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/cvs/deliantra/server/random_maps/square_spiral.C
Revision: 1.11
Committed: Thu Nov 8 19:43:25 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.10: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.11 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.7 *
4 root 1.11 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.10 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.7 *
8 root 1.11 * Deliantra 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 root 1.11 * The authors can be reached via e-mail to <support@deliantra.net>
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