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/cvs/deliantra/server/random_maps/square_spiral.C
Revision: 1.10
Committed: Sun Jul 1 05:00:19 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3
Changes since 1.9: +10 -12 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.10 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.7 *
4 root 1.10 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.7 *
8 root 1.10 * Crossfire TRT is free software: you can redistribute it and/or modify
9 pippijn 1.7 * it under the terms of the GNU General Public License as published by
10 root 1.10 * the Free Software Foundation, either version 3 of the License, or
11 pippijn 1.7 * (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 root 1.10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 pippijn 1.7 * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19 root 1.10 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20     *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.7 */
23 elmex 1.1
24     /* peterm@langmuir.eecs.berkeley.edu: this function generates a random
25     snake-type layout.
26    
27     input: xsize, ysize;
28     output: a char** array with # and . for closed and open respectively.
29    
30     a char value of 0 represents a blank space: a '#' is
31     a wall.
32    
33     */
34    
35    
36     #include <stdio.h>
37     #include <global.h>
38     #include <time.h>
39    
40     #include <maze_gen.h>
41     #include <room_gen.h>
42     #include <random_map.h>
43     #include <sproto.h>
44     #include <rproto.h>
45    
46    
47 root 1.2 char **map_gen_onion (int xsize, int ysize, int option, int layers);
48 elmex 1.1
49    
50     /* These are some helper functions which help with
51     manipulating a centered onion and turning it into
52     a square spiral */
53    
54     /* this starts from within a centered onion layer (or between two layers),
55     and looks up until it finds a wall, and then looks right until it
56     finds a vertical wall, i.e., the corner. It sets cx and cy to that.
57     it also starts from cx and cy. */
58    
59 root 1.2 void
60     find_top_left_corner (char **maze, int *cx, int *cy)
61     {
62 root 1.9 --(*cy);
63 elmex 1.1
64     /* find the top wall. */
65 root 1.2 while (maze[*cx][*cy] == 0)
66 root 1.9 --(*cy);
67    
68 elmex 1.1 /* proceed right until a corner is detected */
69 root 1.2 while (maze[*cx][*cy + 1] == 0)
70 root 1.9 ++(*cx);
71 root 1.2
72 elmex 1.1 /* cx and cy should now be the top-right corner of the onion layer */
73     }
74    
75    
76 root 1.2 char **
77     make_square_spiral_layout (int xsize, int ysize, int options)
78     {
79     int i, j;
80     int cx, cy;
81     int tx, ty;
82 elmex 1.1
83     /* generate and allocate a doorless, centered onion */
84 root 1.4 char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
85 elmex 1.1
86     /* find the layout center. */
87 root 1.2 cx = 0;
88     cy = 0;
89     for (i = 0; i < xsize; i++)
90     for (j = 0; j < ysize; j++)
91 root 1.9 if (maze[i][j] == 'C')
92     {
93     cx = i;
94     cy = j;
95     }
96    
97 root 1.2 tx = cx;
98     ty = cy;
99 root 1.9 for (;;)
100 root 1.2 {
101     find_top_left_corner (maze, &tx, &ty);
102    
103     if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
104     break;
105 root 1.9
106 root 1.2 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
107    
108     maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */
109     maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
110 elmex 1.1
111 root 1.2 /* walk left until we find the top-left corner */
112     while ((tx > 2) && maze[tx - 1][ty])
113     tx--;
114 elmex 1.1
115 root 1.2 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
116 elmex 1.1
117 root 1.2 /* walk down until we find the bottom-left corner */
118     while (((ty + 1) < ysize) && maze[tx][ty + 1])
119     ty++;
120 elmex 1.1
121 root 1.2 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
122 elmex 1.1
123 root 1.2 /* walk rightuntil we find the bottom-right corner */
124     while (((tx + 1) < xsize) && maze[tx + 1][ty])
125     tx++;
126 elmex 1.1
127 root 1.2 make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */
128     tx++; /* set up for next layer. */
129     }
130 elmex 1.1
131     /* place the exits. */
132    
133 root 1.8 if (rndm (2))
134 root 1.2 {
135     maze[cx][cy] = '>';
136     maze[xsize - 2][1] = '<';
137     }
138     else
139     {
140     maze[cx][cy] = '<';
141     maze[xsize - 2][1] = '>';
142     }
143    
144 elmex 1.1 return maze;
145     }
146 root 1.9