--- 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; } +