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Comparing deliantra/server/random_maps/square_spiral.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.23 by root, Sat Apr 23 04:56:53 2011 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: square_spiral.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29
30/* peterm@langmuir.eecs.berkeley.edu: this function generates a random 25/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
31snake-type layout. 26snake-type maze.
32 27
33input: xsize, ysize; 28input: xsize, ysize;
34output: a char** array with # and . for closed and open respectively. 29output: a char** array with # and . for closed and open respectively.
35 30
36a char value of 0 represents a blank space: a '#' is 31a char value of 0 represents a blank space: a '#' is
37a wall. 32a wall.
38 33
39*/ 34*/
40 35
36#include <global.h>
41 37
42#include <stdio.h>
43#include <global.h>
44#include <time.h>
45
46#include <maze_gen.h>
47#include <room_gen.h> 38#include <rmg.h>
48#include <random_map.h>
49#include <sproto.h>
50#include <rproto.h> 39#include "rproto.h"
51
52
53char **map_gen_onion(int xsize, int ysize, int option, int layers);
54
55 40
56/* These are some helper functions which help with 41/* These are some helper functions which help with
57 manipulating a centered onion and turning it into 42 manipulating a centered onion and turning it into
58 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);
59 49
60/* this starts from within a centered onion layer (or between two layers), 50 int xsize = maze.w;
61 and looks up until it finds a wall, and then looks right until it 51 int ysize = maze.h;
62 finds a vertical wall, i.e., the corner. It sets cx and cy to that.
63 it also starts from cx and cy. */
64 52
65void find_top_left_corner(char **maze,int *cx, int *cy) { 53 /* find the maze center. */
54 int cx = 0;
55 int cy = 0;
56 for (int i = 0; i < xsize; i++)
57 for (int j = 0; j < ysize; j++)
58 if (maze[i][j] == 'C')
59 {
60 cx = i;
61 cy = j;
62 break;
63 }
66 64
67 (*cy)--; 65 int tx = cx;
66 int ty = cy;
67 for (;;)
68 {
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;
74
68 /* find the top wall. */ 75 /* find the top wall. */
69 while(maze[*cx][*cy]==0) (*cy)--; 76 while (maze[tx][ty] != '#')
77 --ty;
78
70 /* proceed right until a corner is detected */ 79 /* proceed right until a corner is detected */
71 while(maze[*cx][*cy+1]==0) (*cx)++; 80 while (maze[tx][ty + 1] != '#')
72 81 ++tx;
82
73 /* cx and cy should now be the top-right corner of the onion layer */ 83 /* tx and ty should now be the top-right corner of the onion layer */
84 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
85 break;
86
87 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
88
89 maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */
90 maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
91
92 /* walk left until we find the top-left corner */
93 while (tx > 2 && maze[tx - 1][ty])
94 --tx;
95
96 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
97
98 /* walk down until we find the bottom-left corner */
99 while (ty + 1 < ysize && maze[tx][ty + 1])
100 ++ty;
101
102 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
103
104 /* walk rightuntil we find the bottom-right corner */
105 while (tx + 1 < xsize && maze[tx + 1][ty])
106 ++tx;
107
108 make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */
109 ++tx; /* set up for next layer. */
110 }
111
112 /* place the exits. */
113
114 if (rmg_rndm (2))
115 {
116 maze[cx][cy] = '>';
117 maze[xsize - 2][1] = '<';
118 }
119 else
120 {
121 maze[cx][cy] = '<';
122 maze[xsize - 2][1] = '>';
123 }
74} 124}
75 125
76
77char **make_square_spiral_layout(int xsize, int ysize,int options) {
78 int i,j;
79 int cx,cy;
80 int tx,ty;
81
82 /* generate and allocate a doorless, centered onion */
83 char **maze = map_gen_onion(xsize,ysize,OPT_CENTERED | OPT_NO_DOORS,0);
84
85 /* find the layout center. */
86 cx = 0; cy = 0;
87 for(i=0;i<xsize;i++)
88 for(j=0;j<ysize;j++) {
89 if(maze[i][j]=='C' ) {
90 cx = i; cy=j;
91 }
92 }
93 tx = cx; ty = cy;
94 while(1) {
95 find_top_left_corner(maze,&tx,&ty);
96
97 if(ty < 2 || tx < 2 || tx > xsize -2 || ty > ysize-2 ) break;
98 make_wall(maze,tx,ty-1,1); /* make a vertical wall with a door */
99
100 maze[tx][ty-1]='#'; /* convert the door that make_wall puts here to a wall */
101 maze[tx-1][ty]='D';/* make a doorway out of this layer */
102
103 /* walk left until we find the top-left corner */
104 while((tx>2) && maze[tx-1][ty]) tx--;
105
106 make_wall(maze,tx-1,ty,0); /* make a horizontal wall with a door */
107
108 /* walk down until we find the bottom-left corner */
109 while(((ty+1) < ysize) && maze[tx][ty+1] ) ty++;
110
111 make_wall(maze,tx,ty+1,1); /* make a vertical wall with a door */
112
113 /* walk rightuntil we find the bottom-right corner */
114 while(((tx + 1) < xsize) && maze[tx+1][ty]) tx++;
115
116 make_wall(maze,tx+1,ty,0); /* make a horizontal wall with a door */
117 tx++; /* set up for next layer. */
118 }
119
120 /* place the exits. */
121
122 if(RANDOM() %2) {
123 maze[cx][cy]='>';
124 maze[xsize-2][1]='<';
125 }
126 else {
127 maze[cx][cy]='<';
128 maze[xsize-2][1]='>';
129 }
130
131 return maze;
132}
133
134
135

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