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Comparing deliantra/server/random_maps/square_spiral.C (file contents):
Revision 1.5 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.10 by root, Sun Jul 1 05:00:19 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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;
59 it also starts from cx and cy. */ 57 it also starts from cx and cy. */
60 58
61void 59void
62find_top_left_corner (char **maze, int *cx, int *cy) 60find_top_left_corner (char **maze, int *cx, int *cy)
63{ 61{
62 --(*cy);
64 63
65 (*cy)--;
66 /* find the top wall. */ 64 /* find the top wall. */
67 while (maze[*cx][*cy] == 0) 65 while (maze[*cx][*cy] == 0)
68 (*cy)--; 66 --(*cy);
67
69 /* proceed right until a corner is detected */ 68 /* proceed right until a corner is detected */
70 while (maze[*cx][*cy + 1] == 0) 69 while (maze[*cx][*cy + 1] == 0)
71 (*cx)++; 70 ++(*cx);
72 71
73 /* 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 */
74} 73}
75 74
76 75
87 /* find the layout center. */ 86 /* find the layout center. */
88 cx = 0; 87 cx = 0;
89 cy = 0; 88 cy = 0;
90 for (i = 0; i < xsize; i++) 89 for (i = 0; i < xsize; i++)
91 for (j = 0; j < ysize; j++) 90 for (j = 0; j < ysize; j++)
92 {
93 if (maze[i][j] == 'C') 91 if (maze[i][j] == 'C')
94 { 92 {
95 cx = i; 93 cx = i;
96 cy = j; 94 cy = j;
97 } 95 }
98 } 96
99 tx = cx; 97 tx = cx;
100 ty = cy; 98 ty = cy;
101 while (1) 99 for (;;)
102 { 100 {
103 find_top_left_corner (maze, &tx, &ty); 101 find_top_left_corner (maze, &tx, &ty);
104 102
105 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) 103 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
106 break; 104 break;
105
107 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 */
108 107
109 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 */
110 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 */
111 110
129 tx++; /* set up for next layer. */ 128 tx++; /* set up for next layer. */
130 } 129 }
131 130
132 /* place the exits. */ 131 /* place the exits. */
133 132
134 if (RANDOM () % 2) 133 if (rndm (2))
135 { 134 {
136 maze[cx][cy] = '>'; 135 maze[cx][cy] = '>';
137 maze[xsize - 2][1] = '<'; 136 maze[xsize - 2][1] = '<';
138 } 137 }
139 else 138 else
142 maze[xsize - 2][1] = '>'; 141 maze[xsize - 2][1] = '>';
143 } 142 }
144 143
145 return maze; 144 return maze;
146} 145}
146

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