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/cvs/deliantra/server/random_maps/room_gen_spiral.C
Revision: 1.6
Committed: Sat Jan 6 14:42:30 2007 UTC (17 years, 6 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.5: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 root 1.5
2 elmex 1.1 /*
3     CrossFire, A Multiplayer game for X-windows
4    
5 pippijn 1.6 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6 elmex 1.1 Copyright (C) 1994 Mark Wedel
7     Copyright (C) 1992 Frank Tore Johansen
8    
9     This program is free software; you can redistribute it and/or modify
10     it under the terms of the GNU General Public License as published by
11     the Free Software Foundation; either version 2 of the License, or
12     (at your option) any later version.
13    
14     This program is distributed in the hope that it will be useful,
15     but WITHOUT ANY WARRANTY; without even the implied warranty of
16     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17     GNU General Public License for more details.
18    
19     You should have received a copy of the GNU General Public License
20     along with this program; if not, write to the Free Software
21     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22    
23     The author can be reached via e-mail to mark@pyramid.com
24     */
25    
26    
27     /* The onion room generator:
28     Onion rooms are like this:
29    
30     char **map_gen_spiral(int xsize, int ysize, int option);
31    
32    
33     */
34     #include <global.h>
35     #include <random_map.h>
36    
37 root 1.2 #define RANDOM_OPTIONS 0 /* Pick random options below */
38     #define REGULAR_SPIRAL 1 /* Regular spiral--distance increases constantly */
39     #define FINE_SPIRAL 2 /* uses the min. separation: most coiling */
40     #define FIT_SPIRAL 4 /* scale to a rectangular region, not square */
41     #define MAX_SPIRAL_OPT 8 /* this should be 2x the last real option */
42 elmex 1.1 #include <math.h>
43    
44     #ifndef MIN
45 root 1.2 # define MIN(x,y) (((x)<(y))? (x):(y))
46 elmex 1.1 #endif
47     #ifndef MAX
48 root 1.2 # define MAX(x,y) (((x)<(y))? (y):(x))
49 elmex 1.1 #endif
50    
51     #define MINDIST 3
52    
53     #define MAX_FINE .454545
54    
55 root 1.2 extern int surround_check (char **maze, int i, int j, int xsize, int ysize);
56    
57     char **
58     map_gen_spiral (int xsize, int ysize, int option)
59     {
60     int i, j;
61     float parm = 0;
62     float x = 0, y = 0;
63     int ic, jc;
64     float SizeX, SizeY;
65     float xscale, yscale;
66 elmex 1.1
67     /* allocate that array, set it up */
68 root 1.2 char **maze = (char **) calloc (sizeof (char *), xsize);
69    
70     for (i = 0; i < xsize; i++)
71     {
72     maze[i] = (char *) calloc (sizeof (char), ysize);
73     }
74 elmex 1.1
75     /* slightly easier to fill and then cut */
76 root 1.2 for (i = 0; i < xsize; i++)
77     for (j = 0; j < ysize; j++)
78     maze[i][j] = '#';
79    
80     ic = xsize / 2;
81     jc = ysize / 2;
82     SizeX = xsize / 2 - 2;
83     SizeY = ysize / 2 - 2;
84 elmex 1.1
85     /* select random options if necessary */
86 root 1.2 if (option == 0)
87     {
88     option = RANDOM () % MAX_SPIRAL_OPT;
89     }
90 elmex 1.1
91 root 1.2 /* the order in which these are evaluated matters */
92 elmex 1.1
93     /* the following two are mutually exclusive.
94     pick one if they're both set. */
95 root 1.2 if ((option & REGULAR_SPIRAL) && (option & FIT_SPIRAL))
96 elmex 1.1 {
97     /* unset REGULAR_SPIRAL half the time */
98 root 1.2 if (RANDOM () % 2 && (option & REGULAR_SPIRAL))
99 elmex 1.1 option -= REGULAR_SPIRAL;
100     else
101     option -= FIT_SPIRAL;
102     }
103    
104 root 1.2 xscale = yscale = MAX_FINE; /* fine spiral */
105    
106 elmex 1.1 /* choose the spiral pitch */
107 root 1.2 if (!(option & FINE_SPIRAL))
108     {
109     float pitch = (RANDOM () % 5) / 10. + 10. / 22.;
110    
111     xscale = yscale = pitch;
112     }
113    
114     if ((option & FIT_SPIRAL) && (xsize != ysize))
115     {
116     if (xsize > ysize)
117     xscale *= (float) xsize / (float) ysize;
118     else
119     yscale *= (float) ysize / (float) xsize;
120     }
121    
122     if (option & REGULAR_SPIRAL)
123     {
124     float scale = MIN (xscale, yscale);
125    
126     xscale = yscale = scale;
127     }
128 elmex 1.1
129     /* cut out the spiral */
130 root 1.2 while ((fabs (x) < SizeX) && (fabs (y) < SizeY))
131 elmex 1.1 {
132 root 1.2 x = parm * cos (parm) * xscale;
133     y = parm * sin (parm) * yscale;
134     maze[(int) (ic + x)][(int) (jc + y)] = '\0';
135     parm += 0.01;
136 elmex 1.1 };
137 root 1.2
138     maze[(int) (ic + x + 0.5)][(int) (jc + y + 0.5)] = '<';
139 elmex 1.1
140    
141     /* cut out the center in a 2x2 and place the center and downexit */
142 root 1.2 maze[ic][jc + 1] = '>';
143     maze[ic][jc] = 'C';
144 elmex 1.1
145    
146     return maze;
147     }
148    
149     /* the following function connects disjoint spirals which may
150     result from the symmetrization process. */
151 root 1.2 void
152     connect_spirals (int xsize, int ysize, int sym, char **layout)
153     {
154 elmex 1.1
155 root 1.2 int i, j, ic = xsize / 2, jc = ysize / 2;
156 elmex 1.1
157 root 1.4 if (sym == SYMMETRY_X)
158 root 1.2 {
159     layout[ic][jc] = 0;
160     /* go left from map center */
161     for (i = ic - 1, j = jc; i > 0 && layout[i][j] == '#'; i--)
162     layout[i][j] = 0;
163     /* go right */
164     for (i = ic + 1, j = jc; i < xsize - 1 && layout[i][j] == '#'; i++)
165     layout[i][j] = 0;
166 elmex 1.1 }
167    
168 root 1.4 if (sym == SYMMETRY_Y)
169 root 1.2 {
170    
171     layout[ic][jc] = 0;
172     /* go up */
173     for (i = ic, j = jc - 1; j > 0 && layout[i][j] == '#'; j--)
174     layout[i][j] = 0;
175     /* go down */
176     for (i = ic, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++)
177     layout[i][j] = 0;
178     }
179    
180 root 1.4 if (sym == SYMMETRY_XY)
181 root 1.2 {
182     /* go left from map center */
183     layout[ic][jc / 2] = 0;
184     layout[ic / 2][jc] = 0;
185     layout[ic][jc / 2 + jc] = 0;
186     layout[ic / 2 + ic][jc] = 0;
187     for (i = ic - 1, j = jc / 2; i > 0 && layout[i][j] == '#'; i--)
188     {
189     layout[i][j + jc] = 0;
190     layout[i][j] = 0;
191     }
192     /* go right */
193     for (i = ic + 1, j = jc / 2; i < xsize - 1 && layout[i][j] == '#'; i++)
194     {
195     layout[i][j + jc] = 0;
196     layout[i][j] = 0;
197     }
198     /* go up */
199     for (i = ic / 2, j = jc - 1; j > 0 && layout[i][j] == '#'; j--)
200     {
201     layout[i][j] = 0;
202     layout[i + ic][j] = 0;
203     }
204     /* go down */
205     for (i = ic / 2, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++)
206     {
207     layout[i][j] = 0;
208     layout[i + ic][j] = 0;
209     }
210    
211     }
212 elmex 1.1
213     /* get rid of bad doors. */
214 root 1.2 for (i = 0; i < xsize; i++)
215     for (j = 0; j < ysize; j++)
216     {
217     if (layout[i][j] == 'D')
218     { /* remove bad door. */
219     int si = surround_check (layout, i, j, xsize, ysize);
220    
221     if (si != 3 && si != 12)
222     {
223     layout[i][j] = 0;
224     /* back up and recheck any nearby doors */
225     i = 0;
226     j = 0;
227     }
228     }
229 elmex 1.1 }
230 root 1.2
231 elmex 1.1
232    
233     }