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/cvs/deliantra/server/random_maps/square_spiral.c
Revision: 1.2
Committed: Sun Aug 13 17:16:03 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +1 -1 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_map_c =
3 * "$Id$";
4 */
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
29
30 /* peterm@langmuir.eecs.berkeley.edu: this function generates a random
31 snake-type layout.
32
33 input: xsize, ysize;
34 output: a char** array with # and . for closed and open respectively.
35
36 a char value of 0 represents a blank space: a '#' is
37 a wall.
38
39 */
40
41
42 #include <stdio.h>
43 #include <global.h>
44 #include <time.h>
45
46 #include <maze_gen.h>
47 #include <room_gen.h>
48 #include <random_map.h>
49 #include <sproto.h>
50 #include <rproto.h>
51
52
53 char **map_gen_onion(int xsize, int ysize, int option, int layers);
54
55
56 /* These are some helper functions which help with
57 manipulating a centered onion and turning it into
58 a square spiral */
59
60 /* 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
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
65 void find_top_left_corner(char **maze,int *cx, int *cy) {
66
67 (*cy)--;
68 /* find the top wall. */
69 while(maze[*cx][*cy]==0) (*cy)--;
70 /* proceed right until a corner is detected */
71 while(maze[*cx][*cy+1]==0) (*cx)++;
72
73 /* cx and cy should now be the top-right corner of the onion layer */
74 }
75
76
77 char **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