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Comparing deliantra/server/random_maps/square_spiral.C (file contents):
Revision 1.12 by root, Fri Apr 11 21:09:53 2008 UTC vs.
Revision 1.23 by root, Sat Apr 23 04:56:53 2011 UTC

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 (©) 2005,2006,2007,2008,2009,2010,2011 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
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
25snake-type layout. 26snake-type maze.
26 27
27input: xsize, ysize; 28input: xsize, ysize;
28output: a char** array with # and . for closed and open respectively. 29output: a char** array with # and . for closed and open respectively.
29 30
30a char value of 0 represents a blank space: a '#' is 31a char value of 0 represents a blank space: a '#' is
32 33
33*/ 34*/
34 35
35#include <global.h> 36#include <global.h>
36 37
37#include "random_map.h" 38#include <rmg.h>
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 */
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);
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.
47 it also starts from cx and cy. */
48 52
49void
50find_top_left_corner (char **maze, int *cx, int *cy)
51{
52 --(*cy);
53
54 /* find the top wall. */
55 while (maze[*cx][*cy] == 0)
56 --(*cy);
57
58 /* proceed right until a corner is detected */
59 while (maze[*cx][*cy + 1] == 0)
60 ++(*cx);
61
62 /* cx and cy should now be the top-right corner of the onion layer */
63}
64
65Maze
66make_square_spiral_layout (int xsize, int ysize, int options)
67{
68 int i, j;
69 int cx, cy;
70 int tx, ty;
71
72 /* generate and allocate a doorless, centered onion */
73 Maze maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
74
75 /* find the layout center. */ 53 /* find the maze 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;
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),
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;
91 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 */
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
133 return maze;
134} 124}
135 125

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