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Comparing deliantra/server/random_maps/room_gen_spiral.C (file contents):
Revision 1.4 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.30 by root, Sun Jan 29 02:47:05 2017 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 1994 Mark Wedel 5 * Copyright (©) 1994 Mark Wedel
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to mark@pyramid.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25/* The onion room generator: 25/* The onion room generator:
26Onion rooms are like this: 26Onion rooms are like this:
27 27
28char **map_gen_spiral(int xsize, int ysize, int option); 28char **map_gen_spiral(int xsize, int ysize, int option);
29*/
29 30
30
31*/
32#include <global.h> 31#include <global.h>
33#include <random_map.h> 32#include <rmg.h>
33#include <rproto.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>
41
42#ifndef MIN
43# define MIN(x,y) (((x)<(y))? (x):(y))
44#endif
45#ifndef MAX
46# define MAX(x,y) (((x)<(y))? (y):(x))
47#endif
48 40
49#define MINDIST 3 41#define MINDIST 3
50 42
51#define MAX_FINE .454545 43#define MAX_FINE .454545
52 44
53extern int surround_check (char **maze, int i, int j, int xsize, int ysize); 45void
54 46map_gen_spiral (layout &maze, int option)
55char **
56map_gen_spiral (int xsize, int ysize, int option)
57{ 47{
58 int i, j;
59 float parm = 0; 48 float parm = 0;
60 float x = 0, y = 0; 49 float x = 0, y = 0;
61 int ic, jc; 50 int ic, jc;
62 float SizeX, SizeY; 51 float SizeX, SizeY;
63 float xscale, yscale; 52 float xscale, yscale;
64 53
65 /* allocate that array, set it up */ 54 /* slightly easier to fill and then cut */
66 char **maze = (char **) calloc (sizeof (char *), xsize); 55 maze.fill ('#');
67 56
68 for (i = 0; i < xsize; i++) 57 int xsize = maze.w;
69 { 58 int ysize = maze.h;
70 maze[i] = (char *) calloc (sizeof (char), ysize);
71 }
72
73 /* slightly easier to fill and then cut */
74 for (i = 0; i < xsize; i++)
75 for (j = 0; j < ysize; j++)
76 maze[i][j] = '#';
77 59
78 ic = xsize / 2; 60 ic = xsize / 2;
79 jc = ysize / 2; 61 jc = ysize / 2;
80 SizeX = xsize / 2 - 2; 62 SizeX = xsize / 2 - 2;
81 SizeY = ysize / 2 - 2; 63 SizeY = ysize / 2 - 2;
82 64
83 /* select random options if necessary */ 65 /* select random options if necessary */
84 if (option == 0) 66 if (option == 0)
85 { 67 option = rmg_rndm (MAX_SPIRAL_OPT);
86 option = RANDOM () % MAX_SPIRAL_OPT;
87 }
88 68
89 /* the order in which these are evaluated matters */ 69 /* the order in which these are evaluated matters */
90 70
91 /* the following two are mutually exclusive. 71 /* the following two are mutually exclusive.
92 pick one if they're both set. */ 72 pick one if they're both set. */
93 if ((option & REGULAR_SPIRAL) && (option & FIT_SPIRAL)) 73 if ((option & REGULAR_SPIRAL) && (option & FIT_SPIRAL))
94 { 74 {
95 /* unset REGULAR_SPIRAL half the time */ 75 /* unset REGULAR_SPIRAL half the time */
96 if (RANDOM () % 2 && (option & REGULAR_SPIRAL)) 76 if (rmg_rndm (2) && (option & REGULAR_SPIRAL))
97 option -= REGULAR_SPIRAL; 77 option -= REGULAR_SPIRAL;
98 else 78 else
99 option -= FIT_SPIRAL; 79 option -= FIT_SPIRAL;
100 } 80 }
101 81
102 xscale = yscale = MAX_FINE; /* fine spiral */ 82 xscale = yscale = MAX_FINE; /* fine spiral */
103 83
104 /* choose the spiral pitch */ 84 /* choose the spiral pitch */
105 if (!(option & FINE_SPIRAL)) 85 if (!(option & FINE_SPIRAL))
106 { 86 {
107 float pitch = (RANDOM () % 5) / 10. + 10. / 22.; 87 float pitch = (rmg_rndm (5)) / 10. + 10. / 22.;
108 88
109 xscale = yscale = pitch; 89 xscale = yscale = pitch;
110 } 90 }
111 91
112 if ((option & FIT_SPIRAL) && (xsize != ysize)) 92 if ((option & FIT_SPIRAL) && (xsize != ysize))
117 yscale *= (float) ysize / (float) xsize; 97 yscale *= (float) ysize / (float) xsize;
118 } 98 }
119 99
120 if (option & REGULAR_SPIRAL) 100 if (option & REGULAR_SPIRAL)
121 { 101 {
122 float scale = MIN (xscale, yscale); 102 float scale = min (xscale, yscale);
123 103
124 xscale = yscale = scale; 104 xscale = yscale = scale;
125 } 105 }
126 106
127 /* cut out the spiral */ 107 /* cut out the spiral */
128 while ((fabs (x) < SizeX) && (fabs (y) < SizeY)) 108 while ((fabs (x) < SizeX) && (fabs (y) < SizeY))
129 { 109 {
130 x = parm * cos (parm) * xscale; 110 x = parm * cos (parm) * xscale;
131 y = parm * sin (parm) * yscale; 111 y = parm * sin (parm) * yscale;
132 maze[(int) (ic + x)][(int) (jc + y)] = '\0'; 112 maze[int (ic + x)][int (jc + y)] = '\0';
133 parm += 0.01; 113 parm += 0.01;
134 }; 114 }
135 115
136 maze[(int) (ic + x + 0.5)][(int) (jc + y + 0.5)] = '<'; 116 maze[int (ic + x + 0.5)][int (jc + y + 0.5)] = '<';
137
138 117
139 /* cut out the center in a 2x2 and place the center and downexit */ 118 /* cut out the center in a 2x2 and place the center and downexit */
140 maze[ic][jc + 1] = '>'; 119 maze[ic][jc + 1] = '>';
141 maze[ic][jc] = 'C'; 120 maze[ic][jc] = 'C';
142
143
144 return maze;
145} 121}
146 122
147/* the following function connects disjoint spirals which may
148 result from the symmetrization process. */
149void
150connect_spirals (int xsize, int ysize, int sym, char **layout)
151{
152
153 int i, j, ic = xsize / 2, jc = ysize / 2;
154
155 if (sym == SYMMETRY_X)
156 {
157 layout[ic][jc] = 0;
158 /* go left from map center */
159 for (i = ic - 1, j = jc; i > 0 && layout[i][j] == '#'; i--)
160 layout[i][j] = 0;
161 /* go right */
162 for (i = ic + 1, j = jc; i < xsize - 1 && layout[i][j] == '#'; i++)
163 layout[i][j] = 0;
164 }
165
166 if (sym == SYMMETRY_Y)
167 {
168
169 layout[ic][jc] = 0;
170 /* go up */
171 for (i = ic, j = jc - 1; j > 0 && layout[i][j] == '#'; j--)
172 layout[i][j] = 0;
173 /* go down */
174 for (i = ic, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++)
175 layout[i][j] = 0;
176 }
177
178 if (sym == SYMMETRY_XY)
179 {
180 /* go left from map center */
181 layout[ic][jc / 2] = 0;
182 layout[ic / 2][jc] = 0;
183 layout[ic][jc / 2 + jc] = 0;
184 layout[ic / 2 + ic][jc] = 0;
185 for (i = ic - 1, j = jc / 2; i > 0 && layout[i][j] == '#'; i--)
186 {
187 layout[i][j + jc] = 0;
188 layout[i][j] = 0;
189 }
190 /* go right */
191 for (i = ic + 1, j = jc / 2; i < xsize - 1 && layout[i][j] == '#'; i++)
192 {
193 layout[i][j + jc] = 0;
194 layout[i][j] = 0;
195 }
196 /* go up */
197 for (i = ic / 2, j = jc - 1; j > 0 && layout[i][j] == '#'; j--)
198 {
199 layout[i][j] = 0;
200 layout[i + ic][j] = 0;
201 }
202 /* go down */
203 for (i = ic / 2, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++)
204 {
205 layout[i][j] = 0;
206 layout[i + ic][j] = 0;
207 }
208
209 }
210
211 /* get rid of bad doors. */
212 for (i = 0; i < xsize; i++)
213 for (j = 0; j < ysize; j++)
214 {
215 if (layout[i][j] == 'D')
216 { /* remove bad door. */
217 int si = surround_check (layout, i, j, xsize, ysize);
218
219 if (si != 3 && si != 12)
220 {
221 layout[i][j] = 0;
222 /* back up and recheck any nearby doors */
223 i = 0;
224 j = 0;
225 }
226 }
227 }
228
229
230
231}

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