1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
25 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
… | |
… | |
38 | #include "rproto.h" |
39 | #include "rproto.h" |
39 | |
40 | |
40 | /* These are some helper functions which help with |
41 | /* These are some helper functions which help with |
41 | manipulating a centered onion and turning it into |
42 | manipulating a centered onion and turning it into |
42 | a square spiral */ |
43 | a square spiral */ |
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44 | void |
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45 | make_square_spiral_layout (Layout maze, int options) |
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46 | { |
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47 | /* generate and allocate a doorless, centered onion */ |
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48 | map_gen_onion (maze, RMOPT_CENTERED | RMOPT_NO_DOORS, 0); |
43 | |
49 | |
44 | /* this starts from within a centered onion layer (or between two layers), |
50 | int xsize = maze->w; |
45 | and looks up until it finds a wall, and then looks right until it |
51 | int ysize = maze->h; |
46 | finds a vertical wall, i.e., the corner. It sets cx and cy to that. |
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47 | it also starts from cx and cy. */ |
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48 | |
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49 | void |
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50 | find_top_left_corner (char **maze, int *cx, int *cy) |
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51 | { |
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52 | --(*cy); |
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53 | |
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54 | /* find the top wall. */ |
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55 | while (maze[*cx][*cy] == 0) |
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56 | --(*cy); |
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57 | |
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58 | /* proceed right until a corner is detected */ |
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59 | while (maze[*cx][*cy + 1] == 0) |
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60 | ++(*cx); |
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61 | |
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62 | /* cx and cy should now be the top-right corner of the onion layer */ |
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63 | } |
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64 | |
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65 | Maze |
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66 | make_square_spiral_layout (int xsize, int ysize, int options) |
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67 | { |
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68 | int i, j; |
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69 | int cx, cy; |
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70 | int tx, ty; |
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71 | |
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72 | /* generate and allocate a doorless, centered onion */ |
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73 | Maze maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0); |
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74 | |
52 | |
75 | /* find the layout center. */ |
53 | /* find the layout center. */ |
76 | cx = 0; |
54 | int cx = 0; |
77 | cy = 0; |
55 | int cy = 0; |
78 | for (i = 0; i < xsize; i++) |
56 | for (int i = 0; i < xsize; i++) |
79 | for (j = 0; j < ysize; j++) |
57 | for (int j = 0; j < ysize; j++) |
80 | if (maze[i][j] == 'C') |
58 | if (maze[i][j] == 'C') |
81 | { |
59 | { |
82 | cx = i; |
60 | cx = i; |
83 | cy = j; |
61 | cy = j; |
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62 | break; |
84 | } |
63 | } |
85 | |
64 | |
86 | tx = cx; |
65 | int tx = cx; |
87 | ty = cy; |
66 | int ty = cy; |
88 | for (;;) |
67 | for (;;) |
89 | { |
68 | { |
90 | find_top_left_corner (maze, &tx, &ty); |
69 | /* this starts from within a centered onion layer (or between two layers), |
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70 | and looks up until it finds a wall, and then looks right until it |
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71 | finds a vertical wall, i.e., the corner. It sets tx and ty to that. |
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72 | it also starts from tx and ty. */ |
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73 | --ty; |
91 | |
74 | |
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75 | /* find the top wall. */ |
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76 | while (maze[tx][ty] != '#') |
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77 | --ty; |
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78 | |
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79 | /* proceed right until a corner is detected */ |
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80 | while (maze[tx][ty + 1] != '#') |
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81 | ++tx; |
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82 | |
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83 | /* tx and ty should now be the top-right corner of the onion layer */ |
92 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
84 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
93 | break; |
85 | break; |
94 | |
86 | |
95 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
87 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
96 | |
88 | |
97 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
89 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
98 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
90 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
99 | |
91 | |
100 | /* walk left until we find the top-left corner */ |
92 | /* walk left until we find the top-left corner */ |
101 | while ((tx > 2) && maze[tx - 1, ty]) |
93 | while (tx > 2 && maze[tx - 1][ty]) |
102 | tx--; |
94 | --tx; |
103 | |
95 | |
104 | make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
96 | make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
105 | |
97 | |
106 | /* walk down until we find the bottom-left corner */ |
98 | /* walk down until we find the bottom-left corner */ |
107 | while (((ty + 1) < ysize) && maze[tx][ty + 1]) |
99 | while (ty + 1 < ysize && maze[tx][ty + 1]) |
108 | ty++; |
100 | ++ty; |
109 | |
101 | |
110 | make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */ |
102 | make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */ |
111 | |
103 | |
112 | /* walk rightuntil we find the bottom-right corner */ |
104 | /* walk rightuntil we find the bottom-right corner */ |
113 | while (((tx + 1) < xsize) && maze[tx + 1][ty]) |
105 | while (tx + 1 < xsize && maze[tx + 1][ty]) |
114 | tx++; |
106 | ++tx; |
115 | |
107 | |
116 | make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */ |
108 | make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */ |
117 | tx++; /* set up for next layer. */ |
109 | ++tx; /* set up for next layer. */ |
118 | } |
110 | } |
119 | |
111 | |
120 | /* place the exits. */ |
112 | /* place the exits. */ |
121 | |
113 | |
122 | if (rndm (2)) |
114 | if (rmg_rndm (2)) |
123 | { |
115 | { |
124 | maze[cx][cy] = '>'; |
116 | maze[cx][cy] = '>'; |
125 | maze[xsize - 2][1] = '<'; |
117 | maze[xsize - 2][1] = '<'; |
126 | } |
118 | } |
127 | else |
119 | else |
128 | { |
120 | { |
129 | maze[cx][cy] = '<'; |
121 | maze[cx][cy] = '<'; |
130 | maze[xsize - 2][1] = '>'; |
122 | maze[xsize - 2][1] = '>'; |
131 | } |
123 | } |
132 | |
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133 | return maze; |
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134 | } |
124 | } |
135 | |
125 | |