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1 | |
1 | /* |
2 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
3 | CrossFire, A Multiplayer game for X-windows |
3 | |
4 | |
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5 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
7 | Copyright (C) 1992 Frank Tore Johansen |
6 | |
8 | |
7 | This program is free software; you can redistribute it and/or modify |
9 | This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
10 | it under the terms of the GNU General Public License as published by |
… | |
… | |
80 | /* pick some random options if option = 0 */ |
82 | /* pick some random options if option = 0 */ |
81 | if (option == 0) |
83 | if (option == 0) |
82 | { |
84 | { |
83 | switch (RANDOM () % 3) |
85 | switch (RANDOM () % 3) |
84 | { |
86 | { |
85 | case 0: |
87 | case 0: |
86 | option |= OPT_CENTERED; |
88 | option |= RMOPT_CENTERED; |
87 | break; |
89 | break; |
88 | case 1: |
90 | case 1: |
89 | option |= OPT_BOTTOM_C; |
91 | option |= RMOPT_BOTTOM_C; |
90 | break; |
92 | break; |
91 | case 2: |
93 | case 2: |
92 | option |= OPT_BOTTOM_R; |
94 | option |= RMOPT_BOTTOM_R; |
93 | break; |
95 | break; |
94 | } |
96 | } |
95 | if (RANDOM () % 2) |
97 | if (RANDOM () % 2) |
96 | option |= OPT_LINEAR; |
98 | option |= RMOPT_LINEAR; |
97 | if (RANDOM () % 2) |
99 | if (RANDOM () % 2) |
98 | option |= OPT_IRR_SPACE; |
100 | option |= RMOPT_IRR_SPACE; |
99 | } |
101 | } |
100 | |
102 | |
101 | /* write the outer walls, if appropriate. */ |
103 | /* write the outer walls, if appropriate. */ |
102 | if (!(option & OPT_WALL_OFF)) |
104 | if (!(option & RMOPT_WALL_OFF)) |
103 | { |
105 | { |
104 | for (i = 0; i < xsize; i++) |
106 | for (i = 0; i < xsize; i++) |
105 | maze[i][0] = maze[i][ysize - 1] = '#'; |
107 | maze[i][0] = maze[i][ysize - 1] = '#'; |
106 | for (j = 0; j < ysize; j++) |
108 | for (j = 0; j < ysize; j++) |
107 | maze[0][j] = maze[xsize - 1][j] = '#'; |
109 | maze[0][j] = maze[xsize - 1][j] = '#'; |
108 | }; |
110 | }; |
109 | |
111 | |
110 | if (option & OPT_WALLS_ONLY) |
112 | if (option & RMOPT_WALLS_ONLY) |
111 | return maze; |
113 | return maze; |
112 | |
114 | |
113 | /* pick off the mutually exclusive options */ |
115 | /* pick off the mutually exclusive options */ |
114 | if (option & OPT_BOTTOM_R) |
116 | if (option & RMOPT_BOTTOM_R) |
115 | bottom_right_centered_onion (maze, xsize, ysize, option, layers); |
117 | bottom_right_centered_onion (maze, xsize, ysize, option, layers); |
116 | else if (option & OPT_BOTTOM_C) |
118 | else if (option & RMOPT_BOTTOM_C) |
117 | bottom_centered_onion (maze, xsize, ysize, option, layers); |
119 | bottom_centered_onion (maze, xsize, ysize, option, layers); |
118 | else if (option & OPT_CENTERED) |
120 | else if (option & RMOPT_CENTERED) |
119 | centered_onion (maze, xsize, ysize, option, layers); |
121 | centered_onion (maze, xsize, ysize, option, layers); |
120 | |
122 | |
121 | return maze; |
123 | return maze; |
122 | } |
124 | } |
123 | |
125 | |
… | |
… | |
138 | xlocations = (float *) calloc (sizeof (float), 2 * layers); |
140 | xlocations = (float *) calloc (sizeof (float), 2 * layers); |
139 | ylocations = (float *) calloc (sizeof (float), 2 * layers); |
141 | ylocations = (float *) calloc (sizeof (float), 2 * layers); |
140 | |
142 | |
141 | |
143 | |
142 | /* place all the walls */ |
144 | /* place all the walls */ |
143 | if (option & OPT_IRR_SPACE) /* randomly spaced */ |
145 | if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
144 | { |
146 | { |
145 | int x_spaces_available, y_spaces_available; |
147 | int x_spaces_available, y_spaces_available; |
146 | |
148 | |
147 | /* the "extra" spaces available for spacing between layers */ |
149 | /* the "extra" spaces available for spacing between layers */ |
148 | x_spaces_available = (xsize - 2) - 6 * layers + 1; |
150 | x_spaces_available = (xsize - 2) - 6 * layers + 1; |
… | |
… | |
164 | x_spaces_available -= (int) (xpitch - 2); |
166 | x_spaces_available -= (int) (xpitch - 2); |
165 | y_spaces_available -= (int) (ypitch - 2); |
167 | y_spaces_available -= (int) (ypitch - 2); |
166 | } |
168 | } |
167 | |
169 | |
168 | } |
170 | } |
169 | if (!(option & OPT_IRR_SPACE)) |
171 | if (!(option & RMOPT_IRR_SPACE)) |
170 | { /* evenly spaced */ |
172 | { /* evenly spaced */ |
171 | float xpitch, ypitch; /* pitch of the onion layers */ |
173 | float xpitch, ypitch; /* pitch of the onion layers */ |
172 | |
174 | |
173 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
175 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
174 | ypitch = (ysize - 2.0) / (2.0 * layers + 1); |
176 | ypitch = (ysize - 2.0) / (2.0 * layers + 1); |
… | |
… | |
205 | xlocations = (float *) calloc (sizeof (float), 2 * layers); |
207 | xlocations = (float *) calloc (sizeof (float), 2 * layers); |
206 | ylocations = (float *) calloc (sizeof (float), 2 * layers); |
208 | ylocations = (float *) calloc (sizeof (float), 2 * layers); |
207 | |
209 | |
208 | |
210 | |
209 | /* place all the walls */ |
211 | /* place all the walls */ |
210 | if (option & OPT_IRR_SPACE) /* randomly spaced */ |
212 | if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
211 | { |
213 | { |
212 | int x_spaces_available, y_spaces_available; |
214 | int x_spaces_available, y_spaces_available; |
213 | |
215 | |
214 | /* the "extra" spaces available for spacing between layers */ |
216 | /* the "extra" spaces available for spacing between layers */ |
215 | x_spaces_available = (xsize - 2) - 6 * layers + 1; |
217 | x_spaces_available = (xsize - 2) - 6 * layers + 1; |
… | |
… | |
234 | x_spaces_available -= (int) (xpitch - 2); |
236 | x_spaces_available -= (int) (xpitch - 2); |
235 | y_spaces_available -= (int) (ypitch - 2); |
237 | y_spaces_available -= (int) (ypitch - 2); |
236 | } |
238 | } |
237 | |
239 | |
238 | } |
240 | } |
239 | if (!(option & OPT_IRR_SPACE)) |
241 | if (!(option & RMOPT_IRR_SPACE)) |
240 | { /* evenly spaced */ |
242 | { /* evenly spaced */ |
241 | float xpitch, ypitch; /* pitch of the onion layers */ |
243 | float xpitch, ypitch; /* pitch of the onion layers */ |
242 | |
244 | |
243 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
245 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
244 | ypitch = (ysize - 2.0) / (layers + 1); |
246 | ypitch = (ysize - 2.0) / (layers + 1); |
… | |
… | |
300 | int freedoms; /* number of different walls on which we could place a door */ |
302 | int freedoms; /* number of different walls on which we could place a door */ |
301 | int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
303 | int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
302 | int l, x1 = 0, x2, y1 = 0, y2; |
304 | int l, x1 = 0, x2, y1 = 0, y2; |
303 | |
305 | |
304 | freedoms = 4; /* centered */ |
306 | freedoms = 4; /* centered */ |
305 | if (options & OPT_BOTTOM_C) |
307 | if (options & RMOPT_BOTTOM_C) |
306 | freedoms = 3; |
308 | freedoms = 3; |
307 | if (options & OPT_BOTTOM_R) |
309 | if (options & RMOPT_BOTTOM_R) |
308 | freedoms = 2; |
310 | freedoms = 2; |
309 | if (layers <= 0) |
311 | if (layers <= 0) |
310 | return; |
312 | return; |
311 | /* pick which wall will have a door. */ |
313 | /* pick which wall will have a door. */ |
312 | which_wall = RANDOM () % freedoms + 1; |
314 | which_wall = RANDOM () % freedoms + 1; |
313 | for (l = 0; l < layers; l++) |
315 | for (l = 0; l < layers; l++) |
314 | { |
316 | { |
315 | if (options & OPT_LINEAR) |
317 | if (options & RMOPT_LINEAR) |
316 | { /* linear door placement. */ |
318 | { /* linear door placement. */ |
317 | switch (which_wall) |
319 | switch (which_wall) |
318 | { |
320 | { |
319 | case 1: |
321 | case 1: |
320 | { /* left hand wall */ |
322 | { /* left hand wall */ |
321 | x1 = (int) xlocations[l]; |
323 | x1 = (int) xlocations[l]; |
322 | y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
324 | y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
323 | break; |
325 | break; |
324 | } |
326 | } |
325 | case 2: |
327 | case 2: |
326 | { /* top wall placement */ |
328 | { /* top wall placement */ |
327 | x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
329 | x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
328 | y1 = (int) ylocations[l]; |
330 | y1 = (int) ylocations[l]; |
329 | break; |
331 | break; |
330 | } |
332 | } |
331 | case 3: |
333 | case 3: |
332 | { /* right wall placement */ |
334 | { /* right wall placement */ |
333 | x1 = (int) xlocations[2 * layers - l - 1]; |
335 | x1 = (int) xlocations[2 * layers - l - 1]; |
334 | y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
336 | y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
335 | break; |
337 | break; |
336 | } |
338 | } |
337 | case 4: |
339 | case 4: |
338 | { /* bottom wall placement */ |
340 | { /* bottom wall placement */ |
339 | x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
341 | x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
340 | y1 = (int) ylocations[2 * layers - l - 1]; |
342 | y1 = (int) ylocations[2 * layers - l - 1]; |
341 | break; |
343 | break; |
342 | } |
344 | } |
343 | } |
345 | } |
344 | } |
346 | } |
345 | else |
347 | else |
346 | { /* random door placement. */ |
348 | { /* random door placement. */ |
347 | which_wall = RANDOM () % freedoms + 1; |
349 | which_wall = RANDOM () % freedoms + 1; |
348 | switch (which_wall) |
350 | switch (which_wall) |
349 | { |
351 | { |
350 | case 1: |
352 | case 1: |
351 | { /* left hand wall */ |
353 | { /* left hand wall */ |
352 | x1 = (int) xlocations[l]; |
354 | x1 = (int) xlocations[l]; |
353 | y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); |
355 | y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); |
354 | if (y2 > 0) |
356 | if (y2 > 0) |
355 | y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); |
357 | y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); |
356 | else |
358 | else |
357 | y1 = (int) (ylocations[l] + 1); |
359 | y1 = (int) (ylocations[l] + 1); |
358 | break; |
360 | break; |
359 | } |
361 | } |
360 | case 2: |
362 | case 2: |
361 | { /* top wall placement */ |
363 | { /* top wall placement */ |
362 | x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
364 | x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
363 | if (x2 > 0) |
365 | if (x2 > 0) |
364 | x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); |
366 | x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); |
365 | else |
367 | else |
366 | x1 = (int) (xlocations[l] + 1); |
368 | x1 = (int) (xlocations[l] + 1); |
367 | y1 = (int) ylocations[l]; |
369 | y1 = (int) ylocations[l]; |
368 | break; |
370 | break; |
369 | } |
371 | } |
370 | case 3: |
372 | case 3: |
371 | { /* right wall placement */ |
373 | { /* right wall placement */ |
372 | x1 = (int) xlocations[2 * layers - l - 1]; |
374 | x1 = (int) xlocations[2 * layers - l - 1]; |
373 | y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; |
375 | y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; |
374 | if (y2 > 0) |
376 | if (y2 > 0) |
375 | y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); |
377 | y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); |
376 | else |
378 | else |
377 | y1 = (int) (ylocations[l] + 1); |
379 | y1 = (int) (ylocations[l] + 1); |
378 | |
380 | |
379 | break; |
381 | break; |
380 | } |
382 | } |
381 | case 4: |
383 | case 4: |
382 | { /* bottom wall placement */ |
384 | { /* bottom wall placement */ |
383 | x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
385 | x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
384 | if (x2 > 0) |
386 | if (x2 > 0) |
385 | x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); |
387 | x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); |
386 | else |
388 | else |
387 | x1 = (int) (xlocations[l] + 1); |
389 | x1 = (int) (xlocations[l] + 1); |
388 | y1 = (int) ylocations[2 * layers - l - 1]; |
390 | y1 = (int) ylocations[2 * layers - l - 1]; |
389 | break; |
391 | break; |
390 | } |
392 | } |
391 | |
393 | |
392 | } |
394 | } |
393 | } |
395 | } |
394 | if (options & OPT_NO_DOORS) |
396 | if (options & RMOPT_NO_DOORS) |
395 | maze[x1][y1] = '#'; /* no door. */ |
397 | maze[x1][y1] = '#'; /* no door. */ |
396 | else |
398 | else |
397 | maze[x1][y1] = 'D'; /* write the door */ |
399 | maze[x1][y1] = 'D'; /* write the door */ |
398 | |
400 | |
399 | } |
401 | } |
… | |
… | |
426 | xlocations = (float *) calloc (sizeof (float), 2 * layers); |
428 | xlocations = (float *) calloc (sizeof (float), 2 * layers); |
427 | ylocations = (float *) calloc (sizeof (float), 2 * layers); |
429 | ylocations = (float *) calloc (sizeof (float), 2 * layers); |
428 | |
430 | |
429 | |
431 | |
430 | /* place all the walls */ |
432 | /* place all the walls */ |
431 | if (option & OPT_IRR_SPACE) /* randomly spaced */ |
433 | if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
432 | { |
434 | { |
433 | int x_spaces_available, y_spaces_available; |
435 | int x_spaces_available, y_spaces_available; |
434 | |
436 | |
435 | /* the "extra" spaces available for spacing between layers */ |
437 | /* the "extra" spaces available for spacing between layers */ |
436 | x_spaces_available = (xsize - 2) - 3 * layers + 1; |
438 | x_spaces_available = (xsize - 2) - 3 * layers + 1; |
… | |
… | |
459 | x_spaces_available -= (int) (xpitch - 2); |
461 | x_spaces_available -= (int) (xpitch - 2); |
460 | y_spaces_available -= (int) (ypitch - 2); |
462 | y_spaces_available -= (int) (ypitch - 2); |
461 | } |
463 | } |
462 | |
464 | |
463 | } |
465 | } |
464 | if (!(option & OPT_IRR_SPACE)) |
466 | if (!(option & RMOPT_IRR_SPACE)) |
465 | { /* evenly spaced */ |
467 | { /* evenly spaced */ |
466 | float xpitch, ypitch; /* pitch of the onion layers */ |
468 | float xpitch, ypitch; /* pitch of the onion layers */ |
467 | |
469 | |
468 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
470 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
469 | ypitch = (ysize - 2.0) / (layers + 1); |
471 | ypitch = (ysize - 2.0) / (layers + 1); |