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1 | /* |
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2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) Crossfire Development Team (restored, original file without copyright notice) |
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6 | * |
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7 | * Deliantra is free software: you can redistribute it and/or modify it under |
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8 | * the terms of the Affero GNU General Public License as published by the |
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9 | * Free Software Foundation, either version 3 of the License, or (at your |
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10 | * option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the Affero GNU General Public License |
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18 | * and the GNU General Public License along with this program. If not, see |
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19 | * <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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22 | */ |
1 | |
23 | |
2 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
24 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
3 | blocked maze with the property that there is only one path from one spot |
25 | blocked maze with the property that there is only one path from one spot |
4 | to any other, and there is always a path from one spot to any other. |
26 | to any other, and there is always a path from one spot to any other. |
5 | |
27 | |
… | |
… | |
13 | |
35 | |
14 | /* we need to maintain a list of wall points to generate |
36 | /* we need to maintain a list of wall points to generate |
15 | reasonable mazes: a straightforward recursive random walk maze |
37 | reasonable mazes: a straightforward recursive random walk maze |
16 | generator would generate a map with a trivial circle-the-outer-wall solution */ |
38 | generator would generate a map with a trivial circle-the-outer-wall solution */ |
17 | |
39 | |
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40 | #include <vector> |
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41 | |
18 | #include <global.h> |
42 | #include <global.h> |
19 | |
43 | |
20 | #include "random_map.h" |
44 | #include "random_map.h" |
21 | #include "rproto.h" |
45 | #include "rproto.h" |
22 | |
46 | |
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47 | struct point |
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48 | { |
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49 | short x; |
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50 | short y; |
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51 | |
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52 | point () |
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53 | { |
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54 | } |
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55 | |
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56 | point (int x, int y) |
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57 | : x(x), y(y) |
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58 | { |
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59 | } |
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60 | }; |
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61 | |
23 | /* global variables that everyone needs: don't want to pass them in |
62 | /* global variables that everyone needs: don't want to pass them in |
24 | as parameters every time. */ |
63 | as parameters every time. */ |
25 | int *wall_x_list = 0; |
64 | static point *seed_list; |
26 | int *wall_y_list = 0; |
65 | static int seed_size; |
27 | int wall_free_size = 0; |
66 | static int xsize, ysize; |
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67 | static char **maze; |
28 | |
68 | |
29 | /* heuristically, we need to change wall_chance based on the size of |
69 | /* the free wall points are those outer points which aren't corners or |
30 | the maze. */ |
70 | near corners, and don't have a maze wall growing out of them already. */ |
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71 | static void |
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72 | make_wall_free_list () |
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73 | { |
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74 | // xsize * ysize is plenty too much, but it's temporary |
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75 | seed_list = salloc<point> (xsize * ysize); |
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76 | seed_size = 0; |
31 | |
77 | |
32 | int wall_chance; |
78 | /* top and bottom wall */ |
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79 | for (int x = 2; x < xsize - 2; x++) |
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80 | { |
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81 | seed_list [seed_size++] = point (x, 0); |
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82 | seed_list [seed_size++] = point (x, ysize - 1); |
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83 | } |
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84 | |
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85 | /* left and right wall */ |
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86 | for (int y = 2; y < ysize - 2; y++) |
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87 | { |
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88 | seed_list [seed_size++] = point (0, y); |
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89 | seed_list [seed_size++] = point (xsize - 1, y); |
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90 | } |
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91 | } |
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92 | |
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93 | /* randomly returns one of the elements from the wall point list */ |
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94 | static point |
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95 | pop_point () |
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96 | { |
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97 | int index = rmg_rndm (seed_size); |
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98 | |
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99 | point p = seed_list [index]; |
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100 | |
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101 | /* write the last array point here */ |
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102 | seed_list [index] = seed_list [--seed_size]; |
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103 | |
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104 | return p; |
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105 | } |
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106 | |
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107 | /* find free point: randomly look for a square adjacent to this one where |
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108 | we can place a new block without closing a path. We may only look |
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109 | up, down, right, or left. */ |
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110 | static int |
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111 | find_free_point (point &p, point pc) |
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112 | { |
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113 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
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114 | int dirlist[4]; |
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115 | int count = 0; /* # elements in dirlist */ |
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116 | |
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117 | int xc = pc.x; |
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118 | int yc = pc.y; |
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119 | |
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120 | /* look up */ |
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121 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
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122 | { |
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123 | int cleartest = maze[xc][yc + 1] + maze[xc - 1][yc + 1] + maze[xc + 1][yc + 1] |
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124 | + maze[xc][yc + 2] + maze[xc - 1][yc + 2] + maze[xc + 1][yc + 2]; |
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125 | |
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126 | if (cleartest == 0) |
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127 | dirlist[count++] = 1; |
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128 | } |
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129 | |
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130 | /* look down */ |
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131 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
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132 | { |
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133 | int cleartest = maze[xc][yc - 1] + maze[xc - 1][yc - 1] + maze[xc + 1][yc - 1] |
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134 | + maze[xc][yc - 2] + maze[xc - 1][yc - 2] + maze[xc + 1][yc - 2]; |
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135 | |
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136 | if (cleartest == 0) |
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137 | dirlist[count++] = 2; |
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138 | } |
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139 | |
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140 | /* look right */ |
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141 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
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142 | { |
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143 | int cleartest = maze[xc + 1][yc] + maze[xc + 1][yc - 1] + maze[xc + 1][yc + 1] |
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144 | + maze[xc + 2][yc] + maze[xc + 2][yc - 1] + maze[xc + 2][yc + 1]; |
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145 | |
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146 | if (cleartest == 0) |
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147 | dirlist[count++] = 3; |
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148 | } |
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149 | |
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150 | /* look left */ |
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151 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
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152 | { |
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153 | int cleartest = maze[xc - 1][yc] + maze[xc - 1][yc - 1] + maze[xc - 1][yc + 1] |
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154 | + maze[xc - 2][yc] + maze[xc - 2][yc - 1] + maze[xc - 2][yc + 1]; |
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155 | |
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156 | if (cleartest == 0) |
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157 | dirlist[count++] = 4; |
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158 | } |
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159 | |
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160 | if (count == 0) |
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161 | return -1; /* failed to find any clear points */ |
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162 | |
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163 | /* choose a random direction */ |
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164 | switch (dirlist [rmg_rndm (count)]) |
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165 | { |
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166 | case 1: /* up */ |
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167 | p.x = xc; |
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168 | p.y = yc + 1; |
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169 | break; |
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170 | |
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171 | case 2: /* down */ |
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172 | p.x = xc; |
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173 | p.y = yc - 1; |
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174 | break; |
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175 | |
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176 | case 3: /* right */ |
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177 | p.x = xc + 1; |
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178 | p.y = yc; |
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179 | break; |
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180 | |
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181 | case 4: /* left */ |
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182 | p.x = xc - 1; |
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183 | p.y = yc; |
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184 | break; |
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185 | } |
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186 | |
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187 | return 1; |
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188 | } |
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189 | |
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190 | /* recursive routine which will fill every available space in the maze |
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191 | with walls*/ |
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192 | static void |
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193 | fill_maze_full (point p) |
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194 | { |
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195 | point pc; |
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196 | |
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197 | /* write a wall here */ |
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198 | maze[p.x][p.y] = '#'; |
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199 | |
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200 | /* decide if we're going to pick from the wall_free_list */ |
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201 | if (rmg_rndm (2) && seed_size) |
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202 | fill_maze_full (pop_point ()); |
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203 | |
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204 | /* change the while to an if for a sparse maze. */ |
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205 | while (find_free_point (pc, p) != -1) |
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206 | fill_maze_full (pc); |
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207 | } |
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208 | |
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209 | /* recursive routine which will fill much of the maze, but will leave |
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210 | some free spots (possibly large) toward the center.*/ |
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211 | static void |
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212 | fill_maze_sparse (point p) |
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213 | { |
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214 | point pc; |
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215 | |
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216 | /* write a wall here */ |
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217 | maze[p.x][p.y] = '#'; |
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218 | |
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219 | /* decide if we're going to pick from the wall_free_list */ |
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220 | if (rmg_rndm (2) && seed_size) |
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221 | fill_maze_full (pop_point ()); |
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222 | |
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223 | /* change the if to a while for a complete maze. */ |
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224 | if (find_free_point (pc, p) != -1) |
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225 | fill_maze_full (pc); |
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226 | } |
33 | |
227 | |
34 | /* the outsize interface routine: accepts sizes, returns a char |
228 | /* the outsize interface routine: accepts sizes, returns a char |
35 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
229 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
36 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
230 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
37 | void |
231 | void |
38 | maze_gen (Maze maze, int option) |
232 | maze_gen (Layout maze, int full) |
39 | { |
233 | { |
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234 | xsize = maze->w; |
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235 | ysize = maze->h; |
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236 | ::maze = maze; |
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237 | |
40 | maze->clear (); |
238 | maze->clear (); |
41 | maze->border (); |
239 | maze->border (); |
42 | |
240 | |
43 | /* find how many free wall spots there are */ |
241 | if (xsize < 4 || ysize < 4) |
44 | wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
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45 | |
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46 | make_wall_free_list (maze->w, maze->h); |
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47 | |
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48 | /* return the empty maze */ |
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49 | if (wall_free_size <= 0) |
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50 | return; |
242 | return; |
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243 | |
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244 | make_wall_free_list (); |
51 | |
245 | |
52 | /* recursively generate the walls of the maze */ |
246 | /* recursively generate the walls of the maze */ |
53 | /* first pop a random starting point */ |
247 | /* first pop a random starting point */ |
54 | while (wall_free_size > 0) |
248 | while (seed_size) |
55 | { |
249 | if (full) |
56 | int i, j; |
250 | fill_maze_full (pop_point ()); |
57 | |
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58 | pop_wall_point (&i, &j); |
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59 | |
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60 | if (option) |
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61 | fill_maze_full (maze, i, j, maze->w, maze->h); |
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62 | else |
251 | else |
63 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
252 | fill_maze_sparse (pop_point ()); |
64 | } |
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65 | |
253 | |
66 | /* clean up our intermediate data structures. */ |
254 | /* clean up our intermediate data structures. */ |
67 | |
255 | sfree (seed_list, xsize * ysize); |
68 | free (wall_x_list); |
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69 | free (wall_y_list); |
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70 | } |
256 | } |
71 | |
257 | |
72 | /* the free wall points are those outer points which aren't corners or |
258 | #if 0 |
73 | near corners, and don't have a maze wall growing out of them already. */ |
259 | static struct demo |
74 | void |
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75 | make_wall_free_list (int xsize, int ysize) |
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76 | { |
260 | { |
77 | int i, j, count; |
261 | demo () |
78 | |
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79 | count = 0; /* entries already placed in the free list */ |
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80 | /*allocate it */ |
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81 | if (wall_free_size < 0) |
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82 | return; |
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83 | |
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84 | wall_x_list = (int *)calloc (sizeof (int), wall_free_size); |
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85 | wall_y_list = (int *)calloc (sizeof (int), wall_free_size); |
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86 | |
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87 | /* top and bottom wall */ |
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88 | for (i = 2; i < xsize - 2; i++) |
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89 | { |
262 | { |
90 | wall_x_list[count] = i; |
263 | Layout layout (30, 30); |
91 | wall_y_list[count] = 0; |
264 | rmg_rndm.seed (time (0)); |
92 | count++; |
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93 | wall_x_list[count] = i; |
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94 | wall_y_list[count] = ysize - 1; |
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95 | count++; |
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96 | } |
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97 | |
265 | |
98 | /* left and right wall */ |
266 | for(int i=1;i<10;++i) |
99 | for (j = 2; j < ysize - 2; j++) |
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100 | { |
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101 | wall_x_list[count] = 0; |
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102 | wall_y_list[count] = j; |
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103 | count++; |
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104 | wall_x_list[count] = xsize - 1; |
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105 | wall_y_list[count] = j; |
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106 | count++; |
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107 | } |
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108 | } |
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109 | |
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110 | /* randomly returns one of the elements from the wall point list */ |
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111 | void |
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112 | pop_wall_point (int *x, int *y) |
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113 | { |
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114 | int index = rndm (wall_free_size); |
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115 | |
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116 | *x = wall_x_list[index]; |
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117 | *y = wall_y_list[index]; |
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118 | /* write the last array point here */ |
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119 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
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120 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
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121 | wall_free_size--; |
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122 | } |
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123 | |
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124 | /* find free point: randomly look for a square adjacent to this one where |
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125 | we can place a new block without closing a path. We may only look |
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126 | up, down, right, or left. */ |
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127 | int |
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128 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
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129 | { |
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130 | |
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131 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
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132 | int dirlist[4]; |
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133 | int count = 0; /* # elements in dirlist */ |
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134 | |
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135 | /* look up */ |
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136 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
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137 | { |
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138 | int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; |
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139 | |
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140 | cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; |
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141 | |
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142 | if (cleartest == 0) |
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143 | { |
267 | { |
144 | dirlist[count] = 1; |
268 | maze_gen (layout, 1); |
145 | count++; |
269 | layout.print (); |
146 | } |
270 | } |
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271 | exit (1); |
147 | } |
272 | } |
148 | |
273 | } demo; |
149 | /* look down */ |
274 | #endif |
150 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
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151 | { |
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152 | int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; |
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153 | |
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154 | cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; |
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155 | |
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156 | if (cleartest == 0) |
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157 | { |
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158 | dirlist[count] = 2; |
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159 | count++; |
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160 | } |
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161 | } |
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162 | |
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163 | /* look right */ |
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164 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
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165 | { |
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166 | int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; |
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167 | |
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168 | cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; |
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169 | |
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170 | if (cleartest == 0) |
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171 | { |
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172 | dirlist[count] = 3; |
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173 | count++; |
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174 | } |
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175 | } |
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176 | |
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177 | /* look left */ |
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178 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
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179 | { |
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180 | int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; |
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181 | |
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182 | cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; |
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183 | |
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184 | if (cleartest == 0) |
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185 | { |
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186 | dirlist[count] = 4; |
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187 | count++; |
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188 | } |
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189 | } |
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190 | |
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191 | if (count == 0) |
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192 | return -1; /* failed to find any clear points */ |
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193 | |
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194 | /* choose a random direction */ |
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195 | if (count > 1) |
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196 | count = rndm (count); |
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197 | else |
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198 | count = 0; |
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199 | |
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200 | switch (dirlist[count]) |
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201 | { |
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202 | case 1: /* up */ |
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203 | { |
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204 | *y = yc + 1; |
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205 | *x = xc; |
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206 | break; |
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207 | }; |
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208 | case 2: /* down */ |
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209 | { |
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210 | *y = yc - 1; |
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211 | *x = xc; |
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212 | break; |
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213 | }; |
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214 | case 3: /* right */ |
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215 | { |
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216 | *y = yc; |
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217 | *x = xc + 1; |
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218 | break; |
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219 | } |
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220 | case 4: /* left */ |
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221 | { |
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222 | *x = xc - 1; |
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223 | *y = yc; |
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224 | break; |
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225 | } |
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226 | default: /* ??? */ |
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227 | return -1; |
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228 | |
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229 | } |
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230 | return 1; |
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231 | } |
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232 | |
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233 | /* recursive routine which will fill every available space in the maze |
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234 | with walls*/ |
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235 | void |
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236 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
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237 | { |
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238 | int xc, yc; |
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239 | |
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240 | /* write a wall here */ |
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241 | maze[x][y] = '#'; |
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242 | |
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243 | /* decide if we're going to pick from the wall_free_list */ |
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244 | if (rndm (4) && wall_free_size > 0) |
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245 | { |
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246 | pop_wall_point (&xc, &yc); |
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247 | fill_maze_full (maze, xc, yc, xsize, ysize); |
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248 | } |
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249 | |
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250 | /* change the if to a while for a complete maze. */ |
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251 | while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
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252 | { |
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253 | fill_maze_full (maze, xc, yc, xsize, ysize); |
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254 | } |
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255 | } |
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256 | |
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257 | /* recursive routine which will fill much of the maze, but will leave |
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258 | some free spots (possibly large) toward the center.*/ |
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259 | void |
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260 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
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261 | { |
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262 | int xc, yc; |
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263 | |
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264 | /* write a wall here */ |
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265 | maze[x][y] = '#'; |
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266 | |
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267 | /* decide if we're going to pick from the wall_free_list */ |
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268 | if (rndm (4) && wall_free_size > 0) |
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269 | { |
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270 | pop_wall_point (&xc, &yc); |
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271 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
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272 | } |
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273 | |
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274 | /* change the if to a while for a complete maze. */ |
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275 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
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276 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
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277 | } |
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