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Revision: 1.12
Committed: Fri Apr 11 21:09:53 2008 UTC (16 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +6 -19 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.11 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.7 *
4 root 1.12 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.10 * Copyright (©) 1994,2007 Mark Wedel
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.7 *
8 root 1.11 * Deliantra is free software: you can redistribute it and/or modify
9 pippijn 1.7 * it under the terms of the GNU General Public License as published by
10 root 1.10 * the Free Software Foundation, either version 3 of the License, or
11 pippijn 1.7 * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 root 1.10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 pippijn 1.7 * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19 root 1.10 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20     *
21 root 1.11 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.7 */
23 elmex 1.1
24     /* The onion room generator:
25     Onion rooms are like this:
26    
27     char **map_gen_spiral(int xsize, int ysize, int option);
28    
29    
30     */
31     #include <global.h>
32     #include <random_map.h>
33    
34 root 1.2 #define RANDOM_OPTIONS 0 /* Pick random options below */
35     #define REGULAR_SPIRAL 1 /* Regular spiral--distance increases constantly */
36     #define FINE_SPIRAL 2 /* uses the min. separation: most coiling */
37     #define FIT_SPIRAL 4 /* scale to a rectangular region, not square */
38     #define MAX_SPIRAL_OPT 8 /* this should be 2x the last real option */
39 elmex 1.1 #include <math.h>
40    
41     #ifndef MIN
42 root 1.2 # define MIN(x,y) (((x)<(y))? (x):(y))
43 elmex 1.1 #endif
44     #ifndef MAX
45 root 1.2 # define MAX(x,y) (((x)<(y))? (y):(x))
46 elmex 1.1 #endif
47    
48     #define MINDIST 3
49    
50     #define MAX_FINE .454545
51    
52 root 1.2 extern int surround_check (char **maze, int i, int j, int xsize, int ysize);
53    
54 root 1.12 Maze
55 root 1.2 map_gen_spiral (int xsize, int ysize, int option)
56     {
57     int i, j;
58     float parm = 0;
59     float x = 0, y = 0;
60     int ic, jc;
61     float SizeX, SizeY;
62     float xscale, yscale;
63 elmex 1.1
64 root 1.12 Maze maze (xsize, ysize);
65 elmex 1.1
66     /* slightly easier to fill and then cut */
67 root 1.2 for (i = 0; i < xsize; i++)
68     for (j = 0; j < ysize; j++)
69     maze[i][j] = '#';
70    
71     ic = xsize / 2;
72     jc = ysize / 2;
73     SizeX = xsize / 2 - 2;
74     SizeY = ysize / 2 - 2;
75 elmex 1.1
76     /* select random options if necessary */
77 root 1.2 if (option == 0)
78 root 1.12 option = rndm (MAX_SPIRAL_OPT);
79 elmex 1.1
80 root 1.2 /* the order in which these are evaluated matters */
81 elmex 1.1
82     /* the following two are mutually exclusive.
83     pick one if they're both set. */
84 root 1.2 if ((option & REGULAR_SPIRAL) && (option & FIT_SPIRAL))
85 elmex 1.1 {
86     /* unset REGULAR_SPIRAL half the time */
87 root 1.8 if (rndm (2) && (option & REGULAR_SPIRAL))
88 elmex 1.1 option -= REGULAR_SPIRAL;
89     else
90     option -= FIT_SPIRAL;
91     }
92    
93 root 1.2 xscale = yscale = MAX_FINE; /* fine spiral */
94    
95 elmex 1.1 /* choose the spiral pitch */
96 root 1.2 if (!(option & FINE_SPIRAL))
97     {
98 root 1.8 float pitch = (rndm (5)) / 10. + 10. / 22.;
99 root 1.2
100     xscale = yscale = pitch;
101     }
102    
103     if ((option & FIT_SPIRAL) && (xsize != ysize))
104     {
105     if (xsize > ysize)
106     xscale *= (float) xsize / (float) ysize;
107     else
108     yscale *= (float) ysize / (float) xsize;
109     }
110    
111     if (option & REGULAR_SPIRAL)
112     {
113     float scale = MIN (xscale, yscale);
114    
115     xscale = yscale = scale;
116     }
117 elmex 1.1
118     /* cut out the spiral */
119 root 1.2 while ((fabs (x) < SizeX) && (fabs (y) < SizeY))
120 elmex 1.1 {
121 root 1.2 x = parm * cos (parm) * xscale;
122     y = parm * sin (parm) * yscale;
123 root 1.12 maze[int (ic + x)][int (jc + y)] = '\0';
124 root 1.2 parm += 0.01;
125 elmex 1.1 };
126 root 1.2
127 root 1.12 maze[int (ic + x + 0.5)][int (jc + y + 0.5)] = '<';
128 elmex 1.1
129     /* cut out the center in a 2x2 and place the center and downexit */
130 root 1.2 maze[ic][jc + 1] = '>';
131     maze[ic][jc] = 'C';
132 elmex 1.1
133     return maze;
134     }
135    
136     /* the following function connects disjoint spirals which may
137     result from the symmetrization process. */
138 root 1.2 void
139     connect_spirals (int xsize, int ysize, int sym, char **layout)
140     {
141 elmex 1.1
142 root 1.2 int i, j, ic = xsize / 2, jc = ysize / 2;
143 elmex 1.1
144 root 1.4 if (sym == SYMMETRY_X)
145 root 1.2 {
146     layout[ic][jc] = 0;
147     /* go left from map center */
148     for (i = ic - 1, j = jc; i > 0 && layout[i][j] == '#'; i--)
149     layout[i][j] = 0;
150     /* go right */
151     for (i = ic + 1, j = jc; i < xsize - 1 && layout[i][j] == '#'; i++)
152     layout[i][j] = 0;
153 elmex 1.1 }
154    
155 root 1.4 if (sym == SYMMETRY_Y)
156 root 1.2 {
157    
158     layout[ic][jc] = 0;
159     /* go up */
160     for (i = ic, j = jc - 1; j > 0 && layout[i][j] == '#'; j--)
161     layout[i][j] = 0;
162     /* go down */
163     for (i = ic, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++)
164     layout[i][j] = 0;
165     }
166    
167 root 1.4 if (sym == SYMMETRY_XY)
168 root 1.2 {
169     /* go left from map center */
170     layout[ic][jc / 2] = 0;
171     layout[ic / 2][jc] = 0;
172     layout[ic][jc / 2 + jc] = 0;
173     layout[ic / 2 + ic][jc] = 0;
174     for (i = ic - 1, j = jc / 2; i > 0 && layout[i][j] == '#'; i--)
175     {
176     layout[i][j + jc] = 0;
177     layout[i][j] = 0;
178     }
179     /* go right */
180     for (i = ic + 1, j = jc / 2; i < xsize - 1 && layout[i][j] == '#'; i++)
181     {
182     layout[i][j + jc] = 0;
183     layout[i][j] = 0;
184     }
185     /* go up */
186     for (i = ic / 2, j = jc - 1; j > 0 && layout[i][j] == '#'; j--)
187     {
188     layout[i][j] = 0;
189     layout[i + ic][j] = 0;
190     }
191     /* go down */
192     for (i = ic / 2, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++)
193     {
194     layout[i][j] = 0;
195     layout[i + ic][j] = 0;
196     }
197    
198     }
199 elmex 1.1
200     /* get rid of bad doors. */
201 root 1.2 for (i = 0; i < xsize; i++)
202     for (j = 0; j < ysize; j++)
203     {
204     if (layout[i][j] == 'D')
205     { /* remove bad door. */
206     int si = surround_check (layout, i, j, xsize, ysize);
207    
208     if (si != 3 && si != 12)
209     {
210     layout[i][j] = 0;
211     /* back up and recheck any nearby doors */
212     i = 0;
213     j = 0;
214     }
215     }
216 elmex 1.1 }
217     }