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/cvs/deliantra/server/random_maps/room_gen_spiral.C
Revision: 1.10
Committed: Sun Jul 1 05:00:19 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3
Changes since 1.9: +10 -12 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 1994,2007 Mark Wedel
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
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 #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 #include <math.h>
40
41 #ifndef MIN
42 # define MIN(x,y) (((x)<(y))? (x):(y))
43 #endif
44 #ifndef MAX
45 # define MAX(x,y) (((x)<(y))? (y):(x))
46 #endif
47
48 #define MINDIST 3
49
50 #define MAX_FINE .454545
51
52 extern int surround_check (char **maze, int i, int j, int xsize, int ysize);
53
54 char **
55 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
64 /* allocate that array, set it up */
65 char **maze = (char **) calloc (sizeof (char *), xsize);
66
67 for (i = 0; i < xsize; i++)
68 {
69 maze[i] = (char *) calloc (sizeof (char), ysize);
70 }
71
72 /* slightly easier to fill and then cut */
73 for (i = 0; i < xsize; i++)
74 for (j = 0; j < ysize; j++)
75 maze[i][j] = '#';
76
77 ic = xsize / 2;
78 jc = ysize / 2;
79 SizeX = xsize / 2 - 2;
80 SizeY = ysize / 2 - 2;
81
82 /* select random options if necessary */
83 if (option == 0)
84 {
85 option = rndm (MAX_SPIRAL_OPT);
86 }
87
88 /* the order in which these are evaluated matters */
89
90 /* the following two are mutually exclusive.
91 pick one if they're both set. */
92 if ((option & REGULAR_SPIRAL) && (option & FIT_SPIRAL))
93 {
94 /* unset REGULAR_SPIRAL half the time */
95 if (rndm (2) && (option & REGULAR_SPIRAL))
96 option -= REGULAR_SPIRAL;
97 else
98 option -= FIT_SPIRAL;
99 }
100
101 xscale = yscale = MAX_FINE; /* fine spiral */
102
103 /* choose the spiral pitch */
104 if (!(option & FINE_SPIRAL))
105 {
106 float pitch = (rndm (5)) / 10. + 10. / 22.;
107
108 xscale = yscale = pitch;
109 }
110
111 if ((option & FIT_SPIRAL) && (xsize != ysize))
112 {
113 if (xsize > ysize)
114 xscale *= (float) xsize / (float) ysize;
115 else
116 yscale *= (float) ysize / (float) xsize;
117 }
118
119 if (option & REGULAR_SPIRAL)
120 {
121 float scale = MIN (xscale, yscale);
122
123 xscale = yscale = scale;
124 }
125
126 /* cut out the spiral */
127 while ((fabs (x) < SizeX) && (fabs (y) < SizeY))
128 {
129 x = parm * cos (parm) * xscale;
130 y = parm * sin (parm) * yscale;
131 maze[(int) (ic + x)][(int) (jc + y)] = '\0';
132 parm += 0.01;
133 };
134
135 maze[(int) (ic + x + 0.5)][(int) (jc + y + 0.5)] = '<';
136
137
138 /* cut out the center in a 2x2 and place the center and downexit */
139 maze[ic][jc + 1] = '>';
140 maze[ic][jc] = 'C';
141
142
143 return maze;
144 }
145
146 /* the following function connects disjoint spirals which may
147 result from the symmetrization process. */
148 void
149 connect_spirals (int xsize, int ysize, int sym, char **layout)
150 {
151
152 int i, j, ic = xsize / 2, jc = ysize / 2;
153
154 if (sym == SYMMETRY_X)
155 {
156 layout[ic][jc] = 0;
157 /* go left from map center */
158 for (i = ic - 1, j = jc; i > 0 && layout[i][j] == '#'; i--)
159 layout[i][j] = 0;
160 /* go right */
161 for (i = ic + 1, j = jc; i < xsize - 1 && layout[i][j] == '#'; i++)
162 layout[i][j] = 0;
163 }
164
165 if (sym == SYMMETRY_Y)
166 {
167
168 layout[ic][jc] = 0;
169 /* go up */
170 for (i = ic, j = jc - 1; j > 0 && layout[i][j] == '#'; j--)
171 layout[i][j] = 0;
172 /* go down */
173 for (i = ic, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++)
174 layout[i][j] = 0;
175 }
176
177 if (sym == SYMMETRY_XY)
178 {
179 /* go left from map center */
180 layout[ic][jc / 2] = 0;
181 layout[ic / 2][jc] = 0;
182 layout[ic][jc / 2 + jc] = 0;
183 layout[ic / 2 + ic][jc] = 0;
184 for (i = ic - 1, j = jc / 2; i > 0 && layout[i][j] == '#'; i--)
185 {
186 layout[i][j + jc] = 0;
187 layout[i][j] = 0;
188 }
189 /* go right */
190 for (i = ic + 1, j = jc / 2; i < xsize - 1 && layout[i][j] == '#'; i++)
191 {
192 layout[i][j + jc] = 0;
193 layout[i][j] = 0;
194 }
195 /* go up */
196 for (i = ic / 2, j = jc - 1; j > 0 && layout[i][j] == '#'; j--)
197 {
198 layout[i][j] = 0;
199 layout[i + ic][j] = 0;
200 }
201 /* go down */
202 for (i = ic / 2, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++)
203 {
204 layout[i][j] = 0;
205 layout[i + ic][j] = 0;
206 }
207
208 }
209
210 /* get rid of bad doors. */
211 for (i = 0; i < xsize; i++)
212 for (j = 0; j < ysize; j++)
213 {
214 if (layout[i][j] == 'D')
215 { /* remove bad door. */
216 int si = surround_check (layout, i, j, xsize, ysize);
217
218 if (si != 3 && si != 12)
219 {
220 layout[i][j] = 0;
221 /* back up and recheck any nearby doors */
222 i = 0;
223 j = 0;
224 }
225 }
226 }
227
228
229
230 }