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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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|
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/* The onion room generator: |
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Onion rooms are like this: |
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|
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char **map_gen_onion(int xsize, int ysize, int option, int layers); |
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|
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like this: |
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regular random |
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centered, linear onion bottom/right centered, nonlinear |
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|
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######################### ######################### |
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# # # # |
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# ######## ########## # # ##################### |
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# # # # # # # |
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# # ###### ######## # # # # # |
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# # # # # # # # ######## ######## |
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# # # #### ###### # # # # # # # |
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# # # # # # # # # # # # |
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# # # ############ # # # # # # ########### ## |
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# # # # # # # # # # # |
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# # ################ # # # # # # ######### |
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# # # # # # # # # |
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# #################### # # # # # # |
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# # # # # # # # |
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######################### ######################### |
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|
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*/ |
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|
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|
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#include <global.h> |
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#include <random_map.h> |
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|
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#ifndef MIN |
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# define MIN(x,y) (((x)<(y))? (x):(y)) |
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#endif |
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void centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
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void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
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void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
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|
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|
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void draw_onion (char **maze, float *xlocations, float *ylocations, int layers); |
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void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options); |
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|
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char ** |
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map_gen_onion (int xsize, int ysize, int option, int layers) |
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{ |
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int i, j; |
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|
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/* allocate that array, set it up */ |
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char **maze = (char **) calloc (sizeof (char *), xsize); |
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|
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for (i = 0; i < xsize; i++) |
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{ |
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maze[i] = (char *) calloc (sizeof (char), ysize); |
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} |
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|
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/* pick some random options if option = 0 */ |
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if (option == 0) |
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{ |
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switch (RANDOM () % 3) |
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{ |
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case 0: |
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option |= RMOPT_CENTERED; |
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break; |
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case 1: |
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option |= RMOPT_BOTTOM_C; |
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break; |
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case 2: |
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option |= RMOPT_BOTTOM_R; |
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break; |
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} |
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if (RANDOM () % 2) |
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option |= RMOPT_LINEAR; |
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if (RANDOM () % 2) |
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option |= RMOPT_IRR_SPACE; |
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} |
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|
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/* write the outer walls, if appropriate. */ |
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if (!(option & RMOPT_WALL_OFF)) |
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{ |
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for (i = 0; i < xsize; i++) |
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maze[i][0] = maze[i][ysize - 1] = '#'; |
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for (j = 0; j < ysize; j++) |
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maze[0][j] = maze[xsize - 1][j] = '#'; |
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}; |
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|
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if (option & RMOPT_WALLS_ONLY) |
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return maze; |
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|
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/* pick off the mutually exclusive options */ |
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if (option & RMOPT_BOTTOM_R) |
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bottom_right_centered_onion (maze, xsize, ysize, option, layers); |
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else if (option & RMOPT_BOTTOM_C) |
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bottom_centered_onion (maze, xsize, ysize, option, layers); |
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else if (option & RMOPT_CENTERED) |
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centered_onion (maze, xsize, ysize, option, layers); |
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|
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return maze; |
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} |
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|
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void |
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centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
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{ |
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int i, maxlayers; |
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float *xlocations; |
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float *ylocations; |
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|
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maxlayers = (MIN (xsize, ysize) - 2) / 5; |
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if (!maxlayers) |
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return; /* map too small to onionize */ |
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if (layers > maxlayers) |
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layers = maxlayers; |
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if (layers == 0) |
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layers = (RANDOM () % maxlayers) + 1; |
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xlocations = (float *) calloc (sizeof (float), 2 * layers); |
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ylocations = (float *) calloc (sizeof (float), 2 * layers); |
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|
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|
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/* place all the walls */ |
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if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
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{ |
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int x_spaces_available, y_spaces_available; |
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|
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/* the "extra" spaces available for spacing between layers */ |
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x_spaces_available = (xsize - 2) - 6 * layers + 1; |
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y_spaces_available = (ysize - 2) - 6 * layers + 1; |
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|
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|
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/* pick an initial random pitch */ |
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for (i = 0; i < 2 * layers; i++) |
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{ |
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float xpitch = 2, ypitch = 2; |
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|
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if (x_spaces_available > 0) |
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xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; |
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|
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if (y_spaces_available > 0) |
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ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; |
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xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
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ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
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x_spaces_available -= (int) (xpitch - 2); |
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y_spaces_available -= (int) (ypitch - 2); |
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} |
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|
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} |
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if (!(option & RMOPT_IRR_SPACE)) |
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{ /* evenly spaced */ |
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float xpitch, ypitch; /* pitch of the onion layers */ |
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|
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xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
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ypitch = (ysize - 2.0) / (2.0 * layers + 1); |
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xlocations[0] = xpitch; |
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ylocations[0] = ypitch; |
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for (i = 1; i < 2 * layers; i++) |
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{ |
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xlocations[i] = xlocations[i - 1] + xpitch; |
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ylocations[i] = ylocations[i - 1] + ypitch; |
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} |
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} |
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|
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/* draw all the onion boxes. */ |
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|
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draw_onion (maze, xlocations, ylocations, layers); |
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make_doors (maze, xlocations, ylocations, layers, option); |
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|
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} |
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|
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void |
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bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
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{ |
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int i, maxlayers; |
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float *xlocations; |
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float *ylocations; |
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|
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maxlayers = (MIN (xsize, ysize) - 2) / 5; |
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if (!maxlayers) |
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return; /* map too small to onionize */ |
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if (layers > maxlayers) |
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layers = maxlayers; |
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if (layers == 0) |
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layers = (RANDOM () % maxlayers) + 1; |
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xlocations = (float *) calloc (sizeof (float), 2 * layers); |
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ylocations = (float *) calloc (sizeof (float), 2 * layers); |
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|
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|
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/* place all the walls */ |
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if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
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{ |
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int x_spaces_available, y_spaces_available; |
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|
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/* the "extra" spaces available for spacing between layers */ |
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x_spaces_available = (xsize - 2) - 6 * layers + 1; |
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y_spaces_available = (ysize - 2) - 3 * layers + 1; |
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|
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|
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/* pick an initial random pitch */ |
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for (i = 0; i < 2 * layers; i++) |
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{ |
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float xpitch = 2, ypitch = 2; |
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|
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if (x_spaces_available > 0) |
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xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; |
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|
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if (y_spaces_available > 0) |
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ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; |
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xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
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if (i < layers) |
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ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
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else |
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ylocations[i] = ysize - 1; |
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x_spaces_available -= (int) (xpitch - 2); |
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y_spaces_available -= (int) (ypitch - 2); |
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} |
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|
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} |
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if (!(option & RMOPT_IRR_SPACE)) |
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{ /* evenly spaced */ |
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float xpitch, ypitch; /* pitch of the onion layers */ |
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|
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xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
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ypitch = (ysize - 2.0) / (layers + 1); |
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xlocations[0] = xpitch; |
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ylocations[0] = ypitch; |
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for (i = 1; i < 2 * layers; i++) |
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{ |
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xlocations[i] = xlocations[i - 1] + xpitch; |
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if (i < layers) |
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ylocations[i] = ylocations[i - 1] + ypitch; |
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else |
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ylocations[i] = ysize - 1; |
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} |
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} |
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|
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/* draw all the onion boxes. */ |
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|
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draw_onion (maze, xlocations, ylocations, layers); |
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make_doors (maze, xlocations, ylocations, layers, option); |
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|
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} |
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|
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|
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/* draw_boxes: draws the lines in the maze defining the onion layers */ |
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|
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void |
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draw_onion (char **maze, float *xlocations, float *ylocations, int layers) |
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{ |
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int i, j, l; |
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|
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for (l = 0; l < layers; l++) |
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{ |
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int x1, x2, y1, y2; |
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|
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/* horizontal segments */ |
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y1 = (int) ylocations[l]; |
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y2 = (int) ylocations[2 * layers - l - 1]; |
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for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++) |
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{ |
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maze[i][y1] = '#'; |
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maze[i][y2] = '#'; |
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} |
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|
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/* vertical segments */ |
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x1 = (int) xlocations[l]; |
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x2 = (int) xlocations[2 * layers - l - 1]; |
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for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++) |
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{ |
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maze[x1][j] = '#'; |
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maze[x2][j] = '#'; |
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} |
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|
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} |
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} |
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|
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void |
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make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options) |
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{ |
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int freedoms; /* number of different walls on which we could place a door */ |
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int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
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int l, x1 = 0, x2, y1 = 0, y2; |
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|
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freedoms = 4; /* centered */ |
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if (options & RMOPT_BOTTOM_C) |
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freedoms = 3; |
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if (options & RMOPT_BOTTOM_R) |
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freedoms = 2; |
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if (layers <= 0) |
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return; |
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/* pick which wall will have a door. */ |
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which_wall = RANDOM () % freedoms + 1; |
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for (l = 0; l < layers; l++) |
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{ |
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if (options & RMOPT_LINEAR) |
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{ /* linear door placement. */ |
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switch (which_wall) |
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{ |
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case 1: |
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{ /* left hand wall */ |
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x1 = (int) xlocations[l]; |
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y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
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break; |
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} |
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case 2: |
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{ /* top wall placement */ |
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x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
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y1 = (int) ylocations[l]; |
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break; |
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} |
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case 3: |
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{ /* right wall placement */ |
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x1 = (int) xlocations[2 * layers - l - 1]; |
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y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
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break; |
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} |
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case 4: |
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{ /* bottom wall placement */ |
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x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
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y1 = (int) ylocations[2 * layers - l - 1]; |
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break; |
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} |
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} |
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} |
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else |
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{ /* random door placement. */ |
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which_wall = RANDOM () % freedoms + 1; |
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switch (which_wall) |
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{ |
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case 1: |
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{ /* left hand wall */ |
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x1 = (int) xlocations[l]; |
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y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); |
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if (y2 > 0) |
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y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); |
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else |
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y1 = (int) (ylocations[l] + 1); |
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break; |
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} |
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case 2: |
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{ /* top wall placement */ |
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x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
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if (x2 > 0) |
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x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); |
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else |
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x1 = (int) (xlocations[l] + 1); |
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y1 = (int) ylocations[l]; |
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break; |
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} |
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case 3: |
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{ /* right wall placement */ |
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x1 = (int) xlocations[2 * layers - l - 1]; |
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y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; |
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if (y2 > 0) |
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y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); |
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else |
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y1 = (int) (ylocations[l] + 1); |
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|
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break; |
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} |
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case 4: |
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{ /* bottom wall placement */ |
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x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
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if (x2 > 0) |
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x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); |
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else |
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x1 = (int) (xlocations[l] + 1); |
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y1 = (int) ylocations[2 * layers - l - 1]; |
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break; |
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} |
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|
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} |
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} |
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if (options & RMOPT_NO_DOORS) |
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maze[x1][y1] = '#'; /* no door. */ |
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else |
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maze[x1][y1] = 'D'; /* write the door */ |
400 |
|
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} |
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/* mark the center of the maze with a C */ |
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l = layers - 1; |
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x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2; |
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y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2; |
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maze[x1][y1] = 'C'; |
407 |
|
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/* not needed anymore */ |
409 |
free (xlocations); |
410 |
free (ylocations); |
411 |
|
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} |
413 |
|
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void |
415 |
bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
416 |
{ |
417 |
int i, maxlayers; |
418 |
float *xlocations; |
419 |
float *ylocations; |
420 |
|
421 |
maxlayers = (MIN (xsize, ysize) - 2) / 5; |
422 |
if (!maxlayers) |
423 |
return; /* map too small to onionize */ |
424 |
if (layers > maxlayers) |
425 |
layers = maxlayers; |
426 |
if (layers == 0) |
427 |
layers = (RANDOM () % maxlayers) + 1; |
428 |
xlocations = (float *) calloc (sizeof (float), 2 * layers); |
429 |
ylocations = (float *) calloc (sizeof (float), 2 * layers); |
430 |
|
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 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; |
449 |
|
450 |
if (y_spaces_available > 0) |
451 |
ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; |
452 |
if (i < layers) |
453 |
xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
454 |
else |
455 |
xlocations[i] = xsize - 1; |
456 |
|
457 |
if (i < layers) |
458 |
ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
459 |
else |
460 |
ylocations[i] = ysize - 1; |
461 |
x_spaces_available -= (int) (xpitch - 2); |
462 |
y_spaces_available -= (int) (ypitch - 2); |
463 |
} |
464 |
|
465 |
} |
466 |
if (!(option & RMOPT_IRR_SPACE)) |
467 |
{ /* evenly spaced */ |
468 |
float xpitch, ypitch; /* pitch of the onion layers */ |
469 |
|
470 |
xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
471 |
ypitch = (ysize - 2.0) / (layers + 1); |
472 |
xlocations[0] = xpitch; |
473 |
ylocations[0] = ypitch; |
474 |
for (i = 1; i < 2 * layers; i++) |
475 |
{ |
476 |
if (i < layers) |
477 |
xlocations[i] = xlocations[i - 1] + xpitch; |
478 |
else |
479 |
xlocations[i] = xsize - 1; |
480 |
if (i < layers) |
481 |
ylocations[i] = ylocations[i - 1] + ypitch; |
482 |
else |
483 |
ylocations[i] = ysize - 1; |
484 |
} |
485 |
} |
486 |
|
487 |
/* draw all the onion boxes. */ |
488 |
|
489 |
draw_onion (maze, xlocations, ylocations, layers); |
490 |
make_doors (maze, xlocations, ylocations, layers, option); |
491 |
|
492 |
} |