1 | /* |
1 | /* |
2 | * static char *rcsid_map_c = |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | * "$Id: square_spiral.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
4 | */ |
23 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
24 | |
29 | |
25 | |
30 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
26 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
31 | snake-type layout. |
27 | snake-type layout. |
32 | |
28 | |
… | |
… | |
48 | #include <random_map.h> |
44 | #include <random_map.h> |
49 | #include <sproto.h> |
45 | #include <sproto.h> |
50 | #include <rproto.h> |
46 | #include <rproto.h> |
51 | |
47 | |
52 | |
48 | |
53 | char **map_gen_onion(int xsize, int ysize, int option, int layers); |
49 | char **map_gen_onion (int xsize, int ysize, int option, int layers); |
54 | |
50 | |
55 | |
51 | |
56 | /* These are some helper functions which help with |
52 | /* These are some helper functions which help with |
57 | manipulating a centered onion and turning it into |
53 | manipulating a centered onion and turning it into |
58 | a square spiral */ |
54 | a square spiral */ |
… | |
… | |
60 | /* this starts from within a centered onion layer (or between two layers), |
56 | /* this starts from within a centered onion layer (or between two layers), |
61 | and looks up until it finds a wall, and then looks right until it |
57 | and looks up until it finds a wall, and then looks right until it |
62 | finds a vertical wall, i.e., the corner. It sets cx and cy to that. |
58 | finds a vertical wall, i.e., the corner. It sets cx and cy to that. |
63 | it also starts from cx and cy. */ |
59 | it also starts from cx and cy. */ |
64 | |
60 | |
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61 | void |
65 | void find_top_left_corner(char **maze,int *cx, int *cy) { |
62 | find_top_left_corner (char **maze, int *cx, int *cy) |
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63 | { |
66 | |
64 | |
67 | (*cy)--; |
65 | (*cy)--; |
68 | /* find the top wall. */ |
66 | /* find the top wall. */ |
69 | while(maze[*cx][*cy]==0) (*cy)--; |
67 | while (maze[*cx][*cy] == 0) |
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68 | (*cy)--; |
70 | /* proceed right until a corner is detected */ |
69 | /* proceed right until a corner is detected */ |
71 | while(maze[*cx][*cy+1]==0) (*cx)++; |
70 | while (maze[*cx][*cy + 1] == 0) |
72 | |
71 | (*cx)++; |
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72 | |
73 | /* cx and cy should now be the top-right corner of the onion layer */ |
73 | /* cx and cy should now be the top-right corner of the onion layer */ |
74 | } |
74 | } |
75 | |
75 | |
76 | |
76 | |
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77 | char ** |
77 | char **make_square_spiral_layout(int xsize, int ysize,int options) { |
78 | make_square_spiral_layout (int xsize, int ysize, int options) |
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79 | { |
78 | int i,j; |
80 | int i, j; |
79 | int cx,cy; |
81 | int cx, cy; |
80 | int tx,ty; |
82 | int tx, ty; |
81 | |
83 | |
82 | /* generate and allocate a doorless, centered onion */ |
84 | /* generate and allocate a doorless, centered onion */ |
83 | char **maze = map_gen_onion(xsize,ysize,OPT_CENTERED | OPT_NO_DOORS,0); |
85 | char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0); |
84 | |
86 | |
85 | /* find the layout center. */ |
87 | /* find the layout center. */ |
86 | cx = 0; cy = 0; |
88 | cx = 0; |
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89 | cy = 0; |
87 | for(i=0;i<xsize;i++) |
90 | for (i = 0; i < xsize; i++) |
88 | for(j=0;j<ysize;j++) { |
91 | for (j = 0; j < ysize; j++) |
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92 | { |
89 | if(maze[i][j]=='C' ) { |
93 | if (maze[i][j] == 'C') |
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94 | { |
90 | cx = i; cy=j; |
95 | cx = i; |
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96 | cy = j; |
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97 | } |
91 | } |
98 | } |
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99 | tx = cx; |
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100 | ty = cy; |
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101 | while (1) |
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102 | { |
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103 | find_top_left_corner (maze, &tx, &ty); |
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104 | |
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105 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
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106 | break; |
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107 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
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108 | |
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109 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
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110 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
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111 | |
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112 | /* walk left until we find the top-left corner */ |
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113 | while ((tx > 2) && maze[tx - 1][ty]) |
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114 | tx--; |
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115 | |
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116 | make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
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117 | |
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118 | /* walk down until we find the bottom-left corner */ |
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119 | while (((ty + 1) < ysize) && maze[tx][ty + 1]) |
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120 | ty++; |
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121 | |
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122 | make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */ |
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123 | |
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124 | /* walk rightuntil we find the bottom-right corner */ |
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125 | while (((tx + 1) < xsize) && maze[tx + 1][ty]) |
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126 | tx++; |
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127 | |
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128 | make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */ |
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129 | tx++; /* set up for next layer. */ |
92 | } |
130 | } |
93 | tx = cx; ty = cy; |
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94 | while(1) { |
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95 | find_top_left_corner(maze,&tx,&ty); |
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96 | |
131 | |
97 | if(ty < 2 || tx < 2 || tx > xsize -2 || ty > ysize-2 ) break; |
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98 | make_wall(maze,tx,ty-1,1); /* make a vertical wall with a door */ |
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99 | |
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100 | maze[tx][ty-1]='#'; /* convert the door that make_wall puts here to a wall */ |
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101 | maze[tx-1][ty]='D';/* make a doorway out of this layer */ |
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102 | |
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103 | /* walk left until we find the top-left corner */ |
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104 | while((tx>2) && maze[tx-1][ty]) tx--; |
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105 | |
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106 | make_wall(maze,tx-1,ty,0); /* make a horizontal wall with a door */ |
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107 | |
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108 | /* walk down until we find the bottom-left corner */ |
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109 | while(((ty+1) < ysize) && maze[tx][ty+1] ) ty++; |
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110 | |
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111 | make_wall(maze,tx,ty+1,1); /* make a vertical wall with a door */ |
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112 | |
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113 | /* walk rightuntil we find the bottom-right corner */ |
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114 | while(((tx + 1) < xsize) && maze[tx+1][ty]) tx++; |
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115 | |
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116 | make_wall(maze,tx+1,ty,0); /* make a horizontal wall with a door */ |
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117 | tx++; /* set up for next layer. */ |
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118 | } |
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119 | |
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120 | /* place the exits. */ |
132 | /* place the exits. */ |
121 | |
133 | |
122 | if(RANDOM() %2) { |
134 | if (RANDOM () % 2) |
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135 | { |
123 | maze[cx][cy]='>'; |
136 | maze[cx][cy] = '>'; |
124 | maze[xsize-2][1]='<'; |
137 | maze[xsize - 2][1] = '<'; |
125 | } |
138 | } |
126 | else { |
139 | else |
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140 | { |
127 | maze[cx][cy]='<'; |
141 | maze[cx][cy] = '<'; |
128 | maze[xsize-2][1]='>'; |
142 | maze[xsize - 2][1] = '>'; |
129 | } |
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130 | |
143 | } |
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144 | |
131 | return maze; |
145 | return maze; |
132 | } |
146 | } |
133 | |
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134 | |
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135 | |
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