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/cvs/deliantra/server/random_maps/square_spiral.C
Revision: 1.11
Committed: Thu Nov 8 19:43:25 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.10: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

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