1 |
/* |
2 |
* static char *room_gen_onion_c = |
3 |
* "$Id$"; |
4 |
*/ |
5 |
|
6 |
/* |
7 |
CrossFire, A Multiplayer game for X-windows |
8 |
|
9 |
Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
10 |
Copyright (C) 1992 Frank Tore Johansen |
11 |
|
12 |
This program is free software; you can redistribute it and/or modify |
13 |
it under the terms of the GNU General Public License as published by |
14 |
the Free Software Foundation; either version 2 of the License, or |
15 |
(at your option) any later version. |
16 |
|
17 |
This program is distributed in the hope that it will be useful, |
18 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 |
GNU General Public License for more details. |
21 |
|
22 |
You should have received a copy of the GNU General Public License |
23 |
along with this program; if not, write to the Free Software |
24 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 |
|
26 |
The authors can be reached via e-mail at crossfire-devel@real-time.com |
27 |
*/ |
28 |
|
29 |
|
30 |
/* The onion room generator: |
31 |
Onion rooms are like this: |
32 |
|
33 |
char **map_gen_onion(int xsize, int ysize, int option, int layers); |
34 |
|
35 |
like this: |
36 |
regular random |
37 |
centered, linear onion bottom/right centered, nonlinear |
38 |
|
39 |
######################### ######################### |
40 |
# # # # |
41 |
# ######## ########## # # ##################### |
42 |
# # # # # # # |
43 |
# # ###### ######## # # # # # |
44 |
# # # # # # # # ######## ######## |
45 |
# # # #### ###### # # # # # # # |
46 |
# # # # # # # # # # # # |
47 |
# # # ############ # # # # # # ########### ## |
48 |
# # # # # # # # # # # |
49 |
# # ################ # # # # # # ######### |
50 |
# # # # # # # # # |
51 |
# #################### # # # # # # |
52 |
# # # # # # # # |
53 |
######################### ######################### |
54 |
|
55 |
*/ |
56 |
|
57 |
|
58 |
#include <global.h> |
59 |
#include <random_map.h> |
60 |
|
61 |
#ifndef MIN |
62 |
#define MIN(x,y) (((x)<(y))? (x):(y)) |
63 |
#endif |
64 |
void centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
65 |
void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
66 |
void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
67 |
|
68 |
|
69 |
void draw_onion(char **maze,float *xlocations,float *ylocations,int layers); |
70 |
void make_doors(char **maze,float *xlocations,float *ylocations,int layers,int options); |
71 |
|
72 |
char **map_gen_onion(int xsize, int ysize, int option, int layers) { |
73 |
int i,j; |
74 |
|
75 |
/* allocate that array, set it up */ |
76 |
char **maze = (char **)calloc(sizeof(char*),xsize); |
77 |
for(i=0;i<xsize;i++) { |
78 |
maze[i] = (char *) calloc(sizeof(char),ysize); |
79 |
} |
80 |
|
81 |
/* pick some random options if option = 0 */ |
82 |
if(option == 0) { |
83 |
switch(RANDOM()%3) { |
84 |
case 0: |
85 |
option |= OPT_CENTERED; |
86 |
break; |
87 |
case 1: |
88 |
option |= OPT_BOTTOM_C; |
89 |
break; |
90 |
case 2: |
91 |
option |= OPT_BOTTOM_R; |
92 |
break; |
93 |
} |
94 |
if(RANDOM()%2) option |=OPT_LINEAR; |
95 |
if(RANDOM()%2) option |=OPT_IRR_SPACE; |
96 |
} |
97 |
|
98 |
/* write the outer walls, if appropriate. */ |
99 |
if(!(option & OPT_WALL_OFF )) { |
100 |
for(i=0;i<xsize;i++) |
101 |
maze[i][0] = maze[i][ysize-1] = '#'; |
102 |
for(j=0;j<ysize;j++) |
103 |
maze[0][j] = maze[xsize-1][j] = '#'; |
104 |
}; |
105 |
|
106 |
if(option & OPT_WALLS_ONLY) return maze; |
107 |
|
108 |
/* pick off the mutually exclusive options */ |
109 |
if(option & OPT_BOTTOM_R) |
110 |
bottom_right_centered_onion(maze,xsize,ysize,option,layers); |
111 |
else if(option & OPT_BOTTOM_C) |
112 |
bottom_centered_onion(maze,xsize,ysize,option,layers); |
113 |
else if(option & OPT_CENTERED) |
114 |
centered_onion(maze,xsize,ysize,option,layers); |
115 |
|
116 |
return maze; |
117 |
} |
118 |
|
119 |
void centered_onion(char **maze, int xsize, int ysize, int option, int layers) { |
120 |
int i,maxlayers; |
121 |
float *xlocations; |
122 |
float *ylocations; |
123 |
|
124 |
maxlayers = (MIN(xsize,ysize)-2)/5; |
125 |
if(!maxlayers) return; /* map too small to onionize */ |
126 |
if(layers > maxlayers) layers = maxlayers; |
127 |
if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
128 |
xlocations = (float *) calloc(sizeof(float),2 * layers); |
129 |
ylocations = (float *) calloc(sizeof(float),2 * layers); |
130 |
|
131 |
|
132 |
/* place all the walls */ |
133 |
if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
134 |
int x_spaces_available, y_spaces_available; |
135 |
/* the "extra" spaces available for spacing between layers */ |
136 |
x_spaces_available = (xsize -2) - 6*layers +1; |
137 |
y_spaces_available = (ysize -2) - 6*layers +1; |
138 |
|
139 |
|
140 |
/* pick an initial random pitch */ |
141 |
for(i=0;i<2*layers;i++) { |
142 |
float xpitch=2,ypitch=2; |
143 |
if(x_spaces_available>0) |
144 |
xpitch = 2 + (RANDOM()%x_spaces_available + |
145 |
RANDOM()%x_spaces_available + |
146 |
RANDOM()%x_spaces_available)/3; |
147 |
|
148 |
if(y_spaces_available>0) |
149 |
ypitch = 2 + (RANDOM()%y_spaces_available + |
150 |
RANDOM()%y_spaces_available + |
151 |
RANDOM()%y_spaces_available)/3; |
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 |
if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
160 |
float xpitch, ypitch; /* pitch of the onion layers */ |
161 |
xpitch = (xsize-2.0)/(2.0*layers+1); |
162 |
ypitch = (ysize-2.0)/(2.0*layers+1); |
163 |
xlocations[0] = xpitch; |
164 |
ylocations[0] = ypitch; |
165 |
for(i=1;i<2*layers;i++) { |
166 |
xlocations[i] = xlocations[i-1] + xpitch; |
167 |
ylocations[i] = ylocations[i-1] + ypitch; |
168 |
} |
169 |
} |
170 |
|
171 |
/* draw all the onion boxes. */ |
172 |
|
173 |
draw_onion(maze,xlocations,ylocations,layers); |
174 |
make_doors(maze,xlocations,ylocations,layers,option); |
175 |
|
176 |
} |
177 |
|
178 |
void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers) { |
179 |
int i,maxlayers; |
180 |
float *xlocations; |
181 |
float *ylocations; |
182 |
|
183 |
maxlayers = (MIN(xsize,ysize)-2)/5; |
184 |
if(!maxlayers) return; /* map too small to onionize */ |
185 |
if(layers > maxlayers) layers = maxlayers; |
186 |
if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
187 |
xlocations = (float *) calloc(sizeof(float),2 * layers); |
188 |
ylocations = (float *) calloc(sizeof(float),2 * layers); |
189 |
|
190 |
|
191 |
/* place all the walls */ |
192 |
if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
193 |
int x_spaces_available, y_spaces_available; |
194 |
/* the "extra" spaces available for spacing between layers */ |
195 |
x_spaces_available = (xsize -2) - 6*layers +1; |
196 |
y_spaces_available = (ysize -2) - 3*layers +1; |
197 |
|
198 |
|
199 |
/* pick an initial random pitch */ |
200 |
for(i=0;i<2*layers;i++) { |
201 |
float xpitch=2,ypitch=2; |
202 |
if(x_spaces_available>0) |
203 |
xpitch = 2 + (RANDOM()%x_spaces_available + |
204 |
RANDOM()%x_spaces_available + |
205 |
RANDOM()%x_spaces_available)/3; |
206 |
|
207 |
if(y_spaces_available>0) |
208 |
ypitch = 2 + (RANDOM()%y_spaces_available + |
209 |
RANDOM()%y_spaces_available + |
210 |
RANDOM()%y_spaces_available)/3; |
211 |
xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
212 |
if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
213 |
else ylocations[i] = ysize-1; |
214 |
x_spaces_available-=(int)(xpitch -2); |
215 |
y_spaces_available-=(int)(ypitch -2); |
216 |
} |
217 |
|
218 |
} |
219 |
if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
220 |
float xpitch, ypitch; /* pitch of the onion layers */ |
221 |
xpitch = (xsize-2.0)/(2.0*layers+1); |
222 |
ypitch = (ysize-2.0)/(layers+1); |
223 |
xlocations[0] = xpitch; |
224 |
ylocations[0] = ypitch; |
225 |
for(i=1;i<2*layers;i++) { |
226 |
xlocations[i] = xlocations[i-1] + xpitch; |
227 |
if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; |
228 |
else ylocations[i]=ysize-1; |
229 |
} |
230 |
} |
231 |
|
232 |
/* draw all the onion boxes. */ |
233 |
|
234 |
draw_onion(maze,xlocations,ylocations,layers); |
235 |
make_doors(maze,xlocations,ylocations,layers,option); |
236 |
|
237 |
} |
238 |
|
239 |
|
240 |
/* draw_boxes: draws the lines in the maze defining the onion layers */ |
241 |
|
242 |
void draw_onion(char **maze,float *xlocations,float *ylocations, int layers) { |
243 |
int i,j,l; |
244 |
|
245 |
for(l=0;l<layers;l++) { |
246 |
int x1,x2,y1,y2; |
247 |
/* horizontal segments */ |
248 |
y1 = (int)ylocations[l]; |
249 |
y2 = (int)ylocations[2*layers -l-1]; |
250 |
for(i=(int)xlocations[l];i<=(int)xlocations[2*layers -l -1];i++) { |
251 |
maze[i][y1] = '#'; |
252 |
maze[i][y2] = '#'; |
253 |
} |
254 |
|
255 |
/* vertical segments */ |
256 |
x1 = (int)xlocations[l]; |
257 |
x2 = (int)xlocations[2*layers-l-1]; |
258 |
for(j=(int)ylocations[l];j<=(int)ylocations[2*layers -l -1];j++) { |
259 |
maze[x1][j] = '#'; |
260 |
maze[x2][j] = '#'; |
261 |
} |
262 |
|
263 |
} |
264 |
} |
265 |
|
266 |
void make_doors(char **maze, float *xlocations,float *ylocations,int layers,int options) { |
267 |
int freedoms; /* number of different walls on which we could place a door */ |
268 |
int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
269 |
int l,x1=0,x2,y1=0,y2; |
270 |
freedoms = 4; /* centered */ |
271 |
if(options & OPT_BOTTOM_C) freedoms=3; |
272 |
if(options & OPT_BOTTOM_R) freedoms=2; |
273 |
if(layers<= 0) return; |
274 |
/* pick which wall will have a door. */ |
275 |
which_wall = RANDOM() %freedoms + 1; |
276 |
for(l=0;l<layers;l++) { |
277 |
if(options & OPT_LINEAR) { /* linear door placement. */ |
278 |
switch(which_wall) { |
279 |
case 1: { /* left hand wall */ |
280 |
x1 = (int)xlocations[l]; |
281 |
y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); |
282 |
break; |
283 |
} |
284 |
case 2: { /* top wall placement */ |
285 |
x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2); |
286 |
y1 = (int)ylocations[l]; |
287 |
break; |
288 |
} |
289 |
case 3: { /* right wall placement */ |
290 |
x1 = (int)xlocations[2*layers-l-1]; |
291 |
y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); |
292 |
break; |
293 |
} |
294 |
case 4: { /* bottom wall placement */ |
295 |
x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2); |
296 |
y1 = (int)ylocations[2*layers -l -1]; |
297 |
break; |
298 |
} |
299 |
} |
300 |
} |
301 |
else { /* random door placement. */ |
302 |
which_wall=RANDOM()%freedoms + 1; |
303 |
switch(which_wall) { |
304 |
case 1: { /* left hand wall */ |
305 |
x1 = (int)xlocations[l]; |
306 |
y2 = (int) (ylocations[2*layers-l-1]-ylocations[l]-1); |
307 |
if(y2 > 0) y1 = (int) (ylocations[l]+RANDOM() %y2 + 1); |
308 |
else y1 = (int) (ylocations[l]+1); |
309 |
break; |
310 |
} |
311 |
case 2: { /* top wall placement */ |
312 |
x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1; |
313 |
if (x2 > 0) x1 = (int) (xlocations[l]+RANDOM()%x2 + 1); |
314 |
else x1 = (int) (xlocations[l]+1); |
315 |
y1 = (int)ylocations[l]; |
316 |
break; |
317 |
} |
318 |
case 3: { /* right wall placement */ |
319 |
x1 = (int)xlocations[2*layers-l-1]; |
320 |
y2 = (int)( (-ylocations[l] + ylocations[2*layers-l-1]))-1; |
321 |
if(y2 > 0) y1 = (int) (ylocations[l]+RANDOM() %y2 + 1); |
322 |
else y1 = (int) (ylocations[l]+1); |
323 |
|
324 |
break; |
325 |
} |
326 |
case 4: { /* bottom wall placement */ |
327 |
x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1; |
328 |
if (x2 > 0) x1 = (int) (xlocations[l]+RANDOM()%x2 + 1); |
329 |
else x1 = (int) (xlocations[l]+1); |
330 |
y1 = (int)ylocations[2*layers-l-1]; |
331 |
break; |
332 |
} |
333 |
|
334 |
} |
335 |
} |
336 |
if(options & OPT_NO_DOORS) |
337 |
maze[x1][y1] = '#'; /* no door. */ |
338 |
else |
339 |
maze[x1][y1] = 'D'; /* write the door */ |
340 |
|
341 |
} |
342 |
/* mark the center of the maze with a C */ |
343 |
l = layers -1; |
344 |
x1 = (int) (xlocations[l] + xlocations[2*layers -l -1])/2; |
345 |
y1 = (int) (ylocations[l] + ylocations[2*layers -l -1])/2; |
346 |
maze[x1][y1] = 'C'; |
347 |
|
348 |
/* not needed anymore */ |
349 |
free(xlocations); |
350 |
free(ylocations); |
351 |
|
352 |
} |
353 |
|
354 |
void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers){ |
355 |
int i,maxlayers; |
356 |
float *xlocations; |
357 |
float *ylocations; |
358 |
|
359 |
maxlayers = (MIN(xsize,ysize)-2)/5; |
360 |
if(!maxlayers) return; /* map too small to onionize */ |
361 |
if(layers > maxlayers) layers = maxlayers; |
362 |
if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
363 |
xlocations = (float *) calloc(sizeof(float),2 * layers); |
364 |
ylocations = (float *) calloc(sizeof(float),2 * layers); |
365 |
|
366 |
|
367 |
/* place all the walls */ |
368 |
if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
369 |
int x_spaces_available, y_spaces_available; |
370 |
/* the "extra" spaces available for spacing between layers */ |
371 |
x_spaces_available = (xsize -2) - 3*layers +1; |
372 |
y_spaces_available = (ysize -2) - 3*layers +1; |
373 |
|
374 |
|
375 |
/* pick an initial random pitch */ |
376 |
for(i=0;i<2*layers;i++) { |
377 |
float xpitch=2,ypitch=2; |
378 |
if(x_spaces_available>0) |
379 |
xpitch = 2 + (RANDOM()%x_spaces_available + |
380 |
RANDOM()%x_spaces_available + |
381 |
RANDOM()%x_spaces_available)/3; |
382 |
|
383 |
if(y_spaces_available>0) |
384 |
ypitch = 2 + (RANDOM()%y_spaces_available + |
385 |
RANDOM()%y_spaces_available + |
386 |
RANDOM()%y_spaces_available)/3; |
387 |
if(i < layers) xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
388 |
else xlocations[i] = xsize-1; |
389 |
|
390 |
if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
391 |
else ylocations[i] = ysize-1; |
392 |
x_spaces_available-=(int)(xpitch -2); |
393 |
y_spaces_available-=(int)(ypitch -2); |
394 |
} |
395 |
|
396 |
} |
397 |
if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
398 |
float xpitch, ypitch; /* pitch of the onion layers */ |
399 |
xpitch = (xsize-2.0)/(2.0*layers+1); |
400 |
ypitch = (ysize-2.0)/(layers+1); |
401 |
xlocations[0] = xpitch; |
402 |
ylocations[0] = ypitch; |
403 |
for(i=1;i<2*layers;i++) { |
404 |
if(i < layers) xlocations[i] = xlocations[i-1] + xpitch; |
405 |
else xlocations[i]=xsize-1; |
406 |
if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; |
407 |
else ylocations[i]=ysize-1; |
408 |
} |
409 |
} |
410 |
|
411 |
/* draw all the onion boxes. */ |
412 |
|
413 |
draw_onion(maze,xlocations,ylocations,layers); |
414 |
make_doors(maze,xlocations,ylocations,layers,option); |
415 |
|
416 |
} |