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