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Comparing deliantra/server/random_maps/square_spiral.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.13 by root, Mon Apr 14 22:41:17 2008 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: square_spiral.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 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>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29 23
30/* peterm@langmuir.eecs.berkeley.edu: this function generates a random 24/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
31snake-type layout. 25snake-type layout.
32 26
33input: xsize, ysize; 27input: xsize, ysize;
36a char value of 0 represents a blank space: a '#' is 30a char value of 0 represents a blank space: a '#' is
37a wall. 31a wall.
38 32
39*/ 33*/
40 34
35#include <global.h>
41 36
42#include <stdio.h>
43#include <global.h>
44#include <time.h>
45
46#include <maze_gen.h>
47#include <room_gen.h>
48#include <random_map.h> 37#include "random_map.h"
49#include <sproto.h>
50#include <rproto.h> 38#include "rproto.h"
51
52
53char **map_gen_onion(int xsize, int ysize, int option, int layers);
54
55 39
56/* These are some helper functions which help with 40/* These are some helper functions which help with
57 manipulating a centered onion and turning it into 41 manipulating a centered onion and turning it into
58 a square spiral */ 42 a square spiral */
59 43
60/* this starts from within a centered onion layer (or between two layers), 44/* this starts from within a centered onion layer (or between two layers),
61 and looks up until it finds a wall, and then looks right until it 45 and looks up until it finds a wall, and then looks right until it
62 finds a vertical wall, i.e., the corner. It sets cx and cy to that. 46 finds a vertical wall, i.e., the corner. It sets cx and cy to that.
63 it also starts from cx and cy. */ 47 it also starts from cx and cy. */
64 48
49void
65void find_top_left_corner(char **maze,int *cx, int *cy) { 50find_top_left_corner (char **maze, int *cx, int *cy)
51{
52 --(*cy);
66 53
67 (*cy)--;
68 /* find the top wall. */ 54 /* find the top wall. */
69 while(maze[*cx][*cy]==0) (*cy)--; 55 while (maze[*cx][*cy] == 0)
56 --(*cy);
57
70 /* proceed right until a corner is detected */ 58 /* proceed right until a corner is detected */
71 while(maze[*cx][*cy+1]==0) (*cx)++; 59 while (maze[*cx][*cy + 1] == 0)
72 60 ++(*cx);
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 65void
77char **make_square_spiral_layout(int xsize, int ysize,int options) { 66make_square_spiral_layout (Maze maze, int options)
67{
78 int i,j; 68 int i, j;
79 int cx,cy; 69 int cx, cy;
80 int tx,ty; 70 int tx, ty;
81 71
82 /* generate and allocate a doorless, centered onion */ 72 /* generate and allocate a doorless, centered onion */
83 char **maze = map_gen_onion(xsize,ysize,OPT_CENTERED | OPT_NO_DOORS,0); 73 map_gen_onion (maze, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
74
75 int xsize = maze->w;
76 int ysize = maze->h;
84 77
85 /* find the layout center. */ 78 /* find the layout center. */
86 cx = 0; cy = 0; 79 cx = 0;
80 cy = 0;
87 for(i=0;i<xsize;i++) 81 for (i = 0; i < xsize; i++)
88 for(j=0;j<ysize;j++) { 82 for (j = 0; j < ysize; j++)
89 if(maze[i][j]=='C' ) { 83 if (maze[i][j] == 'C')
84 {
90 cx = i; cy=j; 85 cx = i;
86 cy = j;
91 } 87 }
88
89 tx = cx;
90 ty = cy;
91 for (;;)
92 {
93 find_top_left_corner (maze, &tx, &ty);
94
95 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
96 break;
97
98 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
99
100 maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */
101 maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
102
103 /* walk left until we find the top-left corner */
104 while ((tx > 2) && maze[tx - 1, ty])
105 tx--;
106
107 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
108
109 /* walk down until we find the bottom-left corner */
110 while (((ty + 1) < ysize) && maze[tx][ty + 1])
111 ty++;
112
113 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
114
115 /* walk rightuntil we find the bottom-right corner */
116 while (((tx + 1) < xsize) && maze[tx + 1][ty])
117 tx++;
118
119 make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */
120 tx++; /* set up for next layer. */
92 } 121 }
93 tx = cx; ty = cy;
94 while(1) {
95 find_top_left_corner(maze,&tx,&ty);
96 122
97 if(ty < 2 || tx < 2 || tx > xsize -2 || ty > ysize-2 ) break;
98 make_wall(maze,tx,ty-1,1); /* make a vertical wall with a door */
99
100 maze[tx][ty-1]='#'; /* convert the door that make_wall puts here to a wall */
101 maze[tx-1][ty]='D';/* make a doorway out of this layer */
102
103 /* walk left until we find the top-left corner */
104 while((tx>2) && maze[tx-1][ty]) tx--;
105
106 make_wall(maze,tx-1,ty,0); /* make a horizontal wall with a door */
107
108 /* walk down until we find the bottom-left corner */
109 while(((ty+1) < ysize) && maze[tx][ty+1] ) ty++;
110
111 make_wall(maze,tx,ty+1,1); /* make a vertical wall with a door */
112
113 /* walk rightuntil we find the bottom-right corner */
114 while(((tx + 1) < xsize) && maze[tx+1][ty]) tx++;
115
116 make_wall(maze,tx+1,ty,0); /* make a horizontal wall with a door */
117 tx++; /* set up for next layer. */
118 }
119
120 /* place the exits. */ 123 /* place the exits. */
121 124
122 if(RANDOM() %2) { 125 if (rndm (2))
126 {
123 maze[cx][cy]='>'; 127 maze[cx][cy] = '>';
124 maze[xsize-2][1]='<'; 128 maze[xsize - 2][1] = '<';
125 } 129 }
126 else { 130 else
131 {
127 maze[cx][cy]='<'; 132 maze[cx][cy] = '<';
128 maze[xsize-2][1]='>'; 133 maze[xsize - 2][1] = '>';
129 }
130 134 }
131 return maze;
132} 135}
133 136
134
135

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