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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 1.9 by root, Sat Jan 27 02:19:37 2007 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: square_spiral.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
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
11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
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 24
29 25
30/* peterm@langmuir.eecs.berkeley.edu: this function generates a random 26/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
31snake-type layout. 27snake-type layout.
32 28
48#include <random_map.h> 44#include <random_map.h>
49#include <sproto.h> 45#include <sproto.h>
50#include <rproto.h> 46#include <rproto.h>
51 47
52 48
53char **map_gen_onion(int xsize, int ysize, int option, int layers); 49char **map_gen_onion (int xsize, int ysize, int option, int layers);
54 50
55 51
56/* These are some helper functions which help with 52/* These are some helper functions which help with
57 manipulating a centered onion and turning it into 53 manipulating a centered onion and turning it into
58 a square spiral */ 54 a square spiral */
60/* this starts from within a centered onion layer (or between two layers), 56/* this starts from within a centered onion layer (or between two layers),
61 and looks up until it finds a wall, and then looks right until it 57 and looks up until it finds a wall, and then looks right until it
62 finds a vertical wall, i.e., the corner. It sets cx and cy to that. 58 finds a vertical wall, i.e., the corner. It sets cx and cy to that.
63 it also starts from cx and cy. */ 59 it also starts from cx and cy. */
64 60
61void
65void find_top_left_corner(char **maze,int *cx, int *cy) { 62find_top_left_corner (char **maze, int *cx, int *cy)
63{
64 --(*cy);
66 65
67 (*cy)--;
68 /* find the top wall. */ 66 /* find the top wall. */
69 while(maze[*cx][*cy]==0) (*cy)--; 67 while (maze[*cx][*cy] == 0)
68 --(*cy);
69
70 /* proceed right until a corner is detected */ 70 /* proceed right until a corner is detected */
71 while(maze[*cx][*cy+1]==0) (*cx)++; 71 while (maze[*cx][*cy + 1] == 0)
72 72 ++(*cx);
73
73 /* cx and cy should now be the top-right corner of the onion layer */ 74 /* cx and cy should now be the top-right corner of the onion layer */
74} 75}
75 76
76 77
78char **
77char **make_square_spiral_layout(int xsize, int ysize,int options) { 79make_square_spiral_layout (int xsize, int ysize, int options)
80{
78 int i,j; 81 int i, j;
79 int cx,cy; 82 int cx, cy;
80 int tx,ty; 83 int tx, ty;
81 84
82 /* generate and allocate a doorless, centered onion */ 85 /* generate and allocate a doorless, centered onion */
83 char **maze = map_gen_onion(xsize,ysize,OPT_CENTERED | OPT_NO_DOORS,0); 86 char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0);
84 87
85 /* find the layout center. */ 88 /* find the layout center. */
86 cx = 0; cy = 0; 89 cx = 0;
90 cy = 0;
87 for(i=0;i<xsize;i++) 91 for (i = 0; i < xsize; i++)
88 for(j=0;j<ysize;j++) { 92 for (j = 0; j < ysize; j++)
89 if(maze[i][j]=='C' ) { 93 if (maze[i][j] == 'C')
94 {
90 cx = i; cy=j; 95 cx = i;
96 cy = j;
91 } 97 }
98
99 tx = cx;
100 ty = cy;
101 for (;;)
102 {
103 find_top_left_corner (maze, &tx, &ty);
104
105 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
106 break;
107
108 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
109
110 maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */
111 maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
112
113 /* walk left until we find the top-left corner */
114 while ((tx > 2) && maze[tx - 1][ty])
115 tx--;
116
117 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
118
119 /* walk down until we find the bottom-left corner */
120 while (((ty + 1) < ysize) && maze[tx][ty + 1])
121 ty++;
122
123 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
124
125 /* walk rightuntil we find the bottom-right corner */
126 while (((tx + 1) < xsize) && maze[tx + 1][ty])
127 tx++;
128
129 make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */
130 tx++; /* set up for next layer. */
92 } 131 }
93 tx = cx; ty = cy;
94 while(1) {
95 find_top_left_corner(maze,&tx,&ty);
96 132
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. */ 133 /* place the exits. */
121 134
122 if(RANDOM() %2) { 135 if (rndm (2))
136 {
123 maze[cx][cy]='>'; 137 maze[cx][cy] = '>';
124 maze[xsize-2][1]='<'; 138 maze[xsize - 2][1] = '<';
125 } 139 }
126 else { 140 else
141 {
127 maze[cx][cy]='<'; 142 maze[cx][cy] = '<';
128 maze[xsize-2][1]='>'; 143 maze[xsize - 2][1] = '>';
129 }
130 144 }
145
131 return maze; 146 return maze;
132} 147}
133 148
134
135

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