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Comparing deliantra/server/random_maps/square_spiral.C (file contents):
Revision 1.3 by root, Thu Sep 14 22:34:02 2006 UTC vs.
Revision 1.19 by root, Fri Mar 26 01:04:44 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23
24 24
25/* peterm@langmuir.eecs.berkeley.edu: this function generates a random 25/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
26snake-type layout. 26snake-type layout.
27 27
28input: xsize, ysize; 28input: xsize, ysize;
31a char value of 0 represents a blank space: a '#' is 31a char value of 0 represents a blank space: a '#' is
32a wall. 32a wall.
33 33
34*/ 34*/
35 35
36#include <global.h>
36 37
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> 38#include "random_map.h"
44#include <sproto.h>
45#include <rproto.h> 39#include "rproto.h"
46
47
48char **map_gen_onion (int xsize, int ysize, int option, int layers);
49
50 40
51/* These are some helper functions which help with 41/* These are some helper functions which help with
52 manipulating a centered onion and turning it into 42 manipulating a centered onion and turning it into
53 a square spiral */ 43 a square spiral */
44void
45make_square_spiral_layout (Layout maze, int options)
46{
47 /* generate and allocate a doorless, centered onion */
48 map_gen_onion (maze, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
54 49
55/* this starts from within a centered onion layer (or between two layers), 50 int xsize = maze->w;
56 and looks up until it finds a wall, and then looks right until it 51 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, OPT_CENTERED | OPT_NO_DOORS, 0);
85 52
86 /* find the layout center. */ 53 /* find the layout center. */
87 cx = 0; 54 int cx = 0;
88 cy = 0; 55 int cy = 0;
89 for (i = 0; i < xsize; i++) 56 for (int i = 0; i < xsize; i++)
90 for (j = 0; j < ysize; j++) 57 for (int j = 0; j < ysize; j++)
91 {
92 if (maze[i][j] == 'C') 58 if (maze[i][j] == 'C')
93 { 59 {
94 cx = i; 60 cx = i;
95 cy = j; 61 cy = j;
62 break;
96 } 63 }
97 } 64
98 tx = cx; 65 int tx = cx;
99 ty = cy; 66 int ty = cy;
100 while (1) 67 for (;;)
101 { 68 {
102 find_top_left_corner (maze, &tx, &ty); 69 /* this starts from within a centered onion layer (or between two layers),
70 and looks up until it finds a wall, and then looks right until it
71 finds a vertical wall, i.e., the corner. It sets tx and ty to that.
72 it also starts from tx and ty. */
73 --ty;
103 74
75 /* find the top wall. */
76 while (maze[tx][ty] != '#')
77 --ty;
78
79 /* proceed right until a corner is detected */
80 while (maze[tx][ty + 1] != '#')
81 ++tx;
82
83 /* 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) 84 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
105 break; 85 break;
86
106 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 */
107 88
108 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 */
109 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 */
110 91
111 /* walk left until we find the top-left corner */ 92 /* walk left until we find the top-left corner */
112 while ((tx > 2) && maze[tx - 1][ty]) 93 while (tx > 2 && maze[tx - 1][ty])
113 tx--; 94 --tx;
114 95
115 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 */
116 97
117 /* walk down until we find the bottom-left corner */ 98 /* walk down until we find the bottom-left corner */
118 while (((ty + 1) < ysize) && maze[tx][ty + 1]) 99 while (ty + 1 < ysize && maze[tx][ty + 1])
119 ty++; 100 ++ty;
120 101
121 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 */
122 103
123 /* walk rightuntil we find the bottom-right corner */ 104 /* walk rightuntil we find the bottom-right corner */
124 while (((tx + 1) < xsize) && maze[tx + 1][ty]) 105 while (tx + 1 < xsize && maze[tx + 1][ty])
125 tx++; 106 ++tx;
126 107
127 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 */
128 tx++; /* set up for next layer. */ 109 ++tx; /* set up for next layer. */
129 } 110 }
130 111
131 /* place the exits. */ 112 /* place the exits. */
132 113
133 if (RANDOM () % 2) 114 if (rmg_rndm (2))
134 { 115 {
135 maze[cx][cy] = '>'; 116 maze[cx][cy] = '>';
136 maze[xsize - 2][1] = '<'; 117 maze[xsize - 2][1] = '<';
137 } 118 }
138 else 119 else
139 { 120 {
140 maze[cx][cy] = '<'; 121 maze[cx][cy] = '<';
141 maze[xsize - 2][1] = '>'; 122 maze[xsize - 2][1] = '>';
142 } 123 }
124}
143 125
144 return maze;
145}

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