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/cvs/deliantra/server/random_maps/room_gen_spiral.C
Revision: 1.11
Committed: Thu Nov 8 19:43:25 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.10: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 1994,2007 Mark Wedel
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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 }