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root |
1.16 |
/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) Crossfire Development Team (restored, original file without copyright notice) |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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root |
1.5 |
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elmex |
1.1 |
/* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
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blocked maze with the property that there is only one path from one spot |
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to any other, and there is always a path from one spot to any other. |
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input: xsize, ysize; |
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output: a char** array with # and . for closed and open respectively. |
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a char value of 0 represents a blank space: a '#' is |
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a wall. |
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*/ |
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/* we need to maintain a list of wall points to generate |
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reasonable mazes: a straightforward recursive random walk maze |
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generator would generate a map with a trivial circle-the-outer-wall solution */ |
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#include <global.h> |
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root |
1.3 |
|
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root |
1.8 |
#include "random_map.h" |
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#include "rproto.h" |
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elmex |
1.1 |
|
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/* global variables that everyone needs: don't want to pass them in |
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as parameters every time. */ |
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root |
1.14 |
static int *wall_x_list = 0; |
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static int *wall_y_list = 0; |
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static int wall_free_size = 0; |
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elmex |
1.1 |
|
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/* the free wall points are those outer points which aren't corners or |
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near corners, and don't have a maze wall growing out of them already. */ |
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root |
1.14 |
static void |
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root |
1.3 |
make_wall_free_list (int xsize, int ysize) |
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{ |
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int i, j, count; |
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count = 0; /* entries already placed in the free list */ |
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/*allocate it */ |
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if (wall_free_size < 0) |
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return; |
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root |
1.8 |
wall_x_list = (int *)calloc (sizeof (int), wall_free_size); |
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wall_y_list = (int *)calloc (sizeof (int), wall_free_size); |
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elmex |
1.1 |
|
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/* top and bottom wall */ |
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root |
1.3 |
for (i = 2; i < xsize - 2; i++) |
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{ |
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wall_x_list[count] = i; |
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wall_y_list[count] = 0; |
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count++; |
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wall_x_list[count] = i; |
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wall_y_list[count] = ysize - 1; |
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count++; |
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} |
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elmex |
1.1 |
|
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/* left and right wall */ |
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root |
1.3 |
for (j = 2; j < ysize - 2; j++) |
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{ |
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wall_x_list[count] = 0; |
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wall_y_list[count] = j; |
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count++; |
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wall_x_list[count] = xsize - 1; |
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wall_y_list[count] = j; |
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count++; |
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} |
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elmex |
1.1 |
} |
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/* randomly returns one of the elements from the wall point list */ |
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root |
1.14 |
static void |
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root |
1.3 |
pop_wall_point (int *x, int *y) |
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{ |
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root |
1.11 |
int index = rmg_rndm (wall_free_size); |
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root |
1.3 |
|
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elmex |
1.1 |
*x = wall_x_list[index]; |
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*y = wall_y_list[index]; |
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/* write the last array point here */ |
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root |
1.3 |
wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
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wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
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elmex |
1.1 |
wall_free_size--; |
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} |
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/* find free point: randomly look for a square adjacent to this one where |
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we can place a new block without closing a path. We may only look |
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up, down, right, or left. */ |
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root |
1.14 |
static int |
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root |
1.3 |
find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
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{ |
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root |
1.12 |
/* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
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root |
1.3 |
int dirlist[4]; |
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int count = 0; /* # elements in dirlist */ |
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elmex |
1.1 |
|
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/* look up */ |
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root |
1.3 |
if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
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elmex |
1.1 |
{ |
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root |
1.3 |
int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; |
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cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; |
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if (cleartest == 0) |
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root |
1.12 |
dirlist[count++] = 1; |
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elmex |
1.1 |
} |
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/* look down */ |
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root |
1.3 |
if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
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elmex |
1.1 |
{ |
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root |
1.3 |
int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; |
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cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; |
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if (cleartest == 0) |
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root |
1.12 |
dirlist[count++] = 2; |
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elmex |
1.1 |
} |
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/* look right */ |
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root |
1.3 |
if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
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elmex |
1.1 |
{ |
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root |
1.3 |
int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; |
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cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; |
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if (cleartest == 0) |
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root |
1.12 |
dirlist[count++] = 3; |
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elmex |
1.1 |
} |
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/* look left */ |
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root |
1.3 |
if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
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elmex |
1.1 |
{ |
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root |
1.3 |
int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; |
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cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; |
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root |
1.2 |
|
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root |
1.3 |
if (cleartest == 0) |
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root |
1.12 |
dirlist[count++] = 4; |
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elmex |
1.1 |
} |
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root |
1.3 |
if (count == 0) |
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return -1; /* failed to find any clear points */ |
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elmex |
1.1 |
|
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/* choose a random direction */ |
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root |
1.12 |
switch (dirlist [rmg_rndm (count)]) |
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elmex |
1.1 |
{ |
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root |
1.5 |
case 1: /* up */ |
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root |
1.12 |
*y = yc + 1; |
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*x = xc; |
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break; |
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root |
1.5 |
case 2: /* down */ |
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root |
1.12 |
*y = yc - 1; |
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*x = xc; |
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break; |
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root |
1.5 |
case 3: /* right */ |
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root |
1.12 |
*y = yc; |
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*x = xc + 1; |
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break; |
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root |
1.5 |
case 4: /* left */ |
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root |
1.12 |
*x = xc - 1; |
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*y = yc; |
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break; |
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root |
1.5 |
default: /* ??? */ |
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root |
1.8 |
return -1; |
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elmex |
1.1 |
} |
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root |
1.12 |
|
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elmex |
1.1 |
return 1; |
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} |
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/* recursive routine which will fill every available space in the maze |
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root |
1.3 |
with walls*/ |
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root |
1.13 |
static void |
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root |
1.3 |
fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
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{ |
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int xc, yc; |
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elmex |
1.1 |
|
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/* write a wall here */ |
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maze[x][y] = '#'; |
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root |
1.3 |
|
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elmex |
1.1 |
/* decide if we're going to pick from the wall_free_list */ |
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root |
1.11 |
if (rmg_rndm (4) && wall_free_size > 0) |
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root |
1.3 |
{ |
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pop_wall_point (&xc, &yc); |
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fill_maze_full (maze, xc, yc, xsize, ysize); |
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} |
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/* change the if to a while for a complete maze. */ |
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while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
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root |
1.12 |
fill_maze_full (maze, xc, yc, xsize, ysize); |
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elmex |
1.1 |
} |
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/* recursive routine which will fill much of the maze, but will leave |
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root |
1.2 |
some free spots (possibly large) toward the center.*/ |
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root |
1.13 |
static void |
216 |
root |
1.3 |
fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
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{ |
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int xc, yc; |
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220 |
elmex |
1.1 |
/* write a wall here */ |
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maze[x][y] = '#'; |
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root |
1.3 |
|
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elmex |
1.1 |
/* decide if we're going to pick from the wall_free_list */ |
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root |
1.11 |
if (rmg_rndm (4) && wall_free_size > 0) |
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root |
1.3 |
{ |
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pop_wall_point (&xc, &yc); |
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fill_maze_sparse (maze, xc, yc, xsize, ysize); |
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} |
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/* change the if to a while for a complete maze. */ |
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if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
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root |
1.8 |
fill_maze_sparse (maze, xc, yc, xsize, ysize); |
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elmex |
1.1 |
} |
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root |
1.12 |
|
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root |
1.13 |
/* the outsize interface routine: accepts sizes, returns a char |
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** maze. option is a flag for either a sparse or a full maze. Sparse |
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mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
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void |
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maze_gen (Layout maze, int option) |
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{ |
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maze->clear (); |
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maze->border (); |
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/* find how many free wall spots there are */ |
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wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
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make_wall_free_list (maze->w, maze->h); |
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/* return the empty maze */ |
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if (wall_free_size <= 0) |
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return; |
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/* recursively generate the walls of the maze */ |
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/* first pop a random starting point */ |
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while (wall_free_size > 0) |
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{ |
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int i, j; |
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pop_wall_point (&i, &j); |
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if (option) |
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fill_maze_full (maze, i, j, maze->w, maze->h); |
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else |
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fill_maze_sparse (maze, i, j, maze->w, maze->h); |
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} |
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/* clean up our intermediate data structures. */ |
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free (wall_x_list); |
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free (wall_y_list); |
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} |
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