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Comparing cf.schmorp.de/server/random_maps/room_gen_onion.C (file contents):
Revision 1.3 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.10 by root, Sat Jan 27 02:19:37 2007 UTC

1
2/* 1/*
3 * static char *room_gen_onion_c = 2 * CrossFire, A Multiplayer game for X-windows
4 * "$Id: room_gen_onion.C,v 1.3 2006/09/10 16:06:37 root 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>
5 */ 23 */
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 24
30 25
31/* The onion room generator: 26/* The onion room generator:
32Onion rooms are like this: 27Onion rooms are like this:
33 28
84 } 79 }
85 80
86 /* pick some random options if option = 0 */ 81 /* pick some random options if option = 0 */
87 if (option == 0) 82 if (option == 0)
88 { 83 {
89 switch (RANDOM () % 3) 84 switch (rndm (3))
90 { 85 {
91 case 0: 86 case 0:
92 option |= OPT_CENTERED; 87 option |= RMOPT_CENTERED;
93 break; 88 break;
94 case 1: 89 case 1:
95 option |= OPT_BOTTOM_C; 90 option |= RMOPT_BOTTOM_C;
96 break; 91 break;
97 case 2: 92 case 2:
98 option |= OPT_BOTTOM_R; 93 option |= RMOPT_BOTTOM_R;
99 break; 94 break;
100 } 95 }
101 if (RANDOM () % 2) 96 if (rndm (2))
102 option |= OPT_LINEAR; 97 option |= RMOPT_LINEAR;
103 if (RANDOM () % 2) 98 if (rndm (2))
104 option |= OPT_IRR_SPACE; 99 option |= RMOPT_IRR_SPACE;
105 } 100 }
106 101
107 /* write the outer walls, if appropriate. */ 102 /* write the outer walls, if appropriate. */
108 if (!(option & OPT_WALL_OFF)) 103 if (!(option & RMOPT_WALL_OFF))
109 { 104 {
110 for (i = 0; i < xsize; i++) 105 for (i = 0; i < xsize; i++)
111 maze[i][0] = maze[i][ysize - 1] = '#'; 106 maze[i][0] = maze[i][ysize - 1] = '#';
112 for (j = 0; j < ysize; j++) 107 for (j = 0; j < ysize; j++)
113 maze[0][j] = maze[xsize - 1][j] = '#'; 108 maze[0][j] = maze[xsize - 1][j] = '#';
114 }; 109 };
115 110
116 if (option & OPT_WALLS_ONLY) 111 if (option & RMOPT_WALLS_ONLY)
117 return maze; 112 return maze;
118 113
119 /* pick off the mutually exclusive options */ 114 /* pick off the mutually exclusive options */
120 if (option & OPT_BOTTOM_R) 115 if (option & RMOPT_BOTTOM_R)
121 bottom_right_centered_onion (maze, xsize, ysize, option, layers); 116 bottom_right_centered_onion (maze, xsize, ysize, option, layers);
122 else if (option & OPT_BOTTOM_C) 117 else if (option & RMOPT_BOTTOM_C)
123 bottom_centered_onion (maze, xsize, ysize, option, layers); 118 bottom_centered_onion (maze, xsize, ysize, option, layers);
124 else if (option & OPT_CENTERED) 119 else if (option & RMOPT_CENTERED)
125 centered_onion (maze, xsize, ysize, option, layers); 120 centered_onion (maze, xsize, ysize, option, layers);
126 121
127 return maze; 122 return maze;
128} 123}
129 124
130void 125void
131centered_onion (char **maze, int xsize, int ysize, int option, int layers) 126centered_onion (char **maze, int xsize, int ysize, int option, int layers)
127{
128 int i, maxlayers;
129 float *xlocations;
130 float *ylocations;
131
132 maxlayers = (MIN (xsize, ysize) - 2) / 5;
133 if (!maxlayers)
134 return; /* map too small to onionize */
135
136 if (layers > maxlayers)
137 layers = maxlayers;
138
139 if (layers == 0)
140 layers = rndm (maxlayers) + 1;
141
142 xlocations = (float *) calloc (sizeof (float), 2 * layers);
143 ylocations = (float *) calloc (sizeof (float), 2 * layers);
144
145 /* place all the walls */
146 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
147 {
148 int x_spaces_available, y_spaces_available;
149
150 /* the "extra" spaces available for spacing between layers */
151 x_spaces_available = (xsize - 2) - 6 * layers + 1;
152 y_spaces_available = (ysize - 2) - 6 * layers + 1;
153
154
155 /* pick an initial random pitch */
156 for (i = 0; i < 2 * layers; i++)
157 {
158 float xpitch = 2, ypitch = 2;
159
160 if (x_spaces_available > 0)
161 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
162
163 if (y_spaces_available > 0)
164 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
165
166 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
167 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
168 x_spaces_available -= (int) (xpitch - 2);
169 y_spaces_available -= (int) (ypitch - 2);
170 }
171
172 }
173 if (!(option & RMOPT_IRR_SPACE))
174 { /* evenly spaced */
175 float xpitch, ypitch; /* pitch of the onion layers */
176
177 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
178 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
179 xlocations[0] = xpitch;
180 ylocations[0] = ypitch;
181 for (i = 1; i < 2 * layers; i++)
182 {
183 xlocations[i] = xlocations[i - 1] + xpitch;
184 ylocations[i] = ylocations[i - 1] + ypitch;
185 }
186 }
187
188 /* draw all the onion boxes. */
189
190 draw_onion (maze, xlocations, ylocations, layers);
191 make_doors (maze, xlocations, ylocations, layers, option);
192
193}
194
195void
196bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
132{ 197{
133 int i, maxlayers; 198 int i, maxlayers;
134 float *xlocations; 199 float *xlocations;
135 float *ylocations; 200 float *ylocations;
136 201
138 if (!maxlayers) 203 if (!maxlayers)
139 return; /* map too small to onionize */ 204 return; /* map too small to onionize */
140 if (layers > maxlayers) 205 if (layers > maxlayers)
141 layers = maxlayers; 206 layers = maxlayers;
142 if (layers == 0) 207 if (layers == 0)
143 layers = (RANDOM () % maxlayers) + 1; 208 layers = rndm (maxlayers) + 1;
144 xlocations = (float *) calloc (sizeof (float), 2 * layers); 209 xlocations = (float *) calloc (sizeof (float), 2 * layers);
145 ylocations = (float *) calloc (sizeof (float), 2 * layers); 210 ylocations = (float *) calloc (sizeof (float), 2 * layers);
146 211
147 212
148 /* place all the walls */ 213 /* place all the walls */
149 if (option & OPT_IRR_SPACE) /* randomly spaced */ 214 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
150 { 215 {
151 int x_spaces_available, y_spaces_available; 216 int x_spaces_available, y_spaces_available;
152 217
153 /* the "extra" spaces available for spacing between layers */ 218 /* the "extra" spaces available for spacing between layers */
154 x_spaces_available = (xsize - 2) - 6 * layers + 1; 219 x_spaces_available = (xsize - 2) - 6 * layers + 1;
155 y_spaces_available = (ysize - 2) - 6 * layers + 1; 220 y_spaces_available = (ysize - 2) - 3 * layers + 1;
156 221
157 222
158 /* pick an initial random pitch */ 223 /* pick an initial random pitch */
159 for (i = 0; i < 2 * layers; i++) 224 for (i = 0; i < 2 * layers; i++)
160 { 225 {
161 float xpitch = 2, ypitch = 2; 226 float xpitch = 2, ypitch = 2;
162 227
163 if (x_spaces_available > 0) 228 if (x_spaces_available > 0)
164 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; 229 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
165 230
166 if (y_spaces_available > 0) 231 if (y_spaces_available > 0)
167 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; 232 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
233
168 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 234 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
235 if (i < layers)
169 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 236 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
237 else
238 ylocations[i] = ysize - 1;
239
170 x_spaces_available -= (int) (xpitch - 2); 240 x_spaces_available -= (int) (xpitch - 2);
171 y_spaces_available -= (int) (ypitch - 2); 241 y_spaces_available -= (int) (ypitch - 2);
172 } 242 }
173 243
174 } 244 }
175 if (!(option & OPT_IRR_SPACE)) 245 if (!(option & RMOPT_IRR_SPACE))
176 { /* evenly spaced */ 246 { /* evenly spaced */
177 float xpitch, ypitch; /* pitch of the onion layers */ 247 float xpitch, ypitch; /* pitch of the onion layers */
178 248
179 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 249 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
180 ypitch = (ysize - 2.0) / (2.0 * layers + 1); 250 ypitch = (ysize - 2.0) / (layers + 1);
181 xlocations[0] = xpitch; 251 xlocations[0] = xpitch;
182 ylocations[0] = ypitch; 252 ylocations[0] = ypitch;
183 for (i = 1; i < 2 * layers; i++) 253 for (i = 1; i < 2 * layers; i++)
184 { 254 {
185 xlocations[i] = xlocations[i - 1] + xpitch; 255 xlocations[i] = xlocations[i - 1] + xpitch;
256 if (i < layers)
186 ylocations[i] = ylocations[i - 1] + ypitch; 257 ylocations[i] = ylocations[i - 1] + ypitch;
258 else
259 ylocations[i] = ysize - 1;
187 } 260 }
188 } 261 }
189 262
190 /* draw all the onion boxes. */ 263 /* draw all the onion boxes. */
191 264
192 draw_onion (maze, xlocations, ylocations, layers); 265 draw_onion (maze, xlocations, ylocations, layers);
193 make_doors (maze, xlocations, ylocations, layers, option); 266 make_doors (maze, xlocations, ylocations, layers, option);
194 267
195} 268}
196 269
270
271/* draw_boxes: draws the lines in the maze defining the onion layers */
272
197void 273void
274draw_onion (char **maze, float *xlocations, float *ylocations, int layers)
275{
276 int i, j, l;
277
278 for (l = 0; l < layers; l++)
279 {
280 int x1, x2, y1, y2;
281
282 /* horizontal segments */
283 y1 = (int) ylocations[l];
284 y2 = (int) ylocations[2 * layers - l - 1];
285 for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++)
286 {
287 maze[i][y1] = '#';
288 maze[i][y2] = '#';
289 }
290
291 /* vertical segments */
292 x1 = (int) xlocations[l];
293 x2 = (int) xlocations[2 * layers - l - 1];
294 for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++)
295 {
296 maze[x1][j] = '#';
297 maze[x2][j] = '#';
298 }
299
300 }
301}
302
303void
304make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options)
305{
306 int freedoms; /* number of different walls on which we could place a door */
307 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
308 int l, x1 = 0, x2, y1 = 0, y2;
309
310 freedoms = 4; /* centered */
311 if (options & RMOPT_BOTTOM_C)
312 freedoms = 3;
313 if (options & RMOPT_BOTTOM_R)
314 freedoms = 2;
315 if (layers <= 0)
316 return;
317
318 /* pick which wall will have a door. */
319 which_wall = rndm (freedoms) + 1;
320 for (l = 0; l < layers; l++)
321 {
322 if (options & RMOPT_LINEAR)
323 { /* linear door placement. */
324 switch (which_wall)
325 {
326 case 1:
327 { /* left hand wall */
328 x1 = (int) xlocations[l];
329 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
330 break;
331 }
332 case 2:
333 { /* top wall placement */
334 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
335 y1 = (int) ylocations[l];
336 break;
337 }
338 case 3:
339 { /* right wall placement */
340 x1 = (int) xlocations[2 * layers - l - 1];
341 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
342 break;
343 }
344 case 4:
345 { /* bottom wall placement */
346 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
347 y1 = (int) ylocations[2 * layers - l - 1];
348 break;
349 }
350 }
351 }
352 else
353 { /* random door placement. */
354 which_wall = rndm (freedoms) + 1;
355 switch (which_wall)
356 {
357 case 1:
358 { /* left hand wall */
359 x1 = (int) xlocations[l];
360 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
361 if (y2 > 0)
362 y1 = (int) (ylocations[l] + rndm (y2) + 1);
363 else
364 y1 = (int) (ylocations[l] + 1);
365 break;
366 }
367 case 2:
368 { /* top wall placement */
369 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
370 if (x2 > 0)
371 x1 = (int) (xlocations[l] + rndm (x2) + 1);
372 else
373 x1 = (int) (xlocations[l] + 1);
374 y1 = (int) ylocations[l];
375 break;
376 }
377 case 3:
378 { /* right wall placement */
379 x1 = (int) xlocations[2 * layers - l - 1];
380 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
381 if (y2 > 0)
382 y1 = (int) (ylocations[l] + rndm (y2) + 1);
383 else
384 y1 = (int) (ylocations[l] + 1);
385
386 break;
387 }
388 case 4:
389 { /* bottom wall placement */
390 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
391 if (x2 > 0)
392 x1 = (int) (xlocations[l] + rndm (x2) + 1);
393 else
394 x1 = (int) (xlocations[l] + 1);
395 y1 = (int) ylocations[2 * layers - l - 1];
396 break;
397 }
398
399 }
400 }
401 if (options & RMOPT_NO_DOORS)
402 maze[x1][y1] = '#'; /* no door. */
403 else
404 maze[x1][y1] = 'D'; /* write the door */
405
406 }
407 /* mark the center of the maze with a C */
408 l = layers - 1;
409 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
410 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
411 maze[x1][y1] = 'C';
412
413 /* not needed anymore */
414 free (xlocations);
415 free (ylocations);
416
417}
418
419void
198bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers) 420bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
199{ 421{
200 int i, maxlayers; 422 int i, maxlayers;
201 float *xlocations; 423 float *xlocations;
202 float *ylocations; 424 float *ylocations;
203 425
205 if (!maxlayers) 427 if (!maxlayers)
206 return; /* map too small to onionize */ 428 return; /* map too small to onionize */
207 if (layers > maxlayers) 429 if (layers > maxlayers)
208 layers = maxlayers; 430 layers = maxlayers;
209 if (layers == 0) 431 if (layers == 0)
210 layers = (RANDOM () % maxlayers) + 1; 432 layers = rndm (maxlayers) + 1;
433
211 xlocations = (float *) calloc (sizeof (float), 2 * layers); 434 xlocations = (float *) calloc (sizeof (float), 2 * layers);
212 ylocations = (float *) calloc (sizeof (float), 2 * layers); 435 ylocations = (float *) calloc (sizeof (float), 2 * layers);
213 436
214
215 /* place all the walls */ 437 /* place all the walls */
216 if (option & OPT_IRR_SPACE) /* randomly spaced */ 438 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
217 { 439 {
218 int x_spaces_available, y_spaces_available; 440 int x_spaces_available, y_spaces_available;
219 441
220 /* the "extra" spaces available for spacing between layers */ 442 /* the "extra" spaces available for spacing between layers */
221 x_spaces_available = (xsize - 2) - 6 * layers + 1; 443 x_spaces_available = (xsize - 2) - 3 * layers + 1;
222 y_spaces_available = (ysize - 2) - 3 * layers + 1; 444 y_spaces_available = (ysize - 2) - 3 * layers + 1;
223 445
224 446
225 /* pick an initial random pitch */ 447 /* pick an initial random pitch */
226 for (i = 0; i < 2 * layers; i++) 448 for (i = 0; i < 2 * layers; i++)
227 { 449 {
228 float xpitch = 2, ypitch = 2; 450 float xpitch = 2, ypitch = 2;
229 451
230 if (x_spaces_available > 0) 452 if (x_spaces_available > 0)
231 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; 453 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
232 454
233 if (y_spaces_available > 0) 455 if (y_spaces_available > 0)
234 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; 456 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
457
458 if (i < layers)
235 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 459 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
460 else
461 xlocations[i] = xsize - 1;
462
236 if (i < layers) 463 if (i < layers)
237 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 464 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
238 else 465 else
239 ylocations[i] = ysize - 1; 466 ylocations[i] = ysize - 1;
240 x_spaces_available -= (int) (xpitch - 2); 467 x_spaces_available -= (int) (xpitch - 2);
241 y_spaces_available -= (int) (ypitch - 2); 468 y_spaces_available -= (int) (ypitch - 2);
242 } 469 }
243 470
244 } 471 }
245 if (!(option & OPT_IRR_SPACE)) 472 if (!(option & RMOPT_IRR_SPACE))
246 { /* evenly spaced */ 473 { /* evenly spaced */
247 float xpitch, ypitch; /* pitch of the onion layers */ 474 float xpitch, ypitch; /* pitch of the onion layers */
248 475
249 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 476 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
250 ypitch = (ysize - 2.0) / (layers + 1); 477 ypitch = (ysize - 2.0) / (layers + 1);
251 xlocations[0] = xpitch; 478 xlocations[0] = xpitch;
252 ylocations[0] = ypitch; 479 ylocations[0] = ypitch;
253 for (i = 1; i < 2 * layers; i++) 480 for (i = 1; i < 2 * layers; i++)
254 { 481 {
482 if (i < layers)
255 xlocations[i] = xlocations[i - 1] + xpitch; 483 xlocations[i] = xlocations[i - 1] + xpitch;
484 else
485 xlocations[i] = xsize - 1;
256 if (i < layers) 486 if (i < layers)
257 ylocations[i] = ylocations[i - 1] + ypitch; 487 ylocations[i] = ylocations[i - 1] + ypitch;
258 else 488 else
259 ylocations[i] = ysize - 1; 489 ylocations[i] = ysize - 1;
260 } 490 }
264 494
265 draw_onion (maze, xlocations, ylocations, layers); 495 draw_onion (maze, xlocations, ylocations, layers);
266 make_doors (maze, xlocations, ylocations, layers, option); 496 make_doors (maze, xlocations, ylocations, layers, option);
267 497
268} 498}
269
270
271/* draw_boxes: draws the lines in the maze defining the onion layers */
272
273void
274draw_onion (char **maze, float *xlocations, float *ylocations, int layers)
275{
276 int i, j, l;
277
278 for (l = 0; l < layers; l++)
279 {
280 int x1, x2, y1, y2;
281
282 /* horizontal segments */
283 y1 = (int) ylocations[l];
284 y2 = (int) ylocations[2 * layers - l - 1];
285 for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++)
286 {
287 maze[i][y1] = '#';
288 maze[i][y2] = '#';
289 }
290
291 /* vertical segments */
292 x1 = (int) xlocations[l];
293 x2 = (int) xlocations[2 * layers - l - 1];
294 for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++)
295 {
296 maze[x1][j] = '#';
297 maze[x2][j] = '#';
298 }
299
300 }
301}
302
303void
304make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options)
305{
306 int freedoms; /* number of different walls on which we could place a door */
307 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
308 int l, x1 = 0, x2, y1 = 0, y2;
309
310 freedoms = 4; /* centered */
311 if (options & OPT_BOTTOM_C)
312 freedoms = 3;
313 if (options & OPT_BOTTOM_R)
314 freedoms = 2;
315 if (layers <= 0)
316 return;
317 /* pick which wall will have a door. */
318 which_wall = RANDOM () % freedoms + 1;
319 for (l = 0; l < layers; l++)
320 {
321 if (options & OPT_LINEAR)
322 { /* linear door placement. */
323 switch (which_wall)
324 {
325 case 1:
326 { /* left hand wall */
327 x1 = (int) xlocations[l];
328 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
329 break;
330 }
331 case 2:
332 { /* top wall placement */
333 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
334 y1 = (int) ylocations[l];
335 break;
336 }
337 case 3:
338 { /* right wall placement */
339 x1 = (int) xlocations[2 * layers - l - 1];
340 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
341 break;
342 }
343 case 4:
344 { /* bottom wall placement */
345 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
346 y1 = (int) ylocations[2 * layers - l - 1];
347 break;
348 }
349 }
350 }
351 else
352 { /* random door placement. */
353 which_wall = RANDOM () % freedoms + 1;
354 switch (which_wall)
355 {
356 case 1:
357 { /* left hand wall */
358 x1 = (int) xlocations[l];
359 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
360 if (y2 > 0)
361 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
362 else
363 y1 = (int) (ylocations[l] + 1);
364 break;
365 }
366 case 2:
367 { /* top wall placement */
368 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
369 if (x2 > 0)
370 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
371 else
372 x1 = (int) (xlocations[l] + 1);
373 y1 = (int) ylocations[l];
374 break;
375 }
376 case 3:
377 { /* right wall placement */
378 x1 = (int) xlocations[2 * layers - l - 1];
379 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
380 if (y2 > 0)
381 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
382 else
383 y1 = (int) (ylocations[l] + 1);
384
385 break;
386 }
387 case 4:
388 { /* bottom wall placement */
389 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
390 if (x2 > 0)
391 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
392 else
393 x1 = (int) (xlocations[l] + 1);
394 y1 = (int) ylocations[2 * layers - l - 1];
395 break;
396 }
397
398 }
399 }
400 if (options & OPT_NO_DOORS)
401 maze[x1][y1] = '#'; /* no door. */
402 else
403 maze[x1][y1] = 'D'; /* write the door */
404
405 }
406 /* mark the center of the maze with a C */
407 l = layers - 1;
408 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
409 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
410 maze[x1][y1] = 'C';
411
412 /* not needed anymore */
413 free (xlocations);
414 free (ylocations);
415
416}
417
418void
419bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
420{
421 int i, maxlayers;
422 float *xlocations;
423 float *ylocations;
424
425 maxlayers = (MIN (xsize, ysize) - 2) / 5;
426 if (!maxlayers)
427 return; /* map too small to onionize */
428 if (layers > maxlayers)
429 layers = maxlayers;
430 if (layers == 0)
431 layers = (RANDOM () % maxlayers) + 1;
432 xlocations = (float *) calloc (sizeof (float), 2 * layers);
433 ylocations = (float *) calloc (sizeof (float), 2 * layers);
434
435
436 /* place all the walls */
437 if (option & OPT_IRR_SPACE) /* randomly spaced */
438 {
439 int x_spaces_available, y_spaces_available;
440
441 /* the "extra" spaces available for spacing between layers */
442 x_spaces_available = (xsize - 2) - 3 * layers + 1;
443 y_spaces_available = (ysize - 2) - 3 * layers + 1;
444
445
446 /* pick an initial random pitch */
447 for (i = 0; i < 2 * layers; i++)
448 {
449 float xpitch = 2, ypitch = 2;
450
451 if (x_spaces_available > 0)
452 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3;
453
454 if (y_spaces_available > 0)
455 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3;
456 if (i < layers)
457 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
458 else
459 xlocations[i] = xsize - 1;
460
461 if (i < layers)
462 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
463 else
464 ylocations[i] = ysize - 1;
465 x_spaces_available -= (int) (xpitch - 2);
466 y_spaces_available -= (int) (ypitch - 2);
467 }
468
469 }
470 if (!(option & OPT_IRR_SPACE))
471 { /* evenly spaced */
472 float xpitch, ypitch; /* pitch of the onion layers */
473
474 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
475 ypitch = (ysize - 2.0) / (layers + 1);
476 xlocations[0] = xpitch;
477 ylocations[0] = ypitch;
478 for (i = 1; i < 2 * layers; i++)
479 {
480 if (i < layers)
481 xlocations[i] = xlocations[i - 1] + xpitch;
482 else
483 xlocations[i] = xsize - 1;
484 if (i < layers)
485 ylocations[i] = ylocations[i - 1] + ypitch;
486 else
487 ylocations[i] = ysize - 1;
488 }
489 }
490
491 /* draw all the onion boxes. */
492
493 draw_onion (maze, xlocations, ylocations, layers);
494 make_doors (maze, xlocations, ylocations, layers, option);
495
496}

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