/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
snake-type layout.
input: xsize, ysize;
output: a char** array with # and . for closed and open respectively.
a char value of 0 represents a blank space: a '#' is
a wall.
*/
#include
#include "random_map.h"
#include "rproto.h"
/* These are some helper functions which help with
manipulating a centered onion and turning it into
a square spiral */
/* this starts from within a centered onion layer (or between two layers),
and looks up until it finds a wall, and then looks right until it
finds a vertical wall, i.e., the corner. It sets cx and cy to that.
it also starts from cx and cy. */
void
find_top_left_corner (char **maze, int *cx, int *cy)
{
--(*cy);
/* find the top wall. */
while (maze[*cx][*cy] == 0)
--(*cy);
/* proceed right until a corner is detected */
while (maze[*cx][*cy + 1] == 0)
++(*cx);
/* cx and cy should now be the top-right corner of the onion layer */
}
Maze
make_square_spiral_layout (int xsize, int ysize, int options)
{
int i, j;
int cx, cy;
int tx, ty;
/* generate and allocate a doorless, centered onion */
Maze maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
/* find the layout center. */
cx = 0;
cy = 0;
for (i = 0; i < xsize; i++)
for (j = 0; j < ysize; j++)
if (maze[i][j] == 'C')
{
cx = i;
cy = j;
}
tx = cx;
ty = cy;
for (;;)
{
find_top_left_corner (maze, &tx, &ty);
if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
break;
make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */
maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
/* walk left until we find the top-left corner */
while ((tx > 2) && maze[tx - 1, ty])
tx--;
make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
/* walk down until we find the bottom-left corner */
while (((ty + 1) < ysize) && maze[tx][ty + 1])
ty++;
make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
/* walk rightuntil we find the bottom-right corner */
while (((tx + 1) < xsize) && maze[tx + 1][ty])
tx++;
make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */
tx++; /* set up for next layer. */
}
/* place the exits. */
if (rndm (2))
{
maze[cx][cy] = '>';
maze[xsize - 2][1] = '<';
}
else
{
maze[cx][cy] = '<';
maze[xsize - 2][1] = '>';
}
return maze;
}