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/cvs/deliantra/server/random_maps/square_spiral.C
Revision: 1.9
Committed: Sat Jan 27 02:19:37 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0, rel-2_1
Changes since 1.8: +13 -11 lines
Log Message:
- experimentall.y determine minimum random map size (12)
- harden random map generator by stresstesting
- reduced codesize while increasing readability (RANDOM => rndm)
- fixed a likely unimportant bug in random_roll64
- possibly broke lots of code

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25
26 /* peterm@langmuir.eecs.berkeley.edu: this function generates a random
27 snake-type layout.
28
29 input: xsize, ysize;
30 output: a char** array with # and . for closed and open respectively.
31
32 a char value of 0 represents a blank space: a '#' is
33 a wall.
34
35 */
36
37
38 #include <stdio.h>
39 #include <global.h>
40 #include <time.h>
41
42 #include <maze_gen.h>
43 #include <room_gen.h>
44 #include <random_map.h>
45 #include <sproto.h>
46 #include <rproto.h>
47
48
49 char **map_gen_onion (int xsize, int ysize, int option, int layers);
50
51
52 /* These are some helper functions which help with
53 manipulating a centered onion and turning it into
54 a square spiral */
55
56 /* this starts from within a centered onion layer (or between two layers),
57 and looks up until it finds a wall, and then looks right until it
58 finds a vertical wall, i.e., the corner. It sets cx and cy to that.
59 it also starts from cx and cy. */
60
61 void
62 find_top_left_corner (char **maze, int *cx, int *cy)
63 {
64 --(*cy);
65
66 /* find the top wall. */
67 while (maze[*cx][*cy] == 0)
68 --(*cy);
69
70 /* proceed right until a corner is detected */
71 while (maze[*cx][*cy + 1] == 0)
72 ++(*cx);
73
74 /* cx and cy should now be the top-right corner of the onion layer */
75 }
76
77
78 char **
79 make_square_spiral_layout (int xsize, int ysize, int options)
80 {
81 int i, j;
82 int cx, cy;
83 int tx, ty;
84
85 /* generate and allocate a doorless, centered onion */
86 char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
87
88 /* find the layout center. */
89 cx = 0;
90 cy = 0;
91 for (i = 0; i < xsize; i++)
92 for (j = 0; j < ysize; j++)
93 if (maze[i][j] == 'C')
94 {
95 cx = i;
96 cy = j;
97 }
98
99 tx = cx;
100 ty = cy;
101 for (;;)
102 {
103 find_top_left_corner (maze, &tx, &ty);
104
105 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
106 break;
107
108 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
109
110 maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */
111 maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
112
113 /* walk left until we find the top-left corner */
114 while ((tx > 2) && maze[tx - 1][ty])
115 tx--;
116
117 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
118
119 /* walk down until we find the bottom-left corner */
120 while (((ty + 1) < ysize) && maze[tx][ty + 1])
121 ty++;
122
123 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
124
125 /* walk rightuntil we find the bottom-right corner */
126 while (((tx + 1) < xsize) && maze[tx + 1][ty])
127 tx++;
128
129 make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */
130 tx++; /* set up for next layer. */
131 }
132
133 /* place the exits. */
134
135 if (rndm (2))
136 {
137 maze[cx][cy] = '>';
138 maze[xsize - 2][1] = '<';
139 }
140 else
141 {
142 maze[cx][cy] = '<';
143 maze[xsize - 2][1] = '>';
144 }
145
146 return maze;
147 }
148