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/cvs/deliantra/server/random_maps/square_spiral.C
Revision: 1.4
Committed: Sat Dec 30 18:45:28 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +1 -1 lines
Log Message:
random maps are nphard

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.3 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24    
25     /* peterm@langmuir.eecs.berkeley.edu: this function generates a random
26     snake-type layout.
27    
28     input: xsize, ysize;
29     output: a char** array with # and . for closed and open respectively.
30    
31     a char value of 0 represents a blank space: a '#' is
32     a wall.
33    
34     */
35    
36    
37     #include <stdio.h>
38     #include <global.h>
39     #include <time.h>
40    
41     #include <maze_gen.h>
42     #include <room_gen.h>
43     #include <random_map.h>
44     #include <sproto.h>
45     #include <rproto.h>
46    
47    
48 root 1.2 char **map_gen_onion (int xsize, int ysize, int option, int layers);
49 elmex 1.1
50    
51     /* These are some helper functions which help with
52     manipulating a centered onion and turning it into
53     a square spiral */
54    
55     /* this starts from within a centered onion layer (or between two layers),
56     and looks up until it finds a wall, and then looks right until it
57     finds a vertical wall, i.e., the corner. It sets cx and cy to that.
58     it also starts from cx and cy. */
59    
60 root 1.2 void
61     find_top_left_corner (char **maze, int *cx, int *cy)
62     {
63 elmex 1.1
64     (*cy)--;
65     /* find the top wall. */
66 root 1.2 while (maze[*cx][*cy] == 0)
67     (*cy)--;
68 elmex 1.1 /* proceed right until a corner is detected */
69 root 1.2 while (maze[*cx][*cy + 1] == 0)
70     (*cx)++;
71    
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     {
92     if (maze[i][j] == 'C')
93     {
94     cx = i;
95     cy = j;
96     }
97 elmex 1.1 }
98 root 1.2 tx = cx;
99     ty = cy;
100     while (1)
101     {
102     find_top_left_corner (maze, &tx, &ty);
103    
104     if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
105     break;
106     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 1.2 if (RANDOM () % 2)
134     {
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     }