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elmex |
1.1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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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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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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root |
1.4 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
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elmex |
1.1 |
*/ |
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/* The onion room generator: |
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Onion rooms are like this: |
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char **map_gen_onion(int xsize, int ysize, int option, int layers); |
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like this: |
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regular random |
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centered, linear onion bottom/right centered, nonlinear |
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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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# # # # # # # # # # # # |
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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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*/ |
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#include <global.h> |
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#include <random_map.h> |
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#ifndef MIN |
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root |
1.3 |
# define MIN(x,y) (((x)<(y))? (x):(y)) |
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elmex |
1.1 |
#endif |
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root |
1.3 |
void centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
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void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
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void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
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elmex |
1.1 |
|
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root |
1.3 |
void draw_onion (char **maze, float *xlocations, float *ylocations, int layers); |
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void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options); |
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char ** |
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map_gen_onion (int xsize, int ysize, int option, int layers) |
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{ |
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int i, j; |
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elmex |
1.1 |
|
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root |
1.3 |
/* allocate that array, set it up */ |
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char **maze = (char **) calloc (sizeof (char *), xsize); |
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elmex |
1.1 |
|
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root |
1.3 |
for (i = 0; i < xsize; i++) |
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{ |
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maze[i] = (char *) calloc (sizeof (char), ysize); |
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} |
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elmex |
1.1 |
|
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/* pick some random options if option = 0 */ |
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root |
1.3 |
if (option == 0) |
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{ |
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switch (RANDOM () % 3) |
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{ |
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case 0: |
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option |= OPT_CENTERED; |
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break; |
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case 1: |
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option |= OPT_BOTTOM_C; |
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break; |
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case 2: |
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option |= OPT_BOTTOM_R; |
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break; |
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} |
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if (RANDOM () % 2) |
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option |= OPT_LINEAR; |
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if (RANDOM () % 2) |
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option |= OPT_IRR_SPACE; |
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} |
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elmex |
1.1 |
/* write the outer walls, if appropriate. */ |
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root |
1.3 |
if (!(option & OPT_WALL_OFF)) |
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{ |
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for (i = 0; i < xsize; i++) |
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maze[i][0] = maze[i][ysize - 1] = '#'; |
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for (j = 0; j < ysize; j++) |
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maze[0][j] = maze[xsize - 1][j] = '#'; |
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}; |
109 |
elmex |
1.1 |
|
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root |
1.3 |
if (option & OPT_WALLS_ONLY) |
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return maze; |
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elmex |
1.1 |
|
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/* pick off the mutually exclusive options */ |
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root |
1.3 |
if (option & OPT_BOTTOM_R) |
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bottom_right_centered_onion (maze, xsize, ysize, option, layers); |
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else if (option & OPT_BOTTOM_C) |
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bottom_centered_onion (maze, xsize, ysize, option, layers); |
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else if (option & OPT_CENTERED) |
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centered_onion (maze, xsize, ysize, option, layers); |
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elmex |
1.1 |
return maze; |
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} |
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root |
1.3 |
void |
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centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
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{ |
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int i, maxlayers; |
128 |
elmex |
1.1 |
float *xlocations; |
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float *ylocations; |
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root |
1.3 |
maxlayers = (MIN (xsize, ysize) - 2) / 5; |
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if (!maxlayers) |
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return; /* map too small to onionize */ |
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if (layers > maxlayers) |
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layers = maxlayers; |
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if (layers == 0) |
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layers = (RANDOM () % maxlayers) + 1; |
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xlocations = (float *) calloc (sizeof (float), 2 * layers); |
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ylocations = (float *) calloc (sizeof (float), 2 * layers); |
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142 |
elmex |
1.1 |
/* place all the walls */ |
143 |
root |
1.3 |
if (option & OPT_IRR_SPACE) /* randomly spaced */ |
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{ |
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int x_spaces_available, y_spaces_available; |
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/* the "extra" spaces available for spacing between layers */ |
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x_spaces_available = (xsize - 2) - 6 * layers + 1; |
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y_spaces_available = (ysize - 2) - 6 * layers + 1; |
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151 |
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152 |
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/* pick an initial random pitch */ |
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for (i = 0; i < 2 * layers; i++) |
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{ |
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float xpitch = 2, ypitch = 2; |
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if (x_spaces_available > 0) |
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xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; |
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if (y_spaces_available > 0) |
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ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; |
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xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
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ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
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x_spaces_available -= (int) (xpitch - 2); |
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y_spaces_available -= (int) (ypitch - 2); |
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} |
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} |
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if (!(option & OPT_IRR_SPACE)) |
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{ /* evenly spaced */ |
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float xpitch, ypitch; /* pitch of the onion layers */ |
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xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
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ypitch = (ysize - 2.0) / (2.0 * layers + 1); |
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xlocations[0] = xpitch; |
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ylocations[0] = ypitch; |
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for (i = 1; i < 2 * layers; i++) |
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{ |
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xlocations[i] = xlocations[i - 1] + xpitch; |
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ylocations[i] = ylocations[i - 1] + ypitch; |
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} |
182 |
elmex |
1.1 |
} |
183 |
root |
1.3 |
|
184 |
elmex |
1.1 |
/* draw all the onion boxes. */ |
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186 |
root |
1.3 |
draw_onion (maze, xlocations, ylocations, layers); |
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make_doors (maze, xlocations, ylocations, layers, option); |
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189 |
elmex |
1.1 |
} |
190 |
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191 |
root |
1.3 |
void |
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bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
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{ |
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int i, maxlayers; |
195 |
elmex |
1.1 |
float *xlocations; |
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float *ylocations; |
197 |
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198 |
root |
1.3 |
maxlayers = (MIN (xsize, ysize) - 2) / 5; |
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if (!maxlayers) |
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return; /* map too small to onionize */ |
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if (layers > maxlayers) |
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layers = maxlayers; |
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if (layers == 0) |
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layers = (RANDOM () % maxlayers) + 1; |
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xlocations = (float *) calloc (sizeof (float), 2 * layers); |
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ylocations = (float *) calloc (sizeof (float), 2 * layers); |
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209 |
elmex |
1.1 |
/* place all the walls */ |
210 |
root |
1.3 |
if (option & OPT_IRR_SPACE) /* randomly spaced */ |
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{ |
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int x_spaces_available, y_spaces_available; |
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/* the "extra" spaces available for spacing between layers */ |
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x_spaces_available = (xsize - 2) - 6 * layers + 1; |
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y_spaces_available = (ysize - 2) - 3 * layers + 1; |
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/* pick an initial random pitch */ |
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for (i = 0; i < 2 * layers; i++) |
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{ |
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float xpitch = 2, ypitch = 2; |
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if (x_spaces_available > 0) |
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xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; |
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if (y_spaces_available > 0) |
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ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; |
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xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
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if (i < layers) |
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ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
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else |
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ylocations[i] = ysize - 1; |
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x_spaces_available -= (int) (xpitch - 2); |
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y_spaces_available -= (int) (ypitch - 2); |
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} |
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238 |
elmex |
1.1 |
} |
239 |
root |
1.3 |
if (!(option & OPT_IRR_SPACE)) |
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{ /* evenly spaced */ |
241 |
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float xpitch, ypitch; /* pitch of the onion layers */ |
242 |
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xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
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ypitch = (ysize - 2.0) / (layers + 1); |
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xlocations[0] = xpitch; |
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ylocations[0] = ypitch; |
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for (i = 1; i < 2 * layers; i++) |
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{ |
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xlocations[i] = xlocations[i - 1] + xpitch; |
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if (i < layers) |
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ylocations[i] = ylocations[i - 1] + ypitch; |
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else |
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ylocations[i] = ysize - 1; |
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} |
255 |
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} |
256 |
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257 |
elmex |
1.1 |
/* draw all the onion boxes. */ |
258 |
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259 |
root |
1.3 |
draw_onion (maze, xlocations, ylocations, layers); |
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make_doors (maze, xlocations, ylocations, layers, option); |
261 |
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262 |
elmex |
1.1 |
} |
263 |
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264 |
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265 |
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/* draw_boxes: draws the lines in the maze defining the onion layers */ |
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267 |
root |
1.3 |
void |
268 |
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draw_onion (char **maze, float *xlocations, float *ylocations, int layers) |
269 |
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{ |
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int i, j, l; |
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272 |
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for (l = 0; l < layers; l++) |
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{ |
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int x1, x2, y1, y2; |
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276 |
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/* horizontal segments */ |
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y1 = (int) ylocations[l]; |
278 |
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y2 = (int) ylocations[2 * layers - l - 1]; |
279 |
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for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++) |
280 |
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{ |
281 |
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maze[i][y1] = '#'; |
282 |
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maze[i][y2] = '#'; |
283 |
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} |
284 |
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285 |
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/* vertical segments */ |
286 |
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x1 = (int) xlocations[l]; |
287 |
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x2 = (int) xlocations[2 * layers - l - 1]; |
288 |
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for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++) |
289 |
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{ |
290 |
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maze[x1][j] = '#'; |
291 |
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maze[x2][j] = '#'; |
292 |
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} |
293 |
elmex |
1.1 |
|
294 |
root |
1.3 |
} |
295 |
elmex |
1.1 |
} |
296 |
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297 |
root |
1.3 |
void |
298 |
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make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options) |
299 |
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{ |
300 |
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int freedoms; /* number of different walls on which we could place a door */ |
301 |
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int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
302 |
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int l, x1 = 0, x2, y1 = 0, y2; |
303 |
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304 |
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freedoms = 4; /* centered */ |
305 |
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if (options & OPT_BOTTOM_C) |
306 |
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freedoms = 3; |
307 |
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if (options & OPT_BOTTOM_R) |
308 |
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freedoms = 2; |
309 |
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if (layers <= 0) |
310 |
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return; |
311 |
elmex |
1.1 |
/* pick which wall will have a door. */ |
312 |
root |
1.3 |
which_wall = RANDOM () % freedoms + 1; |
313 |
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for (l = 0; l < layers; l++) |
314 |
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{ |
315 |
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if (options & OPT_LINEAR) |
316 |
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{ /* linear door placement. */ |
317 |
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switch (which_wall) |
318 |
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{ |
319 |
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case 1: |
320 |
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{ /* left hand wall */ |
321 |
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x1 = (int) xlocations[l]; |
322 |
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y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
323 |
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break; |
324 |
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} |
325 |
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case 2: |
326 |
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{ /* top wall placement */ |
327 |
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x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
328 |
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y1 = (int) ylocations[l]; |
329 |
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break; |
330 |
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} |
331 |
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case 3: |
332 |
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{ /* right wall placement */ |
333 |
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x1 = (int) xlocations[2 * layers - l - 1]; |
334 |
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y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
335 |
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break; |
336 |
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} |
337 |
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case 4: |
338 |
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{ /* bottom wall placement */ |
339 |
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x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
340 |
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y1 = (int) ylocations[2 * layers - l - 1]; |
341 |
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break; |
342 |
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} |
343 |
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} |
344 |
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} |
345 |
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else |
346 |
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{ /* random door placement. */ |
347 |
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which_wall = RANDOM () % freedoms + 1; |
348 |
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switch (which_wall) |
349 |
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{ |
350 |
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case 1: |
351 |
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{ /* left hand wall */ |
352 |
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x1 = (int) xlocations[l]; |
353 |
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y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); |
354 |
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if (y2 > 0) |
355 |
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y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); |
356 |
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else |
357 |
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y1 = (int) (ylocations[l] + 1); |
358 |
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break; |
359 |
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} |
360 |
|
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case 2: |
361 |
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{ /* top wall placement */ |
362 |
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x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
363 |
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if (x2 > 0) |
364 |
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x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); |
365 |
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else |
366 |
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x1 = (int) (xlocations[l] + 1); |
367 |
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y1 = (int) ylocations[l]; |
368 |
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break; |
369 |
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} |
370 |
|
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case 3: |
371 |
|
|
{ /* right wall placement */ |
372 |
|
|
x1 = (int) xlocations[2 * layers - l - 1]; |
373 |
|
|
y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; |
374 |
|
|
if (y2 > 0) |
375 |
|
|
y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); |
376 |
|
|
else |
377 |
|
|
y1 = (int) (ylocations[l] + 1); |
378 |
|
|
|
379 |
|
|
break; |
380 |
|
|
} |
381 |
|
|
case 4: |
382 |
|
|
{ /* bottom wall placement */ |
383 |
|
|
x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
384 |
|
|
if (x2 > 0) |
385 |
|
|
x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); |
386 |
|
|
else |
387 |
|
|
x1 = (int) (xlocations[l] + 1); |
388 |
|
|
y1 = (int) ylocations[2 * layers - l - 1]; |
389 |
|
|
break; |
390 |
|
|
} |
391 |
|
|
|
392 |
|
|
} |
393 |
|
|
} |
394 |
|
|
if (options & OPT_NO_DOORS) |
395 |
|
|
maze[x1][y1] = '#'; /* no door. */ |
396 |
|
|
else |
397 |
|
|
maze[x1][y1] = 'D'; /* write the door */ |
398 |
elmex |
1.1 |
|
399 |
root |
1.3 |
} |
400 |
elmex |
1.1 |
/* mark the center of the maze with a C */ |
401 |
root |
1.3 |
l = layers - 1; |
402 |
|
|
x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2; |
403 |
|
|
y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2; |
404 |
elmex |
1.1 |
maze[x1][y1] = 'C'; |
405 |
|
|
|
406 |
|
|
/* not needed anymore */ |
407 |
root |
1.3 |
free (xlocations); |
408 |
|
|
free (ylocations); |
409 |
|
|
|
410 |
elmex |
1.1 |
} |
411 |
|
|
|
412 |
root |
1.3 |
void |
413 |
|
|
bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
414 |
|
|
{ |
415 |
|
|
int i, maxlayers; |
416 |
elmex |
1.1 |
float *xlocations; |
417 |
|
|
float *ylocations; |
418 |
|
|
|
419 |
root |
1.3 |
maxlayers = (MIN (xsize, ysize) - 2) / 5; |
420 |
|
|
if (!maxlayers) |
421 |
|
|
return; /* map too small to onionize */ |
422 |
|
|
if (layers > maxlayers) |
423 |
|
|
layers = maxlayers; |
424 |
|
|
if (layers == 0) |
425 |
|
|
layers = (RANDOM () % maxlayers) + 1; |
426 |
|
|
xlocations = (float *) calloc (sizeof (float), 2 * layers); |
427 |
|
|
ylocations = (float *) calloc (sizeof (float), 2 * layers); |
428 |
|
|
|
429 |
|
|
|
430 |
elmex |
1.1 |
/* place all the walls */ |
431 |
root |
1.3 |
if (option & OPT_IRR_SPACE) /* randomly spaced */ |
432 |
|
|
{ |
433 |
|
|
int x_spaces_available, y_spaces_available; |
434 |
|
|
|
435 |
|
|
/* the "extra" spaces available for spacing between layers */ |
436 |
|
|
x_spaces_available = (xsize - 2) - 3 * layers + 1; |
437 |
|
|
y_spaces_available = (ysize - 2) - 3 * layers + 1; |
438 |
|
|
|
439 |
|
|
|
440 |
|
|
/* pick an initial random pitch */ |
441 |
|
|
for (i = 0; i < 2 * layers; i++) |
442 |
|
|
{ |
443 |
|
|
float xpitch = 2, ypitch = 2; |
444 |
|
|
|
445 |
|
|
if (x_spaces_available > 0) |
446 |
|
|
xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; |
447 |
|
|
|
448 |
|
|
if (y_spaces_available > 0) |
449 |
|
|
ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; |
450 |
|
|
if (i < layers) |
451 |
|
|
xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
452 |
|
|
else |
453 |
|
|
xlocations[i] = xsize - 1; |
454 |
|
|
|
455 |
|
|
if (i < layers) |
456 |
|
|
ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
457 |
|
|
else |
458 |
|
|
ylocations[i] = ysize - 1; |
459 |
|
|
x_spaces_available -= (int) (xpitch - 2); |
460 |
|
|
y_spaces_available -= (int) (ypitch - 2); |
461 |
|
|
} |
462 |
|
|
|
463 |
elmex |
1.1 |
} |
464 |
root |
1.3 |
if (!(option & OPT_IRR_SPACE)) |
465 |
|
|
{ /* evenly spaced */ |
466 |
|
|
float xpitch, ypitch; /* pitch of the onion layers */ |
467 |
|
|
|
468 |
|
|
xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
469 |
|
|
ypitch = (ysize - 2.0) / (layers + 1); |
470 |
|
|
xlocations[0] = xpitch; |
471 |
|
|
ylocations[0] = ypitch; |
472 |
|
|
for (i = 1; i < 2 * layers; i++) |
473 |
|
|
{ |
474 |
|
|
if (i < layers) |
475 |
|
|
xlocations[i] = xlocations[i - 1] + xpitch; |
476 |
|
|
else |
477 |
|
|
xlocations[i] = xsize - 1; |
478 |
|
|
if (i < layers) |
479 |
|
|
ylocations[i] = ylocations[i - 1] + ypitch; |
480 |
|
|
else |
481 |
|
|
ylocations[i] = ysize - 1; |
482 |
|
|
} |
483 |
|
|
} |
484 |
|
|
|
485 |
elmex |
1.1 |
/* draw all the onion boxes. */ |
486 |
|
|
|
487 |
root |
1.3 |
draw_onion (maze, xlocations, ylocations, layers); |
488 |
|
|
make_doors (maze, xlocations, ylocations, layers, option); |
489 |
|
|
|
490 |
elmex |
1.1 |
} |