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2 | /* |
1 | /* |
3 | * static char *rcsid_map_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: square_spiral.C,v 1.2 2006/09/10 16:06:37 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
5 | */ |
22 | */ |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
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29 | |
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30 | |
23 | |
31 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
24 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
32 | snake-type layout. |
25 | snake-type layout. |
33 | |
26 | |
34 | input: xsize, ysize; |
27 | input: xsize, ysize; |
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37 | a char value of 0 represents a blank space: a '#' is |
30 | a char value of 0 represents a blank space: a '#' is |
38 | a wall. |
31 | a wall. |
39 | |
32 | |
40 | */ |
33 | */ |
41 | |
34 | |
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35 | #include <global.h> |
42 | |
36 | |
43 | #include <stdio.h> |
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44 | #include <global.h> |
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45 | #include <time.h> |
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46 | |
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47 | #include <maze_gen.h> |
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48 | #include <room_gen.h> |
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49 | #include <random_map.h> |
37 | #include "random_map.h" |
50 | #include <sproto.h> |
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51 | #include <rproto.h> |
38 | #include "rproto.h" |
52 | |
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53 | |
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54 | char **map_gen_onion (int xsize, int ysize, int option, int layers); |
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55 | |
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56 | |
39 | |
57 | /* These are some helper functions which help with |
40 | /* These are some helper functions which help with |
58 | manipulating a centered onion and turning it into |
41 | manipulating a centered onion and turning it into |
59 | a square spiral */ |
42 | a square spiral */ |
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43 | void |
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44 | make_square_spiral_layout (Layout maze, int options) |
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45 | { |
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46 | /* generate and allocate a doorless, centered onion */ |
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47 | map_gen_onion (maze, RMOPT_CENTERED | RMOPT_NO_DOORS, 0); |
60 | |
48 | |
61 | /* this starts from within a centered onion layer (or between two layers), |
49 | int xsize = maze->w; |
62 | and looks up until it finds a wall, and then looks right until it |
50 | int ysize = maze->h; |
63 | finds a vertical wall, i.e., the corner. It sets cx and cy to that. |
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64 | it also starts from cx and cy. */ |
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65 | |
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66 | void |
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67 | find_top_left_corner (char **maze, int *cx, int *cy) |
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68 | { |
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69 | |
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70 | (*cy)--; |
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71 | /* find the top wall. */ |
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72 | while (maze[*cx][*cy] == 0) |
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73 | (*cy)--; |
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74 | /* proceed right until a corner is detected */ |
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75 | while (maze[*cx][*cy + 1] == 0) |
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76 | (*cx)++; |
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77 | |
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78 | /* cx and cy should now be the top-right corner of the onion layer */ |
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79 | } |
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80 | |
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81 | |
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82 | char ** |
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83 | make_square_spiral_layout (int xsize, int ysize, int options) |
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84 | { |
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85 | int i, j; |
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86 | int cx, cy; |
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87 | int tx, ty; |
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88 | |
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89 | /* generate and allocate a doorless, centered onion */ |
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90 | char **maze = map_gen_onion (xsize, ysize, OPT_CENTERED | OPT_NO_DOORS, 0); |
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91 | |
51 | |
92 | /* find the layout center. */ |
52 | /* find the layout center. */ |
93 | cx = 0; |
53 | int cx = 0; |
94 | cy = 0; |
54 | int cy = 0; |
95 | for (i = 0; i < xsize; i++) |
55 | for (int i = 0; i < xsize; i++) |
96 | for (j = 0; j < ysize; j++) |
56 | for (int j = 0; j < ysize; j++) |
97 | { |
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98 | if (maze[i][j] == 'C') |
57 | if (maze[i][j] == 'C') |
99 | { |
58 | { |
100 | cx = i; |
59 | cx = i; |
101 | cy = j; |
60 | cy = j; |
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61 | break; |
102 | } |
62 | } |
103 | } |
63 | |
104 | tx = cx; |
64 | int tx = cx; |
105 | ty = cy; |
65 | int ty = cy; |
106 | while (1) |
66 | for (;;) |
107 | { |
67 | { |
108 | find_top_left_corner (maze, &tx, &ty); |
68 | /* this starts from within a centered onion layer (or between two layers), |
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69 | and looks up until it finds a wall, and then looks right until it |
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70 | finds a vertical wall, i.e., the corner. It sets tx and ty to that. |
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71 | it also starts from tx and ty. */ |
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72 | --ty; |
109 | |
73 | |
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74 | /* find the top wall. */ |
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75 | while (maze[tx][ty] != '#') |
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76 | --ty; |
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77 | |
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78 | /* proceed right until a corner is detected */ |
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79 | while (maze[tx][ty + 1] != '#') |
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80 | ++tx; |
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81 | |
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82 | /* tx and ty should now be the top-right corner of the onion layer */ |
110 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
83 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
111 | break; |
84 | break; |
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85 | |
112 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
86 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
113 | |
87 | |
114 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
88 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
115 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
89 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
116 | |
90 | |
117 | /* walk left until we find the top-left corner */ |
91 | /* walk left until we find the top-left corner */ |
118 | while ((tx > 2) && maze[tx - 1][ty]) |
92 | while (tx > 2 && maze[tx - 1][ty]) |
119 | tx--; |
93 | --tx; |
120 | |
94 | |
121 | make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
95 | make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
122 | |
96 | |
123 | /* walk down until we find the bottom-left corner */ |
97 | /* walk down until we find the bottom-left corner */ |
124 | while (((ty + 1) < ysize) && maze[tx][ty + 1]) |
98 | while (ty + 1 < ysize && maze[tx][ty + 1]) |
125 | ty++; |
99 | ++ty; |
126 | |
100 | |
127 | make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */ |
101 | make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */ |
128 | |
102 | |
129 | /* walk rightuntil we find the bottom-right corner */ |
103 | /* walk rightuntil we find the bottom-right corner */ |
130 | while (((tx + 1) < xsize) && maze[tx + 1][ty]) |
104 | while (tx + 1 < xsize && maze[tx + 1][ty]) |
131 | tx++; |
105 | ++tx; |
132 | |
106 | |
133 | 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 */ |
134 | tx++; /* set up for next layer. */ |
108 | ++tx; /* set up for next layer. */ |
135 | } |
109 | } |
136 | |
110 | |
137 | /* place the exits. */ |
111 | /* place the exits. */ |
138 | |
112 | |
139 | if (RANDOM () % 2) |
113 | if (rndm (2)) |
140 | { |
114 | { |
141 | maze[cx][cy] = '>'; |
115 | maze[cx][cy] = '>'; |
142 | maze[xsize - 2][1] = '<'; |
116 | maze[xsize - 2][1] = '<'; |
143 | } |
117 | } |
144 | else |
118 | else |
145 | { |
119 | { |
146 | maze[cx][cy] = '<'; |
120 | maze[cx][cy] = '<'; |
147 | maze[xsize - 2][1] = '>'; |
121 | maze[xsize - 2][1] = '>'; |
148 | } |
122 | } |
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123 | } |
149 | |
124 | |
150 | return maze; |
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151 | } |
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