaced */
472 float xpitch, ypitch; /* pitch of the onion layers */
473
474 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
475 ypitch = (ysize - 2.0) / (layers + 1);
476 xlocations[0] = xpitch;
477 ylocations[0] = ypitch;
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 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 }