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28 | #include <random_map.h> |
28 | #include <random_map.h> |
29 | #include <rproto.h> |
29 | #include <rproto.h> |
30 | #include <sproto.h> |
30 | #include <sproto.h> |
31 | |
31 | |
32 | #define CEDE coroapi::cede_to_tick () |
32 | #define CEDE coroapi::cede_to_tick () |
33 | |
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34 | static void symmetrize_layout (Layout &maze, random_map_params *RP); |
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35 | static void rotate_layout (Layout &maze, int rotation); |
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36 | |
33 | |
37 | noinline SV * |
34 | noinline SV * |
38 | random_map_params::get_sv (const char *option) const |
35 | random_map_params::get_sv (const char *option) const |
39 | { |
36 | { |
40 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
37 | SV **he = hv_fetch (hv, option, strlen (option), 0); |
… | |
… | |
169 | random_map_params::~random_map_params () |
166 | random_map_params::~random_map_params () |
170 | { |
167 | { |
171 | SvREFCNT_dec (hv); |
168 | SvREFCNT_dec (hv); |
172 | } |
169 | } |
173 | |
170 | |
174 | /* takes a map and makes it symmetric: adjusts Xsize and |
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175 | * Ysize to produce a symmetric map. |
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176 | */ |
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177 | static void |
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178 | symmetrize_layout (Layout &layout, random_map_params *RP) |
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179 | { |
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180 | if (RP->symmetry_used == SYMMETRY_NONE) |
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181 | return; |
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182 | |
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183 | Layout sym_layout ( |
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184 | RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY ? layout.w * 2 - 3 : layout.w, |
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185 | RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY ? layout.h * 2 - 3 : layout.h |
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186 | ); |
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187 | |
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188 | if (RP->symmetry_used == SYMMETRY_X) |
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189 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
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190 | for (int j = 0; j < sym_layout.h; j++) |
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191 | { |
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192 | sym_layout[i ][j] = |
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193 | sym_layout[sym_layout.w - i - 1][j] = layout[i][j]; |
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194 | } |
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195 | |
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196 | if (RP->symmetry_used == SYMMETRY_Y) |
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197 | for (int i = 0; i < sym_layout.w; i++) |
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198 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
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199 | { |
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200 | sym_layout[i][j ] = |
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201 | sym_layout[i][sym_layout.h - j - 1] = layout[i][j]; |
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202 | } |
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203 | |
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204 | if (RP->symmetry_used == SYMMETRY_XY) |
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205 | for (int i = 0; i < sym_layout.w / 2 + 1; i++) |
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206 | for (int j = 0; j < sym_layout.h / 2 + 1; j++) |
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207 | { |
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208 | sym_layout[i ][j ] = |
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209 | sym_layout[i ][sym_layout.h - j - 1] = |
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210 | sym_layout[sym_layout.w - i - 1][j ] = |
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211 | sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = layout[i][j]; |
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212 | } |
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213 | |
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214 | /* need to run the isolation remover for some layouts */ |
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215 | switch (RP->map_layout_style) |
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216 | { |
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217 | case LAYOUT_ONION: |
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218 | case LAYOUT_SNAKE: |
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219 | case LAYOUT_SQUARE_SPIRAL: |
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220 | // safe |
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221 | break; |
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222 | |
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223 | default: |
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224 | sym_layout.isolation_remover (); |
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225 | break; |
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226 | } |
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227 | |
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228 | layout.swap (sym_layout); |
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229 | } |
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230 | |
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231 | /* takes a map and rotates it. This completes the |
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232 | onion layouts, making them possibly centered on any wall. |
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233 | It'll modify Xsize and Ysize if they're swapped. |
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234 | */ |
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235 | static void |
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236 | rotate_layout (Layout &layout, int rotation) |
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237 | { |
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238 | int w = layout.w; |
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239 | int h = layout.h; |
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240 | |
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241 | switch (rotation) |
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242 | { |
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243 | case 2: /* a reflection */ |
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244 | { |
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245 | Layout new_layout (w, h); |
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246 | |
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247 | for (int i = 0; i < w; i++) /* copy a reflection back */ |
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248 | for (int j = 0; j < h; j++) |
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249 | new_layout[i][j] = layout[w - i - 1][h - j - 1]; |
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250 | |
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251 | layout.swap (new_layout); |
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252 | } |
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253 | break; |
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254 | |
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255 | case 1: |
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256 | case 3: |
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257 | { |
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258 | Layout new_layout (h, w); |
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259 | |
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260 | if (rotation == 1) /* swap x and y */ |
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261 | for (int i = 0; i < w; i++) |
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262 | for (int j = 0; j < h; j++) |
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263 | new_layout[j][i] = layout[i][j]; |
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264 | |
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265 | if (rotation == 3) /* swap x and y */ |
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266 | for (int i = 0; i < w; i++) |
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267 | for (int j = 0; j < h; j++) |
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268 | new_layout[j][i] = layout[w - i - 1][h - j - 1]; |
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269 | |
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270 | layout.swap (new_layout); |
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271 | } |
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272 | break; |
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273 | } |
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274 | } |
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275 | |
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276 | /* checks the layout to see if I can stick a horizontal(dir = 0) wall |
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277 | (or vertical, dir == 1) |
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278 | here which ends up on other walls sensibly. */ |
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279 | static int |
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280 | can_make_wall (char **maze, int dx, int dy, int dir, random_map_params *RP) |
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281 | { |
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282 | int i1; |
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283 | int length = 0; |
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284 | |
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285 | /* dont make walls if we're on the edge. */ |
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286 | if (dx == 0 || dx == (RP->Xsize - 1) || dy == 0 || dy == (RP->Ysize - 1)) |
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287 | return -1; |
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288 | |
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289 | /* don't make walls if we're ON a wall. */ |
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290 | if (maze[dx][dy] != 0) |
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291 | return -1; |
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292 | |
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293 | if (dir == 0) /* horizontal */ |
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294 | { |
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295 | int y = dy; |
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296 | |
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297 | for (i1 = dx - 1; i1 > 0; i1--) |
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298 | { |
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299 | int sindex = surround_flag2 (maze, i1, y, RP); |
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300 | |
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301 | if (sindex == 1) |
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302 | break; |
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303 | if (sindex != 0) |
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304 | return -1; /* can't make horiz. wall here */ |
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305 | if (maze[i1][y] != 0) |
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306 | return -1; /* can't make horiz. wall here */ |
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307 | length++; |
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308 | } |
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309 | |
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310 | for (i1 = dx + 1; i1 < RP->Xsize - 1; i1++) |
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311 | { |
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312 | int sindex = surround_flag2 (maze, i1, y, RP); |
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313 | |
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314 | if (sindex == 2) |
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315 | break; |
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316 | if (sindex != 0) |
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317 | return -1; /* can't make horiz. wall here */ |
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318 | if (maze[i1][y] != 0) |
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319 | return -1; /* can't make horiz. wall here */ |
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320 | length++; |
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321 | } |
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322 | return length; |
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323 | } |
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324 | else |
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325 | { /* vertical */ |
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326 | int x = dx; |
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327 | |
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328 | for (i1 = dy - 1; i1 > 0; i1--) |
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329 | { |
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330 | int sindex = surround_flag2 (maze, x, i1, RP); |
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331 | |
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332 | if (sindex == 4) |
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333 | break; |
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334 | if (sindex != 0) |
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335 | return -1; /* can't make vert. wall here */ |
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336 | if (maze[x][i1] != 0) |
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337 | return -1; /* can't make horiz. wall here */ |
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338 | length++; |
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339 | } |
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340 | |
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341 | for (i1 = dy + 1; i1 < RP->Ysize - 1; i1++) |
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342 | { |
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343 | int sindex = surround_flag2 (maze, x, i1, RP); |
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344 | |
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345 | if (sindex == 8) |
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346 | break; |
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347 | if (sindex != 0) |
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348 | return -1; /* can't make verti. wall here */ |
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349 | if (maze[x][i1] != 0) |
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350 | return -1; /* can't make horiz. wall here */ |
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351 | length++; |
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352 | } |
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353 | |
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354 | return length; |
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355 | } |
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356 | |
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357 | return -1; |
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358 | } |
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359 | |
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360 | /* take a layout and make some rooms in it. |
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361 | --works best on onions.*/ |
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362 | static void |
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363 | roomify_layout (char **maze, random_map_params *RP) |
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364 | { |
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365 | int tries = RP->Xsize * RP->Ysize / 30; |
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366 | |
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367 | for (int ti = 0; ti < tries; ti++) |
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368 | { |
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369 | /* starting location for looking at creating a door */ |
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370 | int dx = rmg_rndm (RP->Xsize); |
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371 | int dy = rmg_rndm (RP->Ysize); |
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372 | |
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373 | /* results of checking on creating walls. */ |
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374 | int cx = can_make_wall (maze, dx, dy, 0, RP); /* horizontal */ |
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375 | int cy = can_make_wall (maze, dx, dy, 1, RP); /* vertical */ |
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376 | |
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377 | if (cx == -1) |
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378 | { |
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379 | if (cy != -1) |
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380 | make_wall (maze, dx, dy, 1); |
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381 | |
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382 | continue; |
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383 | } |
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384 | |
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385 | if (cy == -1) |
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386 | { |
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387 | make_wall (maze, dx, dy, 0); |
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388 | continue; |
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389 | } |
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390 | |
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391 | if (cx < cy) |
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392 | make_wall (maze, dx, dy, 0); |
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393 | else |
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394 | make_wall (maze, dx, dy, 1); |
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395 | } |
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396 | } |
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397 | |
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398 | int |
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399 | make_wall (char **maze, int x, int y, int dir) |
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400 | { |
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401 | maze[x][y] = 'D'; /* mark a door */ |
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402 | |
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403 | switch (dir) |
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404 | { |
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405 | case 0: /* horizontal */ |
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406 | { |
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407 | for (int i1 = x - 1; maze[i1][y] == 0; --i1) maze[i1][y] = '#'; |
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408 | for (int i1 = x + 1; maze[i1][y] == 0; ++i1) maze[i1][y] = '#'; |
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409 | break; |
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410 | } |
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411 | case 1: /* vertical */ |
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412 | { |
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413 | for (int i1 = y - 1; maze[x][i1] == 0; --i1) maze[x][i1] = '#'; |
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414 | for (int i1 = y + 1; maze[x][i1] == 0; ++i1) maze[x][i1] = '#'; |
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415 | break; |
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416 | } |
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417 | } |
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418 | |
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419 | return 0; |
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420 | } |
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421 | |
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422 | /* puts doors at appropriate locations in a layout. */ |
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423 | static void |
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424 | doorify_layout (char **maze, random_map_params *RP) |
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425 | { |
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426 | int ndoors = RP->Xsize * RP->Ysize / 60; /* reasonable number of doors. */ |
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427 | int doorlocs = 0; /* # of available doorlocations */ |
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428 | |
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429 | uint16 *doorlist_x = salloc<uint16> (RP->Xsize * RP->Ysize); |
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430 | uint16 *doorlist_y = salloc<uint16> (RP->Xsize * RP->Ysize); |
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431 | |
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432 | /* make a list of possible door locations */ |
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433 | for (int i = 1; i < RP->Xsize - 1; i++) |
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434 | for (int j = 1; j < RP->Ysize - 1; j++) |
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435 | { |
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436 | int sindex = surround_flag (maze, i, j, RP); |
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437 | |
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438 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
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439 | { |
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440 | doorlist_x[doorlocs] = i; |
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441 | doorlist_y[doorlocs] = j; |
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442 | doorlocs++; |
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443 | } |
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444 | } |
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445 | |
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446 | while (ndoors > 0 && doorlocs > 0) |
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447 | { |
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448 | int di = rmg_rndm (doorlocs); |
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449 | int i = doorlist_x[di]; |
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450 | int j = doorlist_y[di]; |
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451 | int sindex = surround_flag (maze, i, j, RP); |
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452 | |
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453 | if (sindex == 3 || sindex == 12) /* these are possible door sindex */ |
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454 | { |
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455 | maze[i][j] = 'D'; |
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456 | ndoors--; |
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457 | } |
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458 | |
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459 | /* reduce the size of the list */ |
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460 | doorlocs--; |
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461 | doorlist_x[di] = doorlist_x[doorlocs]; |
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462 | doorlist_y[di] = doorlist_y[doorlocs]; |
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463 | } |
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464 | |
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465 | sfree (doorlist_x, RP->Xsize * RP->Ysize); |
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466 | sfree (doorlist_y, RP->Xsize * RP->Ysize); |
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467 | } |
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468 | |
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469 | /* function selects the layout function and gives it whatever |
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470 | arguments it needs. */ |
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471 | void |
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472 | Layout::generate (random_map_params *RP) |
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473 | { |
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474 | switch (RP->map_layout_style) |
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475 | { |
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476 | case LAYOUT_ONION: |
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477 | map_gen_onion (*this, RP->layoutoptions1, RP->layoutoptions2); |
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478 | |
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479 | if (!(rmg_rndm (3)) && !(RP->layoutoptions1 & (RMOPT_WALLS_ONLY | RMOPT_WALL_OFF))) |
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480 | roomify_layout (*this, RP); |
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481 | |
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482 | break; |
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483 | |
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484 | case LAYOUT_MAZE: |
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485 | maze_gen (*this, RP->get_iv ("maze_type", rmg_rndm (4))); |
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486 | |
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487 | if (!(rmg_rndm (2))) |
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488 | doorify_layout (*this, RP); |
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489 | |
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490 | break; |
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491 | |
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492 | case LAYOUT_SPIRAL: |
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493 | map_gen_spiral (*this, RP->layoutoptions1); |
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494 | |
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495 | if (!(rmg_rndm (2))) |
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496 | doorify_layout (*this, RP); |
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497 | |
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498 | break; |
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499 | |
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500 | case LAYOUT_ROGUELIKE: |
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501 | /* Don't put symmetry in rogue maps. There isn't much reason to |
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502 | * do so in the first place (doesn't make it any more interesting), |
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503 | * but more importantly, the symmetry code presumes we are symmetrizing |
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504 | * spirals, or maps with lots of passages - making a symmetric rogue |
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505 | * map fails because its likely that the passages the symmetry process |
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506 | * creates may not connect the rooms. |
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507 | */ |
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508 | RP->symmetry_used = SYMMETRY_NONE; |
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509 | roguelike_layout_gen (*this, RP->layoutoptions1); |
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510 | /* no doorifying... done already */ |
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511 | break; |
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512 | |
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513 | case LAYOUT_SNAKE: |
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514 | make_snake_layout (*this, RP->layoutoptions1); |
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515 | |
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516 | if (rmg_rndm (2)) |
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517 | roomify_layout (*this, RP); |
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518 | |
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519 | break; |
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520 | |
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521 | case LAYOUT_SQUARE_SPIRAL: |
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522 | make_square_spiral_layout (*this, RP->layoutoptions1); |
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523 | |
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524 | if (rmg_rndm (2)) |
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525 | roomify_layout (*this, RP); |
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526 | |
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527 | break; |
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528 | |
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529 | case LAYOUT_CAVE: |
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530 | gen_cave (RP->get_iv ("cave_type", rmg_rndm (4))); |
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531 | |
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532 | if (!(rmg_rndm (2))) |
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533 | doorify_layout (*this, RP); |
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534 | |
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535 | break; |
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536 | |
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537 | default: |
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538 | abort (); |
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539 | } |
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540 | |
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541 | /* rotate the layout randomly */ |
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542 | rotate_layout (*this, rmg_rndm (4)); |
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543 | |
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544 | symmetrize_layout (*this, RP); |
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545 | |
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546 | #if 0 |
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547 | print ();//D |
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548 | #endif |
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549 | |
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550 | if (RP->expand2x) |
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551 | expand2x (*this); |
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552 | } |
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553 | |
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554 | bool |
171 | bool |
555 | maptile::generate_random_map (random_map_params *RP) |
172 | maptile::generate_random_map (random_map_params *RP) |
556 | { |
173 | { |
557 | RP->Xsize = RP->xsize; |
174 | RP->Xsize = RP->xsize; |
558 | RP->Ysize = RP->ysize; |
175 | RP->Ysize = RP->ysize; |