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/cvs/deliantra/server/random_maps/room_gen_onion.C
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Comparing deliantra/server/random_maps/room_gen_onion.C (file contents):
Revision 1.5 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.6 by root, Sun Dec 31 19:02:24 2006 UTC

1
1/* 2/*
2 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
3 4
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
80 /* pick some random options if option = 0 */ 81 /* pick some random options if option = 0 */
81 if (option == 0) 82 if (option == 0)
82 { 83 {
83 switch (RANDOM () % 3) 84 switch (RANDOM () % 3)
84 { 85 {
85 case 0: 86 case 0:
86 option |= RMOPT_CENTERED; 87 option |= RMOPT_CENTERED;
87 break; 88 break;
88 case 1: 89 case 1:
89 option |= RMOPT_BOTTOM_C; 90 option |= RMOPT_BOTTOM_C;
90 break; 91 break;
91 case 2: 92 case 2:
92 option |= RMOPT_BOTTOM_R; 93 option |= RMOPT_BOTTOM_R;
93 break; 94 break;
94 } 95 }
95 if (RANDOM () % 2) 96 if (RANDOM () % 2)
96 option |= RMOPT_LINEAR; 97 option |= RMOPT_LINEAR;
97 if (RANDOM () % 2) 98 if (RANDOM () % 2)
98 option |= RMOPT_IRR_SPACE; 99 option |= RMOPT_IRR_SPACE;
138 xlocations = (float *) calloc (sizeof (float), 2 * layers); 139 xlocations = (float *) calloc (sizeof (float), 2 * layers);
139 ylocations = (float *) calloc (sizeof (float), 2 * layers); 140 ylocations = (float *) calloc (sizeof (float), 2 * layers);
140 141
141 142
142 /* place all the walls */ 143 /* place all the walls */
143 if (option & RMOPT_IRR_SPACE) /* randomly spaced */ 144 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
144 { 145 {
145 int x_spaces_available, y_spaces_available; 146 int x_spaces_available, y_spaces_available;
146 147
147 /* the "extra" spaces available for spacing between layers */ 148 /* the "extra" spaces available for spacing between layers */
148 x_spaces_available = (xsize - 2) - 6 * layers + 1; 149 x_spaces_available = (xsize - 2) - 6 * layers + 1;
205 xlocations = (float *) calloc (sizeof (float), 2 * layers); 206 xlocations = (float *) calloc (sizeof (float), 2 * layers);
206 ylocations = (float *) calloc (sizeof (float), 2 * layers); 207 ylocations = (float *) calloc (sizeof (float), 2 * layers);
207 208
208 209
209 /* place all the walls */ 210 /* place all the walls */
210 if (option & RMOPT_IRR_SPACE) /* randomly spaced */ 211 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
211 { 212 {
212 int x_spaces_available, y_spaces_available; 213 int x_spaces_available, y_spaces_available;
213 214
214 /* the "extra" spaces available for spacing between layers */ 215 /* the "extra" spaces available for spacing between layers */
215 x_spaces_available = (xsize - 2) - 6 * layers + 1; 216 x_spaces_available = (xsize - 2) - 6 * layers + 1;
314 { 315 {
315 if (options & RMOPT_LINEAR) 316 if (options & RMOPT_LINEAR)
316 { /* linear door placement. */ 317 { /* linear door placement. */
317 switch (which_wall) 318 switch (which_wall)
318 { 319 {
319 case 1: 320 case 1:
320 { /* left hand wall */ 321 { /* left hand wall */
321 x1 = (int) xlocations[l]; 322 x1 = (int) xlocations[l];
322 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); 323 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
323 break; 324 break;
324 } 325 }
325 case 2: 326 case 2:
326 { /* top wall placement */ 327 { /* top wall placement */
327 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); 328 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
328 y1 = (int) ylocations[l]; 329 y1 = (int) ylocations[l];
329 break; 330 break;
330 } 331 }
331 case 3: 332 case 3:
332 { /* right wall placement */ 333 { /* right wall placement */
333 x1 = (int) xlocations[2 * layers - l - 1]; 334 x1 = (int) xlocations[2 * layers - l - 1];
334 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); 335 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
335 break; 336 break;
336 } 337 }
337 case 4: 338 case 4:
338 { /* bottom wall placement */ 339 { /* bottom wall placement */
339 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); 340 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
340 y1 = (int) ylocations[2 * layers - l - 1]; 341 y1 = (int) ylocations[2 * layers - l - 1];
341 break; 342 break;
342 } 343 }
343 } 344 }
344 } 345 }
345 else 346 else
346 { /* random door placement. */ 347 { /* random door placement. */
347 which_wall = RANDOM () % freedoms + 1; 348 which_wall = RANDOM () % freedoms + 1;
348 switch (which_wall) 349 switch (which_wall)
349 { 350 {
350 case 1: 351 case 1:
351 { /* left hand wall */ 352 { /* left hand wall */
352 x1 = (int) xlocations[l]; 353 x1 = (int) xlocations[l];
353 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); 354 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
354 if (y2 > 0) 355 if (y2 > 0)
355 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); 356 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
356 else 357 else
357 y1 = (int) (ylocations[l] + 1); 358 y1 = (int) (ylocations[l] + 1);
358 break; 359 break;
359 } 360 }
360 case 2: 361 case 2:
361 { /* top wall placement */ 362 { /* top wall placement */
362 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; 363 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
363 if (x2 > 0) 364 if (x2 > 0)
364 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); 365 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
365 else 366 else
366 x1 = (int) (xlocations[l] + 1); 367 x1 = (int) (xlocations[l] + 1);
367 y1 = (int) ylocations[l]; 368 y1 = (int) ylocations[l];
368 break; 369 break;
369 } 370 }
370 case 3: 371 case 3:
371 { /* right wall placement */ 372 { /* right wall placement */
372 x1 = (int) xlocations[2 * layers - l - 1]; 373 x1 = (int) xlocations[2 * layers - l - 1];
373 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; 374 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
374 if (y2 > 0) 375 if (y2 > 0)
375 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); 376 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
376 else 377 else
377 y1 = (int) (ylocations[l] + 1); 378 y1 = (int) (ylocations[l] + 1);
378 379
379 break; 380 break;
380 } 381 }
381 case 4: 382 case 4:
382 { /* bottom wall placement */ 383 { /* bottom wall placement */
383 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; 384 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
384 if (x2 > 0) 385 if (x2 > 0)
385 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); 386 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
386 else 387 else
387 x1 = (int) (xlocations[l] + 1); 388 x1 = (int) (xlocations[l] + 1);
388 y1 = (int) ylocations[2 * layers - l - 1]; 389 y1 = (int) ylocations[2 * layers - l - 1];
389 break; 390 break;
390 } 391 }
391 392
392 } 393 }
393 } 394 }
394 if (options & RMOPT_NO_DOORS) 395 if (options & RMOPT_NO_DOORS)
395 maze[x1][y1] = '#'; /* no door. */ 396 maze[x1][y1] = '#'; /* no door. */
426 xlocations = (float *) calloc (sizeof (float), 2 * layers); 427 xlocations = (float *) calloc (sizeof (float), 2 * layers);
427 ylocations = (float *) calloc (sizeof (float), 2 * layers); 428 ylocations = (float *) calloc (sizeof (float), 2 * layers);
428 429
429 430
430 /* place all the walls */ 431 /* place all the walls */
431 if (option & RMOPT_IRR_SPACE) /* randomly spaced */ 432 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
432 { 433 {
433 int x_spaces_available, y_spaces_available; 434 int x_spaces_available, y_spaces_available;
434 435
435 /* the "extra" spaces available for spacing between layers */ 436 /* the "extra" spaces available for spacing between layers */
436 x_spaces_available = (xsize - 2) - 3 * layers + 1; 437 x_spaces_available = (xsize - 2) - 3 * layers + 1;

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