1 |
/* |
2 |
* 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 |
|
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 |
char **map_gen_onion (int xsize, int ysize, int option, int layers); |
50 |
|
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 |
void |
62 |
find_top_left_corner (char **maze, int *cx, int *cy) |
63 |
{ |
64 |
--(*cy); |
65 |
|
66 |
/* find the top wall. */ |
67 |
while (maze[*cx][*cy] == 0) |
68 |
--(*cy); |
69 |
|
70 |
/* proceed right until a corner is detected */ |
71 |
while (maze[*cx][*cy + 1] == 0) |
72 |
++(*cx); |
73 |
|
74 |
/* cx and cy should now be the top-right corner of the onion layer */ |
75 |
} |
76 |
|
77 |
|
78 |
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 |
|
85 |
/* generate and allocate a doorless, centered onion */ |
86 |
char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0); |
87 |
|
88 |
/* find the layout center. */ |
89 |
cx = 0; |
90 |
cy = 0; |
91 |
for (i = 0; i < xsize; i++) |
92 |
for (j = 0; j < ysize; j++) |
93 |
if (maze[i][j] == 'C') |
94 |
{ |
95 |
cx = i; |
96 |
cy = j; |
97 |
} |
98 |
|
99 |
tx = cx; |
100 |
ty = cy; |
101 |
for (;;) |
102 |
{ |
103 |
find_top_left_corner (maze, &tx, &ty); |
104 |
|
105 |
if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
106 |
break; |
107 |
|
108 |
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 |
|
113 |
/* walk left until we find the top-left corner */ |
114 |
while ((tx > 2) && maze[tx - 1][ty]) |
115 |
tx--; |
116 |
|
117 |
make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
118 |
|
119 |
/* walk down until we find the bottom-left corner */ |
120 |
while (((ty + 1) < ysize) && maze[tx][ty + 1]) |
121 |
ty++; |
122 |
|
123 |
make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */ |
124 |
|
125 |
/* walk rightuntil we find the bottom-right corner */ |
126 |
while (((tx + 1) < xsize) && maze[tx + 1][ty]) |
127 |
tx++; |
128 |
|
129 |
make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */ |
130 |
tx++; /* set up for next layer. */ |
131 |
} |
132 |
|
133 |
/* place the exits. */ |
134 |
|
135 |
if (rndm (2)) |
136 |
{ |
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 |
return maze; |
147 |
} |
148 |
|