/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 1994,2007 Mark Wedel * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ /* The onion room generator: Onion rooms are like this: char **map_gen_spiral(int xsize, int ysize, int option); */ #include #include #include #define RANDOM_OPTIONS 0 /* Pick random options below */ #define REGULAR_SPIRAL 1 /* Regular spiral--distance increases constantly */ #define FINE_SPIRAL 2 /* uses the min. separation: most coiling */ #define FIT_SPIRAL 4 /* scale to a rectangular region, not square */ #define MAX_SPIRAL_OPT 8 /* this should be 2x the last real option */ #define MINDIST 3 #define MAX_FINE .454545 extern int surround_check (char **maze, int i, int j, int xsize, int ysize); void map_gen_spiral (Layout maze, int option) { int i, j; float parm = 0; float x = 0, y = 0; int ic, jc; float SizeX, SizeY; float xscale, yscale; /* slightly easier to fill and then cut */ maze->clear ('#'); int xsize = maze->w; int ysize = maze->h; ic = xsize / 2; jc = ysize / 2; SizeX = xsize / 2 - 2; SizeY = ysize / 2 - 2; /* select random options if necessary */ if (option == 0) option = rmg_rndm (MAX_SPIRAL_OPT); /* the order in which these are evaluated matters */ /* the following two are mutually exclusive. pick one if they're both set. */ if ((option & REGULAR_SPIRAL) && (option & FIT_SPIRAL)) { /* unset REGULAR_SPIRAL half the time */ if (rmg_rndm (2) && (option & REGULAR_SPIRAL)) option -= REGULAR_SPIRAL; else option -= FIT_SPIRAL; } xscale = yscale = MAX_FINE; /* fine spiral */ /* choose the spiral pitch */ if (!(option & FINE_SPIRAL)) { float pitch = (rmg_rndm (5)) / 10. + 10. / 22.; xscale = yscale = pitch; } if ((option & FIT_SPIRAL) && (xsize != ysize)) { if (xsize > ysize) xscale *= (float) xsize / (float) ysize; else yscale *= (float) ysize / (float) xsize; } if (option & REGULAR_SPIRAL) { float scale = min (xscale, yscale); xscale = yscale = scale; } /* cut out the spiral */ while ((fabs (x) < SizeX) && (fabs (y) < SizeY)) { x = parm * cos (parm) * xscale; y = parm * sin (parm) * yscale; maze[int (ic + x)][int (jc + y)] = '\0'; parm += 0.01; } maze[int (ic + x + 0.5)][int (jc + y + 0.5)] = '<'; /* cut out the center in a 2x2 and place the center and downexit */ maze[ic][jc + 1] = '>'; maze[ic][jc] = 'C'; } /* the following function connects disjoint spirals which may result from the symmetrization process. */ void connect_spirals (int xsize, int ysize, int sym, char **layout) { int i, j, ic = xsize / 2, jc = ysize / 2; if (sym == SYMMETRY_X) { layout[ic][jc] = 0; /* go left from map center */ for (i = ic - 1, j = jc; i > 0 && layout[i][j] == '#'; i--) layout[i][j] = 0; /* go right */ for (i = ic + 1, j = jc; i < xsize - 1 && layout[i][j] == '#'; i++) layout[i][j] = 0; } if (sym == SYMMETRY_Y) { layout[ic][jc] = 0; /* go up */ for (i = ic, j = jc - 1; j > 0 && layout[i][j] == '#'; j--) layout[i][j] = 0; /* go down */ for (i = ic, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++) layout[i][j] = 0; } if (sym == SYMMETRY_XY) { /* go left from map center */ layout[ic][jc / 2] = 0; layout[ic / 2][jc] = 0; layout[ic][jc / 2 + jc] = 0; layout[ic / 2 + ic][jc] = 0; for (i = ic - 1, j = jc / 2; i > 0 && layout[i][j] == '#'; i--) { layout[i][j + jc] = 0; layout[i][j] = 0; } /* go right */ for (i = ic + 1, j = jc / 2; i < xsize - 1 && layout[i][j] == '#'; i++) { layout[i][j + jc] = 0; layout[i][j] = 0; } /* go up */ for (i = ic / 2, j = jc - 1; j > 0 && layout[i][j] == '#'; j--) { layout[i][j] = 0; layout[i + ic][j] = 0; } /* go down */ for (i = ic / 2, j = jc + 1; j < ysize - 1 && layout[i][j] == '#'; j++) { layout[i][j] = 0; layout[i + ic][j] = 0; } } /* get rid of bad doors. */ for (i = 0; i < xsize; i++) for (j = 0; j < ysize; j++) { if (layout[i][j] == 'D') { /* remove bad door. */ int si = surround_check (layout, i, j, xsize, ysize); if (si != 3 && si != 12) { layout[i][j] = 0; /* back up and recheck any nearby doors */ i = 0; j = 0; } } } }