--- deliantra/server/random_maps/square_spiral.C 2006/09/10 16:06:37 1.2
+++ deliantra/server/random_maps/square_spiral.C 2008/04/15 18:43:11 1.15
@@ -1,33 +1,26 @@
-
/*
- * static char *rcsid_map_c =
- * "$Id: square_spiral.C,v 1.2 2006/09/10 16:06:37 root Exp $";
+ * 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
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2001 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program 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 2 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, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
-
/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
snake-type layout.
@@ -39,104 +32,85 @@
*/
-
-#include
#include
-#include
-
-#include
-#include
-#include
-#include
-#include
-
-
-char **map_gen_onion (int xsize, int ysize, int option, int layers);
+#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 */
-}
-
-
-char **
-make_square_spiral_layout (int xsize, int ysize, int options)
+make_square_spiral_layout (Layout maze, int options)
{
- int i, j;
- int cx, cy;
- int tx, ty;
-
/* generate and allocate a doorless, centered onion */
- char **maze = map_gen_onion (xsize, ysize, OPT_CENTERED | OPT_NO_DOORS, 0);
+ map_gen_onion (maze, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
+
+ int xsize = maze->w;
+ int ysize = maze->h;
/* 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;
- while (1)
+ int cx = 0;
+ int cy = 0;
+ for (int i = 0; i < xsize; i++)
+ for (int j = 0; j < ysize; j++)
+ if (maze[i][j] == 'C')
+ {
+ cx = i;
+ cy = j;
+ break;
+ }
+
+ int tx = cx;
+ int ty = cy;
+ for (;;)
{
- find_top_left_corner (maze, &tx, &ty);
+ /* 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 tx and ty to that.
+ it also starts from tx and ty. */
+ --ty;
+
+ /* find the top wall. */
+ while (maze[tx][ty] != '#')
+ --ty;
+
+ /* proceed right until a corner is detected */
+ while (maze[tx][ty + 1] != '#')
+ ++tx;
+ /* tx and ty should now be the top-right corner of the onion layer */
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--;
+ 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++;
+ 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++;
+ 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. */
+ ++tx; /* set up for next layer. */
}
/* place the exits. */
- if (RANDOM () % 2)
+ if (rndm (2))
{
maze[cx][cy] = '>';
maze[xsize - 2][1] = '<';
@@ -146,6 +120,5 @@
maze[cx][cy] = '<';
maze[xsize - 2][1] = '>';
}
-
- return maze;
}
+