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