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Comparing deliantra/server/random_maps/square_spiral.C (file contents):
Revision 1.4 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.15 by root, Tue Apr 15 18:43:11 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25/* peterm@langmuir.eecs.berkeley.edu: this function generates a random 24/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
26snake-type layout. 25snake-type layout.
27 26
28input: xsize, ysize; 27input: xsize, ysize;
31a char value of 0 represents a blank space: a '#' is 30a char value of 0 represents a blank space: a '#' is
32a wall. 31a wall.
33 32
34*/ 33*/
35 34
35#include <global.h>
36 36
37#include <stdio.h>
38#include <global.h>
39#include <time.h>
40
41#include <maze_gen.h>
42#include <room_gen.h>
43#include <random_map.h> 37#include "random_map.h"
44#include <sproto.h>
45#include <rproto.h> 38#include "rproto.h"
46
47
48char **map_gen_onion (int xsize, int ysize, int option, int layers);
49
50 39
51/* These are some helper functions which help with 40/* These are some helper functions which help with
52 manipulating a centered onion and turning it into 41 manipulating a centered onion and turning it into
53 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);
54 48
55/* this starts from within a centered onion layer (or between two layers), 49 int xsize = maze->w;
56 and looks up until it finds a wall, and then looks right until it 50 int ysize = maze->h;
57 finds a vertical wall, i.e., the corner. It sets cx and cy to that.
58 it also starts from cx and cy. */
59
60void
61find_top_left_corner (char **maze, int *cx, int *cy)
62{
63
64 (*cy)--;
65 /* find the top wall. */
66 while (maze[*cx][*cy] == 0)
67 (*cy)--;
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
76char **
77make_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 51
86 /* find the layout center. */ 52 /* find the layout center. */
87 cx = 0; 53 int cx = 0;
88 cy = 0; 54 int cy = 0;
89 for (i = 0; i < xsize; i++) 55 for (int i = 0; i < xsize; i++)
90 for (j = 0; j < ysize; j++) 56 for (int j = 0; j < ysize; j++)
91 {
92 if (maze[i][j] == 'C') 57 if (maze[i][j] == 'C')
93 { 58 {
94 cx = i; 59 cx = i;
95 cy = j; 60 cy = j;
61 break;
96 } 62 }
97 } 63
98 tx = cx; 64 int tx = cx;
99 ty = cy; 65 int ty = cy;
100 while (1) 66 for (;;)
101 { 67 {
102 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;
103 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 */
104 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) 83 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
105 break; 84 break;
85
106 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 */
107 87
108 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 */
109 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 */
110 90
111 /* walk left until we find the top-left corner */ 91 /* walk left until we find the top-left corner */
112 while ((tx > 2) && maze[tx - 1][ty]) 92 while (tx > 2 && maze[tx - 1][ty])
113 tx--; 93 --tx;
114 94
115 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 */
116 96
117 /* walk down until we find the bottom-left corner */ 97 /* walk down until we find the bottom-left corner */
118 while (((ty + 1) < ysize) && maze[tx][ty + 1]) 98 while (ty + 1 < ysize && maze[tx][ty + 1])
119 ty++; 99 ++ty;
120 100
121 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 */
122 102
123 /* walk rightuntil we find the bottom-right corner */ 103 /* walk rightuntil we find the bottom-right corner */
124 while (((tx + 1) < xsize) && maze[tx + 1][ty]) 104 while (tx + 1 < xsize && maze[tx + 1][ty])
125 tx++; 105 ++tx;
126 106
127 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 */
128 tx++; /* set up for next layer. */ 108 ++tx; /* set up for next layer. */
129 } 109 }
130 110
131 /* place the exits. */ 111 /* place the exits. */
132 112
133 if (RANDOM () % 2) 113 if (rndm (2))
134 { 114 {
135 maze[cx][cy] = '>'; 115 maze[cx][cy] = '>';
136 maze[xsize - 2][1] = '<'; 116 maze[xsize - 2][1] = '<';
137 } 117 }
138 else 118 else
139 { 119 {
140 maze[cx][cy] = '<'; 120 maze[cx][cy] = '<';
141 maze[xsize - 2][1] = '>'; 121 maze[xsize - 2][1] = '>';
142 } 122 }
123}
143 124
144 return maze;
145}

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