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/cvs/deliantra/server/random_maps/room_gen_spiral.C
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Comparing deliantra/server/random_maps/room_gen_spiral.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.3 by root, Thu Sep 14 22:34:02 2006 UTC

30 30
31*/ 31*/
32#include <global.h> 32#include <global.h>
33#include <random_map.h> 33#include <random_map.h>
34 34
35#define RANDOM_OPTIONS 0 /* Pick random options below */ 35#define RANDOM_OPTIONS 0 /* Pick random options below */
36#define REGULAR_SPIRAL 1 /* Regular spiral--distance increases constantly*/ 36#define REGULAR_SPIRAL 1 /* Regular spiral--distance increases constantly */
37#define FINE_SPIRAL 2 /* uses the min. separation: most coiling */ 37#define FINE_SPIRAL 2 /* uses the min. separation: most coiling */
38#define FIT_SPIRAL 4 /* scale to a rectangular region, not square */ 38#define FIT_SPIRAL 4 /* scale to a rectangular region, not square */
39#define MAX_SPIRAL_OPT 8 /* this should be 2x the last real option */ 39#define MAX_SPIRAL_OPT 8 /* this should be 2x the last real option */
40#include <math.h> 40#include <math.h>
41 41
42#ifndef MIN 42#ifndef MIN
43#define MIN(x,y) (((x)<(y))? (x):(y)) 43# define MIN(x,y) (((x)<(y))? (x):(y))
44#endif 44#endif
45#ifndef MAX 45#ifndef MAX
46#define MAX(x,y) (((x)<(y))? (y):(x)) 46# define MAX(x,y) (((x)<(y))? (y):(x))
47#endif 47#endif
48 48
49#define MINDIST 3 49#define MINDIST 3
50 50
51#define MAX_FINE .454545 51#define MAX_FINE .454545
52 52
53extern int surround_check(char **maze,int i, int j, int xsize, int ysize); 53extern int surround_check (char **maze, int i, int j, int xsize, int ysize);
54 54
55char **
55char **map_gen_spiral(int xsize, int ysize, int option) { 56map_gen_spiral (int xsize, int ysize, int option)
57{
56 int i,j; 58 int i, j;
57 float parm=0; 59 float parm = 0;
58 float x=0,y=0; 60 float x = 0, y = 0;
59 int ic,jc; 61 int ic, jc;
60 float SizeX,SizeY; 62 float SizeX, SizeY;
61 float xscale,yscale; 63 float xscale, yscale;
62 64
63 /* allocate that array, set it up */ 65 /* allocate that array, set it up */
64 char **maze = (char **)calloc(sizeof(char*),xsize); 66 char **maze = (char **) calloc (sizeof (char *), xsize);
67
65 for(i=0;i<xsize;i++) { 68 for (i = 0; i < xsize; i++)
69 {
66 maze[i] = (char *) calloc(sizeof(char),ysize); 70 maze[i] = (char *) calloc (sizeof (char), ysize);
67 } 71 }
68 72
69 /* slightly easier to fill and then cut */ 73 /* slightly easier to fill and then cut */
70 for(i=0;i<xsize;i++) for(j=0;j<ysize;j++) maze[i][j] = '#'; 74 for (i = 0; i < xsize; i++)
75 for (j = 0; j < ysize; j++)
76 maze[i][j] = '#';
71 77
72 ic = xsize/2; 78 ic = xsize / 2;
73 jc = ysize/2; 79 jc = ysize / 2;
74 SizeX = xsize/2 - 2; 80 SizeX = xsize / 2 - 2;
75 SizeY = ysize/2 -2; 81 SizeY = ysize / 2 - 2;
76 82
77 /* select random options if necessary */ 83 /* select random options if necessary */
78 if(option==0) { 84 if (option == 0)
85 {
79 option=RANDOM()%MAX_SPIRAL_OPT; 86 option = RANDOM () % MAX_SPIRAL_OPT;
80 } 87 }
81 88
82 /* the order in which these are evaluated matters*/ 89 /* the order in which these are evaluated matters */
83 90
84 /* the following two are mutually exclusive. 91 /* the following two are mutually exclusive.
85 pick one if they're both set. */ 92 pick one if they're both set. */
86 if((option & REGULAR_SPIRAL) && (option & FIT_SPIRAL)) 93 if ((option & REGULAR_SPIRAL) && (option & FIT_SPIRAL))
87 { 94 {
88 /* unset REGULAR_SPIRAL half the time */ 95 /* unset REGULAR_SPIRAL half the time */
89 if(RANDOM()%2 && (option & REGULAR_SPIRAL)) 96 if (RANDOM () % 2 && (option & REGULAR_SPIRAL))
90 option -= REGULAR_SPIRAL; 97 option -= REGULAR_SPIRAL;
91 else 98 else
92 option -= FIT_SPIRAL; 99 option -= FIT_SPIRAL;
93 } 100 }
94 101
95 xscale=yscale=MAX_FINE; /* fine spiral */ 102 xscale = yscale = MAX_FINE; /* fine spiral */
96 103
97 /* choose the spiral pitch */ 104 /* choose the spiral pitch */
98 if(! (option & FINE_SPIRAL) ) { 105 if (!(option & FINE_SPIRAL))
106 {
99 float pitch = (RANDOM() %5)/10. + 10./22.; 107 float pitch = (RANDOM () % 5) / 10. + 10. / 22.;
108
100 xscale=yscale=pitch; 109 xscale = yscale = pitch;
101 } 110 }
102 111
103 if((option & FIT_SPIRAL) && (xsize!=ysize) ) { 112 if ((option & FIT_SPIRAL) && (xsize != ysize))
113 {
114 if (xsize > ysize)
104 if(xsize > ysize) xscale *= (float)xsize/(float)ysize; 115 xscale *= (float) xsize / (float) ysize;
116 else
105 else yscale *= (float)ysize/(float)xsize; 117 yscale *= (float) ysize / (float) xsize;
106 } 118 }
107 119
108 if(option & REGULAR_SPIRAL) { 120 if (option & REGULAR_SPIRAL)
121 {
109 float scale = MIN(xscale,yscale); 122 float scale = MIN (xscale, yscale);
123
110 xscale=yscale=scale; 124 xscale = yscale = scale;
111 } 125 }
112 126
113 /* cut out the spiral */ 127 /* cut out the spiral */
114 while( (fabs(x) < SizeX) && (fabs(y) < SizeY) ) 128 while ((fabs (x) < SizeX) && (fabs (y) < SizeY))
115 { 129 {
116 x = parm * cos(parm)*xscale; 130 x = parm * cos (parm) * xscale;
117 y = parm * sin(parm)*yscale; 131 y = parm * sin (parm) * yscale;
118 maze[(int)(ic + x )][(int)(jc + y )]='\0'; 132 maze[(int) (ic + x)][(int) (jc + y)] = '\0';
119 parm+=0.01; 133 parm += 0.01;
120 }; 134 };
121 135
122maze[(int)(ic + x+0.5)][(int)(jc + y+0.5)]='<'; 136 maze[(int) (ic + x + 0.5)][(int) (jc + y + 0.5)] = '<';
123 137
124 138
125 /* cut out the center in a 2x2 and place the center and downexit */ 139 /* cut out the center in a 2x2 and place the center and downexit */
126 maze[ic][jc+1]='>'; 140 maze[ic][jc + 1] = '>';
127 maze[ic][jc]='C'; 141 maze[ic][jc] = 'C';
128 142
129 143
130 return maze; 144 return maze;
131} 145}
132 146
133/* the following function connects disjoint spirals which may 147/* the following function connects disjoint spirals which may
134 result from the symmetrization process. */ 148 result from the symmetrization process. */
149void
135void connect_spirals(int xsize,int ysize,int sym, char **layout) { 150connect_spirals (int xsize, int ysize, int sym, char **layout)
151{
136 152
137 int i,j,ic=xsize/2,jc=ysize/2; 153 int i, j, ic = xsize / 2, jc = ysize / 2;
138 154
139 if(sym==X_SYM) { 155 if (sym == X_SYM)
156 {
140 layout[ic][jc] = 0; 157 layout[ic][jc] = 0;
141 /* go left from map center */ 158 /* go left from map center */
142 for(i=ic-1,j=jc; i>0 && layout[i][j]=='#' ;i--) 159 for (i = ic - 1, j = jc; i > 0 && layout[i][j] == '#'; i--)
143 layout[i][j]=0; 160 layout[i][j] = 0;
144 /* go right */ 161 /* go right */
145 for(i=ic+1,j=jc; i<xsize-1 && layout[i][j]=='#' ;i++) 162 for (i = ic + 1, j = jc; i < xsize - 1 && layout[i][j] == '#'; i++)
146 layout[i][j]=0; 163 layout[i][j] = 0;
147 } 164 }
148 165
149 if(sym==Y_SYM) { 166 if (sym == Y_SYM)
167 {
150 168
151 layout[ic][jc] = 0; 169 layout[ic][jc] = 0;
152 /* go up */ 170 /* go up */
153 for(i=ic,j=jc-1; j>0 && layout[i][j]=='#' ;j--) 171 for (i = ic, j = jc - 1; j > 0 && layout[i][j] == '#'; j--)
154 layout[i][j]=0; 172 layout[i][j] = 0;
155 /* go down */ 173 /* go down */
156 for(i=ic,j=jc+1; j<ysize-1 && layout[i][j]=='#' ;j++) 174 for (i = ic, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++)
157 layout[i][j]=0; 175 layout[i][j] = 0;
158 } 176 }
159 177
160 if(sym==XY_SYM) { 178 if (sym == XY_SYM)
179 {
161 /* go left from map center */ 180 /* go left from map center */
162 layout[ic][jc/2]=0; 181 layout[ic][jc / 2] = 0;
163 layout[ic/2][jc]=0; 182 layout[ic / 2][jc] = 0;
164 layout[ic][jc/2+jc]=0; 183 layout[ic][jc / 2 + jc] = 0;
165 layout[ic/2+ic][jc]=0; 184 layout[ic / 2 + ic][jc] = 0;
166 for(i=ic-1,j=jc/2; i>0 && layout[i][j]=='#' ;i--) { 185 for (i = ic - 1, j = jc / 2; i > 0 && layout[i][j] == '#'; i--)
186 {
167 layout[i][j + jc]=0; 187 layout[i][j + jc] = 0;
168 layout[i][j]=0; 188 layout[i][j] = 0;
169 } 189 }
170 /* go right */ 190 /* go right */
171 for(i=ic+1,j=jc/2; i<xsize-1 && layout[i][j]=='#' ;i++) { 191 for (i = ic + 1, j = jc / 2; i < xsize - 1 && layout[i][j] == '#'; i++)
192 {
172 layout[i][j+jc]=0; 193 layout[i][j + jc] = 0;
173 layout[i][j]=0; 194 layout[i][j] = 0;
174 } 195 }
175 /* go up */ 196 /* go up */
176 for(i=ic/2,j=jc-1; j>0 && layout[i][j]=='#' ;j--) { 197 for (i = ic / 2, j = jc - 1; j > 0 && layout[i][j] == '#'; j--)
198 {
177 layout[i][j]=0; 199 layout[i][j] = 0;
178 layout[i+ic][j]=0; 200 layout[i + ic][j] = 0;
179 } 201 }
180 /* go down */ 202 /* go down */
181 for(i=ic/2,j=jc+1; j<ysize-1 && layout[i][j]=='#' ;j++) { 203 for (i = ic / 2, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++)
204 {
182 layout[i][j]=0; 205 layout[i][j] = 0;
183 layout[i+ic][j]=0; 206 layout[i + ic][j] = 0;
184 } 207 }
185 208
186 } 209 }
187 210
188 /* get rid of bad doors. */ 211 /* get rid of bad doors. */
189 for(i=0;i<xsize;i++) 212 for (i = 0; i < xsize; i++)
190 for(j=0;j<ysize;j++) { 213 for (j = 0; j < ysize; j++)
191 if(layout[i][j]=='D') { /* remove bad door. */ 214 {
215 if (layout[i][j] == 'D')
216 { /* remove bad door. */
192 int si = surround_check(layout,i,j,xsize,ysize); 217 int si = surround_check (layout, i, j, xsize, ysize);
218
193 if(si!=3 && si!=12) { 219 if (si != 3 && si != 12)
220 {
194 layout[i][j]=0; 221 layout[i][j] = 0;
195 /* back up and recheck any nearby doors */ 222 /* back up and recheck any nearby doors */
196 i=0;j=0; 223 i = 0;
224 j = 0;
225 }
197 } 226 }
198 } 227 }
199 } 228
200
201 229
202 230
203} 231}
204

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