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/cvs/deliantra/server/random_maps/square_spiral.C
Revision: 1.2
Committed: Sun Sep 10 16:06:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +65 -49 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_map_c =
4 * "$Id: square_spiral.C,v 1.1 2006-08-13 17:16:03 elmex Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30
31 /* peterm@langmuir.eecs.berkeley.edu: this function generates a random
32 snake-type layout.
33
34 input: xsize, ysize;
35 output: a char** array with # and . for closed and open respectively.
36
37 a char value of 0 represents a blank space: a '#' is
38 a wall.
39
40 */
41
42
43 #include <stdio.h>
44 #include <global.h>
45 #include <time.h>
46
47 #include <maze_gen.h>
48 #include <room_gen.h>
49 #include <random_map.h>
50 #include <sproto.h>
51 #include <rproto.h>
52
53
54 char **map_gen_onion (int xsize, int ysize, int option, int layers);
55
56
57 /* These are some helper functions which help with
58 manipulating a centered onion and turning it into
59 a square spiral */
60
61 /* this starts from within a centered onion layer (or between two layers),
62 and looks up until it finds a wall, and then looks right until it
63 finds a vertical wall, i.e., the corner. It sets cx and cy to that.
64 it also starts from cx and cy. */
65
66 void
67 find_top_left_corner (char **maze, int *cx, int *cy)
68 {
69
70 (*cy)--;
71 /* find the top wall. */
72 while (maze[*cx][*cy] == 0)
73 (*cy)--;
74 /* proceed right until a corner is detected */
75 while (maze[*cx][*cy + 1] == 0)
76 (*cx)++;
77
78 /* cx and cy should now be the top-right corner of the onion layer */
79 }
80
81
82 char **
83 make_square_spiral_layout (int xsize, int ysize, int options)
84 {
85 int i, j;
86 int cx, cy;
87 int tx, ty;
88
89 /* generate and allocate a doorless, centered onion */
90 char **maze = map_gen_onion (xsize, ysize, OPT_CENTERED | OPT_NO_DOORS, 0);
91
92 /* find the layout center. */
93 cx = 0;
94 cy = 0;
95 for (i = 0; i < xsize; i++)
96 for (j = 0; j < ysize; j++)
97 {
98 if (maze[i][j] == 'C')
99 {
100 cx = i;
101 cy = j;
102 }
103 }
104 tx = cx;
105 ty = cy;
106 while (1)
107 {
108 find_top_left_corner (maze, &tx, &ty);
109
110 if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2)
111 break;
112 make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */
113
114 maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */
115 maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */
116
117 /* walk left until we find the top-left corner */
118 while ((tx > 2) && maze[tx - 1][ty])
119 tx--;
120
121 make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */
122
123 /* walk down until we find the bottom-left corner */
124 while (((ty + 1) < ysize) && maze[tx][ty + 1])
125 ty++;
126
127 make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */
128
129 /* walk rightuntil we find the bottom-right corner */
130 while (((tx + 1) < xsize) && maze[tx + 1][ty])
131 tx++;
132
133 make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */
134 tx++; /* set up for next layer. */
135 }
136
137 /* place the exits. */
138
139 if (RANDOM () % 2)
140 {
141 maze[cx][cy] = '>';
142 maze[xsize - 2][1] = '<';
143 }
144 else
145 {
146 maze[cx][cy] = '<';
147 maze[xsize - 2][1] = '>';
148 }
149
150 return maze;
151 }