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/cvs/deliantra/server/random_maps/square_spiral.C
Revision: 1.2
Committed: Sun Sep 10 16:06:37 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +65 -49 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.2
2 elmex 1.1 /*
3     * static char *rcsid_map_c =
4 root 1.2 * "$Id: square_spiral.C,v 1.1 2006-08-13 17:16:03 elmex Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30    
31     /* peterm@langmuir.eecs.berkeley.edu: this function generates a random
32     snake-type layout.
33    
34     input: xsize, ysize;
35     output: a char** array with # and . for closed and open respectively.
36    
37     a char value of 0 represents a blank space: a '#' is
38     a wall.
39    
40     */
41    
42    
43     #include <stdio.h>
44     #include <global.h>
45     #include <time.h>
46    
47     #include <maze_gen.h>
48     #include <room_gen.h>
49     #include <random_map.h>
50     #include <sproto.h>
51     #include <rproto.h>
52    
53    
54 root 1.2 char **map_gen_onion (int xsize, int ysize, int option, int layers);
55 elmex 1.1
56    
57     /* These are some helper functions which help with
58     manipulating a centered onion and turning it into
59     a square spiral */
60    
61     /* this starts from within a centered onion layer (or between two layers),
62     and looks up until it finds a wall, and then looks right until it
63     finds a vertical wall, i.e., the corner. It sets cx and cy to that.
64     it also starts from cx and cy. */
65    
66 root 1.2 void
67     find_top_left_corner (char **maze, int *cx, int *cy)
68     {
69 elmex 1.1
70     (*cy)--;
71     /* find the top wall. */
72 root 1.2 while (maze[*cx][*cy] == 0)
73     (*cy)--;
74 elmex 1.1 /* proceed right until a corner is detected */
75 root 1.2 while (maze[*cx][*cy + 1] == 0)
76     (*cx)++;
77    
78 elmex 1.1 /* cx and cy should now be the top-right corner of the onion layer */
79     }
80    
81    
82 root 1.2 char **
83     make_square_spiral_layout (int xsize, int ysize, int options)
84     {
85     int i, j;
86     int cx, cy;
87     int tx, ty;
88 elmex 1.1
89     /* generate and allocate a doorless, centered onion */
90 root 1.2 char **maze = map_gen_onion (xsize, ysize, OPT_CENTERED | OPT_NO_DOORS, 0);
91 elmex 1.1
92     /* find the layout center. */
93 root 1.2 cx = 0;
94     cy = 0;
95     for (i = 0; i < xsize; i++)
96     for (j = 0; j < ysize; j++)
97     {
98     if (maze[i][j] == 'C')
99     {
100     cx = i;
101     cy = j;
102     }
103 elmex 1.1 }
104 root 1.2 tx = cx;
105     ty = cy;
106     while (1)
107     {
108     find_top_left_corner (maze, &tx, &ty);
109    
110     if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
111     break;
112     make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
113    
114     maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */
115     maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
116 elmex 1.1
117 root 1.2 /* walk left until we find the top-left corner */
118     while ((tx > 2) && maze[tx - 1][ty])
119     tx--;
120 elmex 1.1
121 root 1.2 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
122 elmex 1.1
123 root 1.2 /* walk down until we find the bottom-left corner */
124     while (((ty + 1) < ysize) && maze[tx][ty + 1])
125     ty++;
126 elmex 1.1
127 root 1.2 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
128 elmex 1.1
129 root 1.2 /* walk rightuntil we find the bottom-right corner */
130     while (((tx + 1) < xsize) && maze[tx + 1][ty])
131     tx++;
132 elmex 1.1
133 root 1.2 make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */
134     tx++; /* set up for next layer. */
135     }
136 elmex 1.1
137     /* place the exits. */
138    
139 root 1.2 if (RANDOM () % 2)
140     {
141     maze[cx][cy] = '>';
142     maze[xsize - 2][1] = '<';
143     }
144     else
145     {
146     maze[cx][cy] = '<';
147     maze[xsize - 2][1] = '>';
148     }
149    
150 elmex 1.1 return maze;
151     }