1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
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 |
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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | |
25 | |
26 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
26 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
27 | snake-type layout. |
27 | snake-type layout. |
28 | |
28 | |
… | |
… | |
59 | it also starts from cx and cy. */ |
59 | it also starts from cx and cy. */ |
60 | |
60 | |
61 | void |
61 | void |
62 | find_top_left_corner (char **maze, int *cx, int *cy) |
62 | find_top_left_corner (char **maze, int *cx, int *cy) |
63 | { |
63 | { |
|
|
64 | --(*cy); |
64 | |
65 | |
65 | (*cy)--; |
|
|
66 | /* find the top wall. */ |
66 | /* find the top wall. */ |
67 | while (maze[*cx][*cy] == 0) |
67 | while (maze[*cx][*cy] == 0) |
68 | (*cy)--; |
68 | --(*cy); |
|
|
69 | |
69 | /* proceed right until a corner is detected */ |
70 | /* proceed right until a corner is detected */ |
70 | while (maze[*cx][*cy + 1] == 0) |
71 | while (maze[*cx][*cy + 1] == 0) |
71 | (*cx)++; |
72 | ++(*cx); |
72 | |
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 | |
… | |
… | |
87 | /* find the layout center. */ |
88 | /* find the layout center. */ |
88 | cx = 0; |
89 | cx = 0; |
89 | cy = 0; |
90 | cy = 0; |
90 | for (i = 0; i < xsize; i++) |
91 | for (i = 0; i < xsize; i++) |
91 | for (j = 0; j < ysize; j++) |
92 | for (j = 0; j < ysize; j++) |
92 | { |
|
|
93 | if (maze[i][j] == 'C') |
93 | if (maze[i][j] == 'C') |
94 | { |
94 | { |
95 | cx = i; |
95 | cx = i; |
96 | cy = j; |
96 | cy = j; |
97 | } |
97 | } |
98 | } |
98 | |
99 | tx = cx; |
99 | tx = cx; |
100 | ty = cy; |
100 | ty = cy; |
101 | while (1) |
101 | for (;;) |
102 | { |
102 | { |
103 | find_top_left_corner (maze, &tx, &ty); |
103 | find_top_left_corner (maze, &tx, &ty); |
104 | |
104 | |
105 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
105 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
106 | break; |
106 | break; |
|
|
107 | |
107 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
108 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
108 | |
109 | |
109 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
110 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
110 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
111 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
111 | |
112 | |
… | |
… | |
129 | tx++; /* set up for next layer. */ |
130 | tx++; /* set up for next layer. */ |
130 | } |
131 | } |
131 | |
132 | |
132 | /* place the exits. */ |
133 | /* place the exits. */ |
133 | |
134 | |
134 | if (RANDOM () % 2) |
135 | if (rndm (2)) |
135 | { |
136 | { |
136 | maze[cx][cy] = '>'; |
137 | maze[cx][cy] = '>'; |
137 | maze[xsize - 2][1] = '<'; |
138 | maze[xsize - 2][1] = '<'; |
138 | } |
139 | } |
139 | else |
140 | else |
… | |
… | |
142 | maze[xsize - 2][1] = '>'; |
143 | maze[xsize - 2][1] = '>'; |
143 | } |
144 | } |
144 | |
145 | |
145 | return maze; |
146 | return maze; |
146 | } |
147 | } |
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148 | |