--- deliantra/server/random_maps/square_spiral.C 2006/08/13 17:16:03 1.1 +++ deliantra/server/random_maps/square_spiral.C 2008/04/14 22:41:17 1.13 @@ -1,32 +1,26 @@ /* - * static char *rcsid_map_c = - * "$Id: square_spiral.C,v 1.1 2006/08/13 17:16:03 elmex 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. @@ -38,20 +32,10 @@ */ - -#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 @@ -62,74 +46,91 @@ 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) { +void +find_top_left_corner (char **maze, int *cx, int *cy) +{ + --(*cy); - (*cy)--; /* find the top wall. */ - while(maze[*cx][*cy]==0) (*cy)--; + while (maze[*cx][*cy] == 0) + --(*cy); + /* proceed right until a corner is detected */ - while(maze[*cx][*cy+1]==0) (*cx)++; - + 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) { - int i,j; - int cx,cy; - int tx,ty; +void +make_square_spiral_layout (Maze 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); - - /* find the layout center. */ - cx = 0; cy = 0; - for(i=0;i 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--; + map_gen_onion (maze, RMOPT_CENTERED | RMOPT_NO_DOORS, 0); - make_wall(maze,tx-1,ty,0); /* make a horizontal wall with a door */ + int xsize = maze->w; + int ysize = maze->h; - /* walk down until we find the bottom-left corner */ - while(((ty+1) < ysize) && maze[tx][ty+1] ) ty++; + /* 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; + for (;;) + { + find_top_left_corner (maze, &tx, &ty); + + 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--; + + 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++; + + 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++; - make_wall(maze,tx,ty+1,1); /* make a vertical wall with a door */ + make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */ + tx++; /* set up for next layer. */ + } - /* walk rightuntil we find the bottom-right corner */ - 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. */ - } - /* place the exits. */ - if(RANDOM() %2) { - maze[cx][cy]='>'; - maze[xsize-2][1]='<'; - } - else { - maze[cx][cy]='<'; - maze[xsize-2][1]='>'; - } - - return maze; + if (rndm (2)) + { + maze[cx][cy] = '>'; + maze[xsize - 2][1] = '<'; + } + else + { + maze[cx][cy] = '<'; + maze[xsize - 2][1] = '>'; + } } - -