1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra 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 | * 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 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
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22 | */ |
22 | */ |
23 | |
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24 | |
23 | |
25 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
24 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
26 | snake-type layout. |
25 | snake-type layout. |
27 | |
26 | |
28 | input: xsize, ysize; |
27 | input: xsize, ysize; |
… | |
… | |
58 | it also starts from cx and cy. */ |
57 | it also starts from cx and cy. */ |
59 | |
58 | |
60 | void |
59 | void |
61 | find_top_left_corner (char **maze, int *cx, int *cy) |
60 | find_top_left_corner (char **maze, int *cx, int *cy) |
62 | { |
61 | { |
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62 | --(*cy); |
63 | |
63 | |
64 | (*cy)--; |
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65 | /* find the top wall. */ |
64 | /* find the top wall. */ |
66 | while (maze[*cx][*cy] == 0) |
65 | while (maze[*cx][*cy] == 0) |
67 | (*cy)--; |
66 | --(*cy); |
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67 | |
68 | /* proceed right until a corner is detected */ |
68 | /* proceed right until a corner is detected */ |
69 | while (maze[*cx][*cy + 1] == 0) |
69 | while (maze[*cx][*cy + 1] == 0) |
70 | (*cx)++; |
70 | ++(*cx); |
71 | |
71 | |
72 | /* cx and cy should now be the top-right corner of the onion layer */ |
72 | /* cx and cy should now be the top-right corner of the onion layer */ |
73 | } |
73 | } |
74 | |
74 | |
75 | |
75 | |
… | |
… | |
86 | /* find the layout center. */ |
86 | /* find the layout center. */ |
87 | cx = 0; |
87 | cx = 0; |
88 | cy = 0; |
88 | cy = 0; |
89 | for (i = 0; i < xsize; i++) |
89 | for (i = 0; i < xsize; i++) |
90 | for (j = 0; j < ysize; j++) |
90 | for (j = 0; j < ysize; j++) |
91 | { |
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92 | if (maze[i][j] == 'C') |
91 | if (maze[i][j] == 'C') |
93 | { |
92 | { |
94 | cx = i; |
93 | cx = i; |
95 | cy = j; |
94 | cy = j; |
96 | } |
95 | } |
97 | } |
96 | |
98 | tx = cx; |
97 | tx = cx; |
99 | ty = cy; |
98 | ty = cy; |
100 | while (1) |
99 | for (;;) |
101 | { |
100 | { |
102 | find_top_left_corner (maze, &tx, &ty); |
101 | find_top_left_corner (maze, &tx, &ty); |
103 | |
102 | |
104 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
103 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
105 | break; |
104 | break; |
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105 | |
106 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
106 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
107 | |
107 | |
108 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
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 */ |
109 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
110 | |
110 | |
… | |
… | |
128 | tx++; /* set up for next layer. */ |
128 | tx++; /* set up for next layer. */ |
129 | } |
129 | } |
130 | |
130 | |
131 | /* place the exits. */ |
131 | /* place the exits. */ |
132 | |
132 | |
133 | if (RANDOM () % 2) |
133 | if (rndm (2)) |
134 | { |
134 | { |
135 | maze[cx][cy] = '>'; |
135 | maze[cx][cy] = '>'; |
136 | maze[xsize - 2][1] = '<'; |
136 | maze[xsize - 2][1] = '<'; |
137 | } |
137 | } |
138 | else |
138 | else |
… | |
… | |
141 | maze[xsize - 2][1] = '>'; |
141 | maze[xsize - 2][1] = '>'; |
142 | } |
142 | } |
143 | |
143 | |
144 | return maze; |
144 | return maze; |
145 | } |
145 | } |
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146 | |