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Comparing deliantra/server/random_maps/square_spiral.C (file contents):
Revision 1.8 by root, Thu Jan 18 19:42:10 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * 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 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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;
32a char value of 0 represents a blank space: a '#' is 30a char value of 0 represents a blank space: a '#' is
33a wall. 31a wall.
34 32
35*/ 33*/
36 34
35#include <global.h>
37 36
38#include <stdio.h>
39#include <global.h>
40#include <time.h>
41
42#include <maze_gen.h>
43#include <room_gen.h>
44#include <random_map.h> 37#include "random_map.h"
45#include <sproto.h>
46#include <rproto.h> 38#include "rproto.h"
47
48
49char **map_gen_onion (int xsize, int ysize, int option, int layers);
50
51 39
52/* These are some helper functions which help with 40/* These are some helper functions which help with
53 manipulating a centered onion and turning it into 41 manipulating a centered onion and turning it into
54 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);
55 48
56/* this starts from within a centered onion layer (or between two layers), 49 int xsize = maze->w;
57 and looks up until it finds a wall, and then looks right until it 50 int ysize = maze->h;
58 finds a vertical wall, i.e., the corner. It sets cx and cy to that.
59 it also starts from cx and cy. */
60
61void
62find_top_left_corner (char **maze, int *cx, int *cy)
63{
64
65 (*cy)--;
66 /* find the top wall. */
67 while (maze[*cx][*cy] == 0)
68 (*cy)--;
69 /* proceed right until a corner is detected */
70 while (maze[*cx][*cy + 1] == 0)
71 (*cx)++;
72
73 /* cx and cy should now be the top-right corner of the onion layer */
74}
75
76
77char **
78make_square_spiral_layout (int xsize, int ysize, int options)
79{
80 int i, j;
81 int cx, cy;
82 int tx, ty;
83
84 /* generate and allocate a doorless, centered onion */
85 char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
86 51
87 /* find the layout center. */ 52 /* find the layout center. */
88 cx = 0; 53 int cx = 0;
89 cy = 0; 54 int cy = 0;
90 for (i = 0; i < xsize; i++) 55 for (int i = 0; i < xsize; i++)
91 for (j = 0; j < ysize; j++) 56 for (int j = 0; j < ysize; j++)
92 {
93 if (maze[i][j] == 'C') 57 if (maze[i][j] == 'C')
94 { 58 {
95 cx = i; 59 cx = i;
96 cy = j; 60 cy = j;
61 break;
97 } 62 }
98 } 63
99 tx = cx; 64 int tx = cx;
100 ty = cy; 65 int ty = cy;
101 while (1) 66 for (;;)
102 { 67 {
103 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;
104 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 */
105 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) 83 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
106 break; 84 break;
85
107 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 */
108 87
109 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 */
110 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 */
111 90
112 /* walk left until we find the top-left corner */ 91 /* walk left until we find the top-left corner */
113 while ((tx > 2) && maze[tx - 1][ty]) 92 while (tx > 2 && maze[tx - 1][ty])
114 tx--; 93 --tx;
115 94
116 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 */
117 96
118 /* walk down until we find the bottom-left corner */ 97 /* walk down until we find the bottom-left corner */
119 while (((ty + 1) < ysize) && maze[tx][ty + 1]) 98 while (ty + 1 < ysize && maze[tx][ty + 1])
120 ty++; 99 ++ty;
121 100
122 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 */
123 102
124 /* walk rightuntil we find the bottom-right corner */ 103 /* walk rightuntil we find the bottom-right corner */
125 while (((tx + 1) < xsize) && maze[tx + 1][ty]) 104 while (tx + 1 < xsize && maze[tx + 1][ty])
126 tx++; 105 ++tx;
127 106
128 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 */
129 tx++; /* set up for next layer. */ 108 ++tx; /* set up for next layer. */
130 } 109 }
131 110
132 /* place the exits. */ 111 /* place the exits. */
133 112
134 if (rndm (2)) 113 if (rndm (2))
139 else 118 else
140 { 119 {
141 maze[cx][cy] = '<'; 120 maze[cx][cy] = '<';
142 maze[xsize - 2][1] = '>'; 121 maze[xsize - 2][1] = '>';
143 } 122 }
123}
144 124
145 return maze;
146}

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