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/cvs/deliantra/server/random_maps/square_spiral.C
Revision: 1.1
Committed: Sun Aug 13 17:16:03 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_map_c =
3     * "$Id$";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29    
30     /* peterm@langmuir.eecs.berkeley.edu: this function generates a random
31     snake-type layout.
32    
33     input: xsize, ysize;
34     output: a char** array with # and . for closed and open respectively.
35    
36     a char value of 0 represents a blank space: a '#' is
37     a wall.
38    
39     */
40    
41    
42     #include <stdio.h>
43     #include <global.h>
44     #include <time.h>
45    
46     #include <maze_gen.h>
47     #include <room_gen.h>
48     #include <random_map.h>
49     #include <sproto.h>
50     #include <rproto.h>
51    
52    
53     char **map_gen_onion(int xsize, int ysize, int option, int layers);
54    
55    
56     /* These are some helper functions which help with
57     manipulating a centered onion and turning it into
58     a square spiral */
59    
60     /* this starts from within a centered onion layer (or between two layers),
61     and looks up until it finds a wall, and then looks right until it
62     finds a vertical wall, i.e., the corner. It sets cx and cy to that.
63     it also starts from cx and cy. */
64    
65     void find_top_left_corner(char **maze,int *cx, int *cy) {
66    
67     (*cy)--;
68     /* find the top wall. */
69     while(maze[*cx][*cy]==0) (*cy)--;
70     /* proceed right until a corner is detected */
71     while(maze[*cx][*cy+1]==0) (*cx)++;
72    
73     /* cx and cy should now be the top-right corner of the onion layer */
74     }
75    
76    
77     char **make_square_spiral_layout(int xsize, int ysize,int options) {
78     int i,j;
79     int cx,cy;
80     int tx,ty;
81    
82     /* generate and allocate a doorless, centered onion */
83     char **maze = map_gen_onion(xsize,ysize,OPT_CENTERED | OPT_NO_DOORS,0);
84    
85     /* find the layout center. */
86     cx = 0; cy = 0;
87     for(i=0;i<xsize;i++)
88     for(j=0;j<ysize;j++) {
89     if(maze[i][j]=='C' ) {
90     cx = i; cy=j;
91     }
92     }
93     tx = cx; ty = cy;
94     while(1) {
95     find_top_left_corner(maze,&tx,&ty);
96    
97     if(ty < 2 || tx < 2 || tx > xsize -2 || ty > ysize-2 ) break;
98     make_wall(maze,tx,ty-1,1); /* make a vertical wall with a door */
99    
100     maze[tx][ty-1]='#'; /* convert the door that make_wall puts here to a wall */
101     maze[tx-1][ty]='D';/* make a doorway out of this layer */
102    
103     /* walk left until we find the top-left corner */
104     while((tx>2) && maze[tx-1][ty]) tx--;
105    
106     make_wall(maze,tx-1,ty,0); /* make a horizontal wall with a door */
107    
108     /* walk down until we find the bottom-left corner */
109     while(((ty+1) < ysize) && maze[tx][ty+1] ) ty++;
110    
111     make_wall(maze,tx,ty+1,1); /* make a vertical wall with a door */
112    
113     /* walk rightuntil we find the bottom-right corner */
114     while(((tx + 1) < xsize) && maze[tx+1][ty]) tx++;
115    
116     make_wall(maze,tx+1,ty,0); /* make a horizontal wall with a door */
117     tx++; /* set up for next layer. */
118     }
119    
120     /* place the exits. */
121    
122     if(RANDOM() %2) {
123     maze[cx][cy]='>';
124     maze[xsize-2][1]='<';
125     }
126     else {
127     maze[cx][cy]='<';
128     maze[xsize-2][1]='>';
129     }
130    
131     return maze;
132     }
133    
134    
135