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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 1.15 by root, Tue Apr 15 18:43:11 2008 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 (©) 2005,2006,2007,2008 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;
37a char value of 0 represents a blank space: a '#' is 30a char value of 0 represents a blank space: a '#' is
38a wall. 31a wall.
39 32
40*/ 33*/
41 34
35#include <global.h>
42 36
43#include <stdio.h>
44#include <global.h>
45#include <time.h>
46
47#include <maze_gen.h>
48#include <room_gen.h>
49#include <random_map.h> 37#include "random_map.h"
50#include <sproto.h>
51#include <rproto.h> 38#include "rproto.h"
52
53
54char **map_gen_onion (int xsize, int ysize, int option, int layers);
55
56 39
57/* These are some helper functions which help with 40/* These are some helper functions which help with
58 manipulating a centered onion and turning it into 41 manipulating a centered onion and turning it into
59 a square spiral */ 42 a square spiral */
43void
44make_square_spiral_layout (Layout maze, int options)
45{
46 /* generate and allocate a doorless, centered onion */
47 map_gen_onion (maze, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
60 48
61/* this starts from within a centered onion layer (or between two layers), 49 int xsize = maze->w;
62 and looks up until it finds a wall, and then looks right until it 50 int ysize = maze->h;
63 finds a vertical wall, i.e., the corner. It sets cx and cy to that.
64 it also starts from cx and cy. */
65
66void
67find_top_left_corner (char **maze, int *cx, int *cy)
68{
69
70 (*cy)--;
71 /* find the top wall. */
72 while (maze[*cx][*cy] == 0)
73 (*cy)--;
74 /* proceed right until a corner is detected */
75 while (maze[*cx][*cy + 1] == 0)
76 (*cx)++;
77
78 /* cx and cy should now be the top-right corner of the onion layer */
79}
80
81
82char **
83make_square_spiral_layout (int xsize, int ysize, int options)
84{
85 int i, j;
86 int cx, cy;
87 int tx, ty;
88
89 /* generate and allocate a doorless, centered onion */
90 char **maze = map_gen_onion (xsize, ysize, OPT_CENTERED | OPT_NO_DOORS, 0);
91 51
92 /* find the layout center. */ 52 /* find the layout center. */
93 cx = 0; 53 int cx = 0;
94 cy = 0; 54 int cy = 0;
95 for (i = 0; i < xsize; i++) 55 for (int i = 0; i < xsize; i++)
96 for (j = 0; j < ysize; j++) 56 for (int j = 0; j < ysize; j++)
97 {
98 if (maze[i][j] == 'C') 57 if (maze[i][j] == 'C')
99 { 58 {
100 cx = i; 59 cx = i;
101 cy = j; 60 cy = j;
61 break;
102 } 62 }
103 } 63
104 tx = cx; 64 int tx = cx;
105 ty = cy; 65 int ty = cy;
106 while (1) 66 for (;;)
107 { 67 {
108 find_top_left_corner (maze, &tx, &ty); 68 /* this starts from within a centered onion layer (or between two layers),
69 and looks up until it finds a wall, and then looks right until it
70 finds a vertical wall, i.e., the corner. It sets tx and ty to that.
71 it also starts from tx and ty. */
72 --ty;
109 73
74 /* find the top wall. */
75 while (maze[tx][ty] != '#')
76 --ty;
77
78 /* proceed right until a corner is detected */
79 while (maze[tx][ty + 1] != '#')
80 ++tx;
81
82 /* tx and ty should now be the top-right corner of the onion layer */
110 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) 83 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
111 break; 84 break;
85
112 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ 86 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
113 87
114 maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ 88 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 */ 89 maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
116 90
117 /* walk left until we find the top-left corner */ 91 /* walk left until we find the top-left corner */
118 while ((tx > 2) && maze[tx - 1][ty]) 92 while (tx > 2 && maze[tx - 1][ty])
119 tx--; 93 --tx;
120 94
121 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ 95 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
122 96
123 /* walk down until we find the bottom-left corner */ 97 /* walk down until we find the bottom-left corner */
124 while (((ty + 1) < ysize) && maze[tx][ty + 1]) 98 while (ty + 1 < ysize && maze[tx][ty + 1])
125 ty++; 99 ++ty;
126 100
127 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */ 101 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
128 102
129 /* walk rightuntil we find the bottom-right corner */ 103 /* walk rightuntil we find the bottom-right corner */
130 while (((tx + 1) < xsize) && maze[tx + 1][ty]) 104 while (tx + 1 < xsize && maze[tx + 1][ty])
131 tx++; 105 ++tx;
132 106
133 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 */
134 tx++; /* set up for next layer. */ 108 ++tx; /* set up for next layer. */
135 } 109 }
136 110
137 /* place the exits. */ 111 /* place the exits. */
138 112
139 if (RANDOM () % 2) 113 if (rndm (2))
140 { 114 {
141 maze[cx][cy] = '>'; 115 maze[cx][cy] = '>';
142 maze[xsize - 2][1] = '<'; 116 maze[xsize - 2][1] = '<';
143 } 117 }
144 else 118 else
145 { 119 {
146 maze[cx][cy] = '<'; 120 maze[cx][cy] = '<';
147 maze[xsize - 2][1] = '>'; 121 maze[xsize - 2][1] = '>';
148 } 122 }
123}
149 124
150 return maze;
151}

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