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/cvs/deliantra/server/random_maps/square_spiral.C
Revision: 1.10
Committed: Sun Jul 1 05:00:19 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3
Changes since 1.9: +10 -12 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
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 <crossfire@schmorp.de>
22 */
23
24 /* peterm@langmuir.eecs.berkeley.edu: this function generates a random
25 snake-type layout.
26
27 input: xsize, ysize;
28 output: a char** array with # and . for closed and open respectively.
29
30 a char value of 0 represents a blank space: a '#' is
31 a wall.
32
33 */
34
35
36 #include <stdio.h>
37 #include <global.h>
38 #include <time.h>
39
40 #include <maze_gen.h>
41 #include <room_gen.h>
42 #include <random_map.h>
43 #include <sproto.h>
44 #include <rproto.h>
45
46
47 char **map_gen_onion (int xsize, int ysize, int option, int layers);
48
49
50 /* These are some helper functions which help with
51 manipulating a centered onion and turning it into
52 a square spiral */
53
54 /* this starts from within a centered onion layer (or between two layers),
55 and looks up until it finds a wall, and then looks right until it
56 finds a vertical wall, i.e., the corner. It sets cx and cy to that.
57 it also starts from cx and cy. */
58
59 void
60 find_top_left_corner (char **maze, int *cx, int *cy)
61 {
62 --(*cy);
63
64 /* find the top wall. */
65 while (maze[*cx][*cy] == 0)
66 --(*cy);
67
68 /* proceed right until a corner is detected */
69 while (maze[*cx][*cy + 1] == 0)
70 ++(*cx);
71
72 /* cx and cy should now be the top-right corner of the onion layer */
73 }
74
75
76 char **
77 make_square_spiral_layout (int xsize, int ysize, int options)
78 {
79 int i, j;
80 int cx, cy;
81 int tx, ty;
82
83 /* generate and allocate a doorless, centered onion */
84 char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
85
86 /* find the layout center. */
87 cx = 0;
88 cy = 0;
89 for (i = 0; i < xsize; i++)
90 for (j = 0; j < ysize; j++)
91 if (maze[i][j] == 'C')
92 {
93 cx = i;
94 cy = j;
95 }
96
97 tx = cx;
98 ty = cy;
99 for (;;)
100 {
101 find_top_left_corner (maze, &tx, &ty);
102
103 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
104 break;
105
106 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
107
108 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 */
110
111 /* walk left until we find the top-left corner */
112 while ((tx > 2) && maze[tx - 1][ty])
113 tx--;
114
115 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
116
117 /* walk down until we find the bottom-left corner */
118 while (((ty + 1) < ysize) && maze[tx][ty + 1])
119 ty++;
120
121 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
122
123 /* walk rightuntil we find the bottom-right corner */
124 while (((tx + 1) < xsize) && maze[tx + 1][ty])
125 tx++;
126
127 make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */
128 tx++; /* set up for next layer. */
129 }
130
131 /* place the exits. */
132
133 if (rndm (2))
134 {
135 maze[cx][cy] = '>';
136 maze[xsize - 2][1] = '<';
137 }
138 else
139 {
140 maze[cx][cy] = '<';
141 maze[xsize - 2][1] = '>';
142 }
143
144 return maze;
145 }
146