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/cvs/deliantra/server/random_maps/square_spiral.C
Revision: 1.9
Committed: Sat Jan 27 02:19:37 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0, rel-2_1
Changes since 1.8: +13 -11 lines
Log Message:
- experimentall.y determine minimum random map size (12)
- harden random map generator by stresstesting
- reduced codesize while increasing readability (RANDOM => rndm)
- fixed a likely unimportant bug in random_roll64
- possibly broke lots of code

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.7 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (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     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25    
26     /* peterm@langmuir.eecs.berkeley.edu: this function generates a random
27     snake-type layout.
28    
29     input: xsize, ysize;
30     output: a char** array with # and . for closed and open respectively.
31    
32     a char value of 0 represents a blank space: a '#' is
33     a wall.
34    
35     */
36    
37    
38     #include <stdio.h>
39     #include <global.h>
40     #include <time.h>
41    
42     #include <maze_gen.h>
43     #include <room_gen.h>
44     #include <random_map.h>
45     #include <sproto.h>
46     #include <rproto.h>
47    
48    
49 root 1.2 char **map_gen_onion (int xsize, int ysize, int option, int layers);
50 elmex 1.1
51    
52     /* These are some helper functions which help with
53     manipulating a centered onion and turning it into
54     a square spiral */
55    
56     /* this starts from within a centered onion layer (or between two layers),
57     and looks up until it finds a wall, and then looks right until it
58     finds a vertical wall, i.e., the corner. It sets cx and cy to that.
59     it also starts from cx and cy. */
60    
61 root 1.2 void
62     find_top_left_corner (char **maze, int *cx, int *cy)
63     {
64 root 1.9 --(*cy);
65 elmex 1.1
66     /* find the top wall. */
67 root 1.2 while (maze[*cx][*cy] == 0)
68 root 1.9 --(*cy);
69    
70 elmex 1.1 /* proceed right until a corner is detected */
71 root 1.2 while (maze[*cx][*cy + 1] == 0)
72 root 1.9 ++(*cx);
73 root 1.2
74 elmex 1.1 /* cx and cy should now be the top-right corner of the onion layer */
75     }
76    
77    
78 root 1.2 char **
79     make_square_spiral_layout (int xsize, int ysize, int options)
80     {
81     int i, j;
82     int cx, cy;
83     int tx, ty;
84 elmex 1.1
85     /* generate and allocate a doorless, centered onion */
86 root 1.4 char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
87 elmex 1.1
88     /* find the layout center. */
89 root 1.2 cx = 0;
90     cy = 0;
91     for (i = 0; i < xsize; i++)
92     for (j = 0; j < ysize; j++)
93 root 1.9 if (maze[i][j] == 'C')
94     {
95     cx = i;
96     cy = j;
97     }
98    
99 root 1.2 tx = cx;
100     ty = cy;
101 root 1.9 for (;;)
102 root 1.2 {
103     find_top_left_corner (maze, &tx, &ty);
104    
105     if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
106     break;
107 root 1.9
108 root 1.2 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
109    
110     maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */
111     maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
112 elmex 1.1
113 root 1.2 /* walk left until we find the top-left corner */
114     while ((tx > 2) && maze[tx - 1][ty])
115     tx--;
116 elmex 1.1
117 root 1.2 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
118 elmex 1.1
119 root 1.2 /* walk down until we find the bottom-left corner */
120     while (((ty + 1) < ysize) && maze[tx][ty + 1])
121     ty++;
122 elmex 1.1
123 root 1.2 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
124 elmex 1.1
125 root 1.2 /* walk rightuntil we find the bottom-right corner */
126     while (((tx + 1) < xsize) && maze[tx + 1][ty])
127     tx++;
128 elmex 1.1
129 root 1.2 make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */
130     tx++; /* set up for next layer. */
131     }
132 elmex 1.1
133     /* place the exits. */
134    
135 root 1.8 if (rndm (2))
136 root 1.2 {
137     maze[cx][cy] = '>';
138     maze[xsize - 2][1] = '<';
139     }
140     else
141     {
142     maze[cx][cy] = '<';
143     maze[xsize - 2][1] = '>';
144     }
145    
146 elmex 1.1 return maze;
147     }
148 root 1.9