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Comparing deliantra/server/random_maps/square_spiral.C (file contents):
Revision 1.2 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.11 by root, Thu Nov 8 19:43:25 2007 UTC

1
2/* 1/*
3 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: square_spiral.C,v 1.2 2006/09/10 16:06:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 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>
5 */ 22 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30 23
31/* peterm@langmuir.eecs.berkeley.edu: this function generates a random 24/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
32snake-type layout. 25snake-type layout.
33 26
34input: xsize, ysize; 27input: xsize, ysize;
64 it also starts from cx and cy. */ 57 it also starts from cx and cy. */
65 58
66void 59void
67find_top_left_corner (char **maze, int *cx, int *cy) 60find_top_left_corner (char **maze, int *cx, int *cy)
68{ 61{
62 --(*cy);
69 63
70 (*cy)--;
71 /* find the top wall. */ 64 /* find the top wall. */
72 while (maze[*cx][*cy] == 0) 65 while (maze[*cx][*cy] == 0)
73 (*cy)--; 66 --(*cy);
67
74 /* proceed right until a corner is detected */ 68 /* proceed right until a corner is detected */
75 while (maze[*cx][*cy + 1] == 0) 69 while (maze[*cx][*cy + 1] == 0)
76 (*cx)++; 70 ++(*cx);
77 71
78 /* cx and cy should now be the top-right corner of the onion layer */ 72 /* cx and cy should now be the top-right corner of the onion layer */
79} 73}
80 74
81 75
85 int i, j; 79 int i, j;
86 int cx, cy; 80 int cx, cy;
87 int tx, ty; 81 int tx, ty;
88 82
89 /* generate and allocate a doorless, centered onion */ 83 /* generate and allocate a doorless, centered onion */
90 char **maze = map_gen_onion (xsize, ysize, OPT_CENTERED | OPT_NO_DOORS, 0); 84 char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
91 85
92 /* find the layout center. */ 86 /* find the layout center. */
93 cx = 0; 87 cx = 0;
94 cy = 0; 88 cy = 0;
95 for (i = 0; i < xsize; i++) 89 for (i = 0; i < xsize; i++)
96 for (j = 0; j < ysize; j++) 90 for (j = 0; j < ysize; j++)
97 {
98 if (maze[i][j] == 'C') 91 if (maze[i][j] == 'C')
99 { 92 {
100 cx = i; 93 cx = i;
101 cy = j; 94 cy = j;
102 } 95 }
103 } 96
104 tx = cx; 97 tx = cx;
105 ty = cy; 98 ty = cy;
106 while (1) 99 for (;;)
107 { 100 {
108 find_top_left_corner (maze, &tx, &ty); 101 find_top_left_corner (maze, &tx, &ty);
109 102
110 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) 103 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
111 break; 104 break;
105
112 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ 106 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
113 107
114 maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ 108 maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */
115 maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ 109 maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
116 110
134 tx++; /* set up for next layer. */ 128 tx++; /* set up for next layer. */
135 } 129 }
136 130
137 /* place the exits. */ 131 /* place the exits. */
138 132
139 if (RANDOM () % 2) 133 if (rndm (2))
140 { 134 {
141 maze[cx][cy] = '>'; 135 maze[cx][cy] = '>';
142 maze[xsize - 2][1] = '<'; 136 maze[xsize - 2][1] = '<';
143 } 137 }
144 else 138 else
147 maze[xsize - 2][1] = '>'; 141 maze[xsize - 2][1] = '>';
148 } 142 }
149 143
150 return maze; 144 return maze;
151} 145}
146

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