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root |
1.5 |
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elmex |
1.1 |
/* |
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* Expands a layout by 2x in each dimension. |
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* H. S. Teoh |
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* -------------------------------------------------------------------------- |
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root |
1.7 |
* $Id: expand2x.C,v 1.6 2008-04-11 21:09:53 root Exp $ |
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elmex |
1.1 |
* |
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* ALGORITHM |
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* |
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* ... (TBW) |
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*/ |
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root |
1.6 |
#include "global.h" |
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#include "random_map.h" |
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#include "rproto.h" |
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elmex |
1.1 |
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/* Copy the old tile X into the new one at location (i*2, j*2) and |
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* fill up the rest of the 2x2 result with \0: |
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* X ---> X \0 |
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* \0 \0 |
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*/ |
22 |
root |
1.3 |
static void |
23 |
root |
1.7 |
expand_misc (Maze newlayout, int i, int j, Maze layout) |
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root |
1.3 |
{ |
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newlayout[i * 2][j * 2] = layout[i][j]; |
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elmex |
1.1 |
/* (Note: no need to reset rest of 2x2 area to \0 because calloc does that |
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* for us.) */ |
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} |
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/* Returns a bitmap that represents which squares on the right and bottom |
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* edges of a square (i,j) match the given character: |
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* 1 match on (i+1, j) |
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* 2 match on (i, j+1) |
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* 4 match on (i+1, j+1) |
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* and the possible combinations thereof. |
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*/ |
37 |
root |
1.3 |
static int |
38 |
root |
1.7 |
calc_pattern (char ch, Maze layout, int i, int j) |
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root |
1.3 |
{ |
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elmex |
1.1 |
int pattern = 0; |
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root |
1.7 |
if (i + 1 < layout->w && layout[i + 1][j] == ch) |
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elmex |
1.1 |
pattern |= 1; |
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root |
1.7 |
if (j + 1 < layout->h) |
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root |
1.3 |
{ |
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if (layout[i][j + 1] == ch) |
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pattern |= 2; |
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root |
1.7 |
if (i + 1 < layout->w && layout[i + 1][j + 1] == ch) |
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root |
1.3 |
pattern |= 4; |
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} |
52 |
elmex |
1.1 |
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return pattern; |
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} |
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/* Expand a wall. This function will try to sensibly connect the resulting |
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* wall to adjacent wall squares, so that the result won't have disconnected |
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* walls. |
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*/ |
60 |
root |
1.3 |
static void |
61 |
root |
1.7 |
expand_wall (Maze newlayout, int i, int j, Maze layout) |
62 |
root |
1.3 |
{ |
63 |
root |
1.7 |
int wall_pattern = calc_pattern ('#', layout, i, j); |
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int door_pattern = calc_pattern ('D', layout, i, j); |
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elmex |
1.1 |
int both_pattern = wall_pattern | door_pattern; |
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67 |
root |
1.3 |
newlayout[i * 2][j * 2] = '#'; |
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root |
1.7 |
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if (i + 1 < layout->w) |
70 |
root |
1.3 |
{ |
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if (both_pattern & 1) |
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{ /* join walls/doors to the right */ |
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elmex |
1.1 |
/* newlayout[i*2+1][j*2] = '#'; */ |
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root |
1.3 |
newlayout[i * 2 + 1][j * 2] = layout[i + 1][j]; |
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} |
76 |
elmex |
1.1 |
} |
77 |
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78 |
root |
1.7 |
if (j + 1 < layout->h) |
79 |
root |
1.3 |
{ |
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if (both_pattern & 2) |
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{ /* join walls/doors to the bottom */ |
82 |
elmex |
1.1 |
/* newlayout[i*2][j*2+1] = '#'; */ |
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root |
1.3 |
newlayout[i * 2][j * 2 + 1] = layout[i][j + 1]; |
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} |
85 |
elmex |
1.1 |
|
86 |
root |
1.3 |
if (wall_pattern == 7) |
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{ /* if orig layout is a 2x2 wall block, |
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* we fill the result with walls. */ |
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newlayout[i * 2 + 1][j * 2 + 1] = '#'; |
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} |
91 |
elmex |
1.1 |
} |
92 |
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} |
93 |
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/* This function will try to sensibly connect doors so that they meet up with |
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* adjacent walls. Note that it will also presumptuously delete (ignore) doors |
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* that it doesn't know how to correctly expand. |
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*/ |
98 |
root |
1.3 |
static void |
99 |
root |
1.7 |
expand_door (Maze newlayout, int i, int j, Maze layout) |
100 |
root |
1.3 |
{ |
101 |
root |
1.7 |
int wall_pattern = calc_pattern ('#', layout, i, j); |
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int door_pattern = calc_pattern ('D', layout, i, j); |
103 |
elmex |
1.1 |
int join_pattern; |
104 |
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105 |
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/* Doors "like" to connect to walls more than other doors. If there is |
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* a wall and another door, this door will connect to the wall and |
107 |
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* disconnect from the other door. */ |
108 |
root |
1.3 |
if (wall_pattern & 3) |
109 |
root |
1.6 |
join_pattern = wall_pattern; |
110 |
root |
1.3 |
else |
111 |
root |
1.6 |
join_pattern = door_pattern; |
112 |
root |
1.3 |
|
113 |
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newlayout[i * 2][j * 2] = 'D'; |
114 |
root |
1.6 |
|
115 |
root |
1.7 |
if (i + 1 < layout->w) |
116 |
root |
1.6 |
if (join_pattern & 1) |
117 |
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/* there is a door/wall to the right */ |
118 |
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newlayout[i * 2 + 1][j * 2] = 'D'; |
119 |
root |
1.3 |
|
120 |
root |
1.7 |
if (j + 1 < layout->h) |
121 |
root |
1.6 |
if (join_pattern & 2) |
122 |
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/* there is a door/wall below */ |
123 |
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newlayout[i * 2][j * 2 + 1] = 'D'; |
124 |
elmex |
1.1 |
} |
125 |
root |
1.7 |
|
126 |
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void |
127 |
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expand2x (Maze layout) |
128 |
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{ |
129 |
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Maze newlayout (layout->w * 2 - 1, layout->h * 2 - 1); |
130 |
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newlayout->clear (); |
131 |
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132 |
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for (int i = 0; i < layout->w; i++) |
133 |
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for (int j = 0; j < layout->h; j++) |
134 |
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switch (layout[i][j]) |
135 |
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{ |
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case '#': expand_wall (newlayout, i, j, layout); break; |
137 |
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case 'D': expand_door (newlayout, i, j, layout); break; |
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default: expand_misc (newlayout, i, j, layout); break; |
139 |
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} |
140 |
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141 |
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layout.swap (newlayout); |
142 |
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} |
143 |
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