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Comparing deliantra/server/random_maps/square_spiral.C (file contents):
Revision 1.6 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.12 by root, Fri Apr 11 21:09:53 2008 UTC

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

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