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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 1994-2004 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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|
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/* generate a rogue/nethack-like maze */ |
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#include <global.h> |
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#include <rmg.h> |
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#include <rproto.h> |
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|
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typedef struct |
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{ |
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int x; |
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int y; /* coordinates of room centers */ |
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|
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int sx; |
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int sy; /* sizes */ |
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int ax, ay, zx, zy; /* coordinates of extrema of the rectangle */ |
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|
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int rtype; /* circle or rectangular */ |
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} Room; |
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|
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static int roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms); |
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static void roguelike_make_rooms (Room *rooms, char **maze, int options); |
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static void roguelike_link_rooms (Room *rooms, layout &maze); |
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|
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int |
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surround_check (layout &maze, int i, int j) |
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{ |
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/* 1 = wall to left, |
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2 = wall to right, |
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4 = wall above |
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8 = wall below */ |
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int surround_index = 0; |
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|
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if ((i > 0) && (maze[i - 1][j] != 0 && maze[i - 1][j] != '.')) surround_index |= 1; |
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if ((i < maze.w - 1) && (maze[i + 1][j] != 0 && maze[i + 1][j] != '.')) surround_index |= 2; |
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if ((j > 0) && (maze[i][j - 1] != 0 && maze[i][j - 1] != '.')) surround_index |= 4; |
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if ((j < maze.h - 1) && (maze[i][j + 1] != 0 && maze[i][j + 1] != '.')) surround_index |= 8; |
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|
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return surround_index; |
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} |
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|
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/* actually make the maze: we work by a reduction process: |
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* first we make everything a wall, then we remove areas to make rooms |
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*/ |
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void |
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roguelike_layout_gen (layout &maze, int options) |
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{ |
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int i, j; |
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Room *walk; |
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int nrooms = 0; |
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int tries = 0; |
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|
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int xsize = maze.w; |
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int ysize = maze.h; |
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|
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/* minimum room size is basically 5x5: if xsize/ysize is |
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less than 3x that then hollow things out, stick in |
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a stairsup and stairs down, and exit */ |
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if (xsize < 11 || ysize < 11) |
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{ |
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maze.clear (); |
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maze.border (); |
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|
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maze[(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
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maze[(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
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|
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return; |
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} |
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|
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maze.fill ('#'); |
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|
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/* decide on the number of rooms */ |
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nrooms = rmg_rndm (10) + 6; |
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Room *rooms = salloc0<Room> (nrooms + 1); |
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|
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/* actually place the rooms */ |
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i = 0; |
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while (tries < 450 && i < nrooms) |
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{ |
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/* try to place the room */ |
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if (!roguelike_place_room (rooms, xsize, ysize, nrooms)) |
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tries++; |
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else |
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i++; |
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} |
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|
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if (i == 0) /* no can do! */ |
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{ |
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maze.clear (); |
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maze.border (); |
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|
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maze [(xsize - 1) / 2][(ysize - 1) / 2 ] = '>'; |
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maze [(xsize - 1) / 2][(ysize - 1) / 2 + 1] = '<'; |
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|
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sfree (rooms, nrooms + 1); |
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return; |
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} |
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|
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/* erase the areas occupied by the rooms */ |
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roguelike_make_rooms (rooms, maze, options); |
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|
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roguelike_link_rooms (rooms, maze); |
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|
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/* put in the stairs */ |
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|
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maze[rooms->x][rooms->y] = '<'; |
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|
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/* get the last one */ |
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for (walk = rooms; walk->x != 0; walk++) |
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; |
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|
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/* back up one */ |
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walk--; |
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|
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if (walk == rooms) |
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{ |
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/* In this case, there is only a single room. We don't want to |
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* clobber are up exit (above) with a down exit, so put the |
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* other exit one space up/down, depending which is a space |
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* and not a wall. |
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*/ |
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if (maze[walk->x][walk->y + 1] == '.') |
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maze[walk->x][walk->y + 1] = '>'; |
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else |
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maze[walk->x][walk->y - 1] = '>'; |
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} |
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else |
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maze[walk->x][walk->y] = '>'; |
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|
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/* convert all the '.' to 0, we're through with the '.' */ |
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for (i = 0; i < xsize; i++) |
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for (j = 0; j < ysize; j++) |
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{ |
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if (maze[i][j] == '.') |
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maze[i][j] = 0; |
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|
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if (maze[i][j] == 'D') |
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{ /* remove bad door. */ |
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int si = surround_check (maze, i, j); |
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|
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if (si != 3 && si != 12) |
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{ |
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maze[i][j] = 0; |
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/* back up and recheck any nearby doors */ |
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i = 0; |
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j = 0; |
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} |
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} |
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} |
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|
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sfree (rooms, nrooms + 1); |
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} |
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|
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static int |
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roguelike_place_room (Room *rooms, int xsize, int ysize, int nrooms) |
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{ |
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int tx, ty; /* trial center locations */ |
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int sx, sy; /* trial sizes */ |
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int ax, ay; /* min coords of rect */ |
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int zx, zy; /* max coords of rect */ |
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int x_basesize; |
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int y_basesize; |
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Room *walk; |
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|
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/* decide on the base x and y sizes */ |
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x_basesize = xsize / isqrt (nrooms); |
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y_basesize = ysize / isqrt (nrooms); |
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|
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tx = rmg_rndm (xsize); |
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ty = rmg_rndm (ysize); |
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|
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/* generate a distribution of sizes centered about basesize */ |
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sx = rmg_rndm (x_basesize) + rmg_rndm (x_basesize) + rmg_rndm (x_basesize); |
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sy = rmg_rndm (y_basesize) + rmg_rndm (y_basesize) + rmg_rndm (y_basesize); |
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sy >>= 1; /* renormalize */ |
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|
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/* find the corners */ |
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ax = tx - sx / 2; |
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zx = tx + sx / 2 + sx % 2; |
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|
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ay = ty - sy / 2; |
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zy = ty + sy / 2 + sy % 2; |
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|
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/* check to see if it's in the map */ |
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if (zx > xsize - 1 || ax < 1) return 0; |
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if (zy > ysize - 1 || ay < 1) return 0; |
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|
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/* no small fish */ |
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if (sx < 3 || sy < 3) |
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return 0; |
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|
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/* check overlap with existing rooms */ |
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for (walk = rooms; walk->x != 0; walk++) |
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{ |
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int dx = abs (tx - walk->x); |
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int dy = abs (ty - walk->y); |
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|
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if ((dx < (walk->sx + sx) / 2 + 2) && (dy < (walk->sy + sy) / 2 + 2)) |
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return 0; |
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} |
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|
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/* if we've got here, presumably the room is OK. */ |
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|
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/* get a pointer to the first free room */ |
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for (walk = rooms; walk->x; walk++) |
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; |
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|
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walk->x = tx; |
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walk->y = ty; |
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walk->sx = sx; |
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walk->sy = sy; |
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walk->ax = ax; |
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walk->ay = ay; |
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walk->zx = zx; |
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walk->zy = zy; |
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|
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return 1; /* success */ |
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} |
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|
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/* write all the rooms into the maze */ |
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static void |
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roguelike_make_rooms (Room *rooms, char **maze, int options) |
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{ |
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int making_circle = 0; |
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int R; |
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Room *walk; |
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|
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for (walk = rooms; walk->x; walk++) |
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{ |
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/* first decide what shape to make */ |
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switch (options) |
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{ |
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case 1: |
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making_circle = 0; |
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break; |
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case 2: |
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making_circle = 1; |
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break; |
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default: |
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making_circle = ((rmg_rndm (3) == 0) ? 1 : 0); |
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break; |
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} |
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|
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if (walk->sx < walk->sy) |
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R = walk->sx / 2; |
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else |
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R = walk->sy / 2; |
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|
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/* enscribe a rectangle */ |
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for (int i = walk->ax; i < walk->zx; i++) |
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for (int j = walk->ay; j < walk->zy; j++) |
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if (!making_circle || ((int) (0.5 + hypot (walk->x - i, walk->y - j))) <= R) |
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maze[i][j] = '.'; |
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} |
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} |
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|
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static void |
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roguelike_link_rooms (Room *rooms, layout &maze) |
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{ |
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Room *walk; |
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int i, j; |
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|
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/* link each room to the previous room */ |
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if (rooms[1].x == 0) |
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return; /* only 1 room */ |
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|
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for (walk = rooms + 1; walk->x != 0; walk++) |
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{ |
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int x1 = walk->x; |
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int y1 = walk->y; |
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int x2 = (walk - 1)->x; |
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int y2 = (walk - 1)->y; |
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int in_wall = 0; |
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|
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if (rmg_rndm (2)) |
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{ /* connect in x direction first */ |
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/* horizontal connect */ |
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/* swap (x1,y1) (x2,y2) if necessary */ |
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|
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if (x2 < x1) |
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{ |
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int tx = x2, ty = y2; |
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|
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x2 = x1; |
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y2 = y1; |
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x1 = tx; |
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y1 = ty; |
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} |
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|
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|
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j = y1; |
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for (i = x1; i < x2; i++) |
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{ |
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if (in_wall == 0 && maze[i][j] == '#') |
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{ |
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in_wall = 1; |
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maze[i][j] = 'D'; |
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} |
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else if (in_wall && maze[i][j] == '.') |
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{ |
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in_wall = 0; |
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maze[i - 1][j] = 'D'; |
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} |
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else if (maze[i][j] != 'D' && maze[i][j] != '.') |
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maze[i][j] = 0; |
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} |
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|
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j = min (y1, y2); |
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|
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if (maze[i][j] == '.') |
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in_wall = 0; |
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|
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if (maze[i][j] == 0 || maze[i][j] == '#') |
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in_wall = 1; |
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|
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for ( /* j set already */ ; j < max (y1, y2); j++) |
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{ |
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if (in_wall == 0 && maze[i][j] == '#') |
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{ |
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in_wall = 1; |
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maze[i][j] = 'D'; |
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} |
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else if (in_wall && maze[i][j] == '.') |
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{ |
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in_wall = 0; |
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maze[i][j - 1] = 'D'; |
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} |
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else if (maze[i][j] != 'D' && maze[i][j] != '.') |
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maze[i][j] = 0; |
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} |
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|
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} |
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else |
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{ /* connect in y direction first */ |
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in_wall = 0; |
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/* swap if necessary */ |
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if (y2 < y1) |
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{ |
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int tx = x2, ty = y2; |
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|
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x2 = x1; |
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y2 = y1; |
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x1 = tx; |
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y1 = ty; |
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} |
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i = x1; |
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/* vertical connect */ |
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for (j = y1; j < y2; j++) |
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{ |
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if (in_wall == 0 && maze[i][j] == '#') |
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{ |
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in_wall = 1; |
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maze[i][j] = 'D'; |
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} |
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else if (in_wall && maze[i][j] == '.') |
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{ |
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in_wall = 0; |
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maze[i][j - 1] = 'D'; |
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} |
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else if (maze[i][j] != 'D' && maze[i][j] != '.') |
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maze[i][j] = 0; |
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} |
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|
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i = min (x1, x2); |
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|
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if (maze[i][j] == '.') |
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in_wall = 0; |
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|
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if (maze[i][j] == 0 || maze[i][j] == '#') |
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in_wall = 1; |
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|
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for ( /* i set already */ ; i < max (x1, x2); i++) |
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{ |
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if (in_wall == 0 && maze[i][j] == '#') |
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{ |
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in_wall = 1; |
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maze[i][j] = 'D'; |
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} |
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else if (in_wall && maze[i][j] == '.') |
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{ |
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in_wall = 0; |
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maze[i - 1][j] = 'D'; |
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} |
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else if (maze[i][j] != 'D' && maze[i][j] != '.') |
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maze[i][j] = 0; |
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|
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} |
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|
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} |
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|
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} |
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} |
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|