1 | |
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2 | /* |
1 | /* |
3 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
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 |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
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 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
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23 | */ |
22 | */ |
24 | |
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25 | |
23 | |
26 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
24 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
27 | snake-type layout. |
25 | snake-type layout. |
28 | |
26 | |
29 | input: xsize, ysize; |
27 | input: xsize, ysize; |
… | |
… | |
32 | a char value of 0 represents a blank space: a '#' is |
30 | a char value of 0 represents a blank space: a '#' is |
33 | a wall. |
31 | a wall. |
34 | |
32 | |
35 | */ |
33 | */ |
36 | |
34 | |
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35 | #include <global.h> |
37 | |
36 | |
38 | #include <stdio.h> |
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39 | #include <global.h> |
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40 | #include <time.h> |
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41 | |
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42 | #include <maze_gen.h> |
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43 | #include <room_gen.h> |
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44 | #include <random_map.h> |
37 | #include "random_map.h" |
45 | #include <sproto.h> |
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46 | #include <rproto.h> |
38 | #include "rproto.h" |
47 | |
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48 | |
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49 | char **map_gen_onion (int xsize, int ysize, int option, int layers); |
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50 | |
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51 | |
39 | |
52 | /* These are some helper functions which help with |
40 | /* These are some helper functions which help with |
53 | manipulating a centered onion and turning it into |
41 | manipulating a centered onion and turning it into |
54 | a square spiral */ |
42 | a square spiral */ |
55 | |
43 | |
… | |
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59 | it also starts from cx and cy. */ |
47 | it also starts from cx and cy. */ |
60 | |
48 | |
61 | void |
49 | void |
62 | find_top_left_corner (char **maze, int *cx, int *cy) |
50 | find_top_left_corner (char **maze, int *cx, int *cy) |
63 | { |
51 | { |
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52 | --(*cy); |
64 | |
53 | |
65 | (*cy)--; |
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66 | /* find the top wall. */ |
54 | /* find the top wall. */ |
67 | while (maze[*cx][*cy] == 0) |
55 | while (maze[*cx][*cy] == 0) |
68 | (*cy)--; |
56 | --(*cy); |
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57 | |
69 | /* proceed right until a corner is detected */ |
58 | /* proceed right until a corner is detected */ |
70 | while (maze[*cx][*cy + 1] == 0) |
59 | while (maze[*cx][*cy + 1] == 0) |
71 | (*cx)++; |
60 | ++(*cx); |
72 | |
61 | |
73 | /* cx and cy should now be the top-right corner of the onion layer */ |
62 | /* cx and cy should now be the top-right corner of the onion layer */ |
74 | } |
63 | } |
75 | |
64 | |
76 | |
65 | void |
77 | char ** |
66 | make_square_spiral_layout (Maze maze, int options) |
78 | make_square_spiral_layout (int xsize, int ysize, int options) |
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79 | { |
67 | { |
80 | int i, j; |
68 | int i, j; |
81 | int cx, cy; |
69 | int cx, cy; |
82 | int tx, ty; |
70 | int tx, ty; |
83 | |
71 | |
84 | /* generate and allocate a doorless, centered onion */ |
72 | /* generate and allocate a doorless, centered onion */ |
85 | char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0); |
73 | map_gen_onion (maze, RMOPT_CENTERED | RMOPT_NO_DOORS, 0); |
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74 | |
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75 | int xsize = maze->w; |
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76 | int ysize = maze->h; |
86 | |
77 | |
87 | /* find the layout center. */ |
78 | /* find the layout center. */ |
88 | cx = 0; |
79 | cx = 0; |
89 | cy = 0; |
80 | cy = 0; |
90 | for (i = 0; i < xsize; i++) |
81 | for (i = 0; i < xsize; i++) |
91 | for (j = 0; j < ysize; j++) |
82 | for (j = 0; j < ysize; j++) |
92 | { |
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93 | if (maze[i][j] == 'C') |
83 | if (maze[i][j] == 'C') |
94 | { |
84 | { |
95 | cx = i; |
85 | cx = i; |
96 | cy = j; |
86 | cy = j; |
97 | } |
87 | } |
98 | } |
88 | |
99 | tx = cx; |
89 | tx = cx; |
100 | ty = cy; |
90 | ty = cy; |
101 | while (1) |
91 | for (;;) |
102 | { |
92 | { |
103 | find_top_left_corner (maze, &tx, &ty); |
93 | find_top_left_corner (maze, &tx, &ty); |
104 | |
94 | |
105 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
95 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
106 | break; |
96 | break; |
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97 | |
107 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
98 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
108 | |
99 | |
109 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
100 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
110 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
101 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
111 | |
102 | |
112 | /* walk left until we find the top-left corner */ |
103 | /* walk left until we find the top-left corner */ |
113 | while ((tx > 2) && maze[tx - 1][ty]) |
104 | while ((tx > 2) && maze[tx - 1, ty]) |
114 | tx--; |
105 | tx--; |
115 | |
106 | |
116 | make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
107 | make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
117 | |
108 | |
118 | /* walk down until we find the bottom-left corner */ |
109 | /* walk down until we find the bottom-left corner */ |
… | |
… | |
129 | tx++; /* set up for next layer. */ |
120 | tx++; /* set up for next layer. */ |
130 | } |
121 | } |
131 | |
122 | |
132 | /* place the exits. */ |
123 | /* place the exits. */ |
133 | |
124 | |
134 | if (RANDOM () % 2) |
125 | if (rndm (2)) |
135 | { |
126 | { |
136 | maze[cx][cy] = '>'; |
127 | maze[cx][cy] = '>'; |
137 | maze[xsize - 2][1] = '<'; |
128 | maze[xsize - 2][1] = '<'; |
138 | } |
129 | } |
139 | else |
130 | else |
140 | { |
131 | { |
141 | maze[cx][cy] = '<'; |
132 | maze[cx][cy] = '<'; |
142 | maze[xsize - 2][1] = '>'; |
133 | maze[xsize - 2][1] = '>'; |
143 | } |
134 | } |
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135 | } |
144 | |
136 | |
145 | return maze; |
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146 | } |
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