1 | /* |
1 | /* |
2 | * static char *room_gen_onion_c = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * "$Id: room_gen_onion.C,v 1.2 2006/08/29 08:01:36 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
22 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | |
23 | |
30 | /* The onion room generator: |
24 | /* The onion room generator: |
31 | Onion rooms are like this: |
25 | Onion rooms are like this: |
32 | |
26 | |
33 | char **map_gen_onion(int xsize, int ysize, int option, int layers); |
27 | char **map_gen_onion(int xsize, int ysize, int option, int layers); |
… | |
… | |
57 | |
51 | |
58 | #include <global.h> |
52 | #include <global.h> |
59 | #include <random_map.h> |
53 | #include <random_map.h> |
60 | |
54 | |
61 | #ifndef MIN |
55 | #ifndef MIN |
62 | #define MIN(x,y) (((x)<(y))? (x):(y)) |
56 | # define MIN(x,y) (((x)<(y))? (x):(y)) |
63 | #endif |
57 | #endif |
64 | void centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
58 | void centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
65 | void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
59 | void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
66 | void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
60 | void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers); |
67 | |
61 | |
68 | |
62 | |
69 | void draw_onion(char **maze,float *xlocations,float *ylocations,int layers); |
63 | void draw_onion (char **maze, float *xlocations, float *ylocations, int layers); |
70 | void make_doors(char **maze,float *xlocations,float *ylocations,int layers,int options); |
64 | void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options); |
71 | |
65 | |
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66 | char ** |
72 | char **map_gen_onion(int xsize, int ysize, int option, int layers) { |
67 | map_gen_onion (int xsize, int ysize, int option, int layers) |
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68 | { |
73 | int i,j; |
69 | int i, j; |
74 | |
70 | |
75 | /* allocate that array, set it up */ |
71 | /* allocate that array, set it up */ |
76 | char **maze = (char **)calloc(sizeof(char*),xsize); |
72 | char **maze = (char **) calloc (sizeof (char *), xsize); |
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73 | |
77 | for(i=0;i<xsize;i++) { |
74 | for (i = 0; i < xsize; i++) |
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75 | { |
78 | maze[i] = (char *) calloc(sizeof(char),ysize); |
76 | maze[i] = (char *) calloc (sizeof (char), ysize); |
79 | } |
77 | } |
80 | |
78 | |
81 | /* pick some random options if option = 0 */ |
79 | /* pick some random options if option = 0 */ |
82 | if(option == 0) { |
80 | if (option == 0) |
83 | switch(RANDOM()%3) { |
81 | { |
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82 | switch (rndm (3)) |
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83 | { |
84 | case 0: |
84 | case 0: |
85 | option |= OPT_CENTERED; |
85 | option |= RMOPT_CENTERED; |
86 | break; |
86 | break; |
87 | case 1: |
87 | case 1: |
88 | option |= OPT_BOTTOM_C; |
88 | option |= RMOPT_BOTTOM_C; |
89 | break; |
89 | break; |
90 | case 2: |
90 | case 2: |
91 | option |= OPT_BOTTOM_R; |
91 | option |= RMOPT_BOTTOM_R; |
92 | break; |
92 | break; |
93 | } |
93 | } |
94 | if(RANDOM()%2) option |=OPT_LINEAR; |
94 | if (rndm (2)) |
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95 | option |= RMOPT_LINEAR; |
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96 | if (rndm (2)) |
95 | if(RANDOM()%2) option |=OPT_IRR_SPACE; |
97 | option |= RMOPT_IRR_SPACE; |
96 | } |
98 | } |
97 | |
99 | |
98 | /* write the outer walls, if appropriate. */ |
100 | /* write the outer walls, if appropriate. */ |
99 | if(!(option & OPT_WALL_OFF )) { |
101 | if (!(option & RMOPT_WALL_OFF)) |
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102 | { |
100 | for(i=0;i<xsize;i++) |
103 | for (i = 0; i < xsize; i++) |
101 | maze[i][0] = maze[i][ysize-1] = '#'; |
104 | maze[i][0] = maze[i][ysize - 1] = '#'; |
102 | for(j=0;j<ysize;j++) |
105 | for (j = 0; j < ysize; j++) |
103 | maze[0][j] = maze[xsize-1][j] = '#'; |
106 | maze[0][j] = maze[xsize - 1][j] = '#'; |
104 | }; |
107 | }; |
105 | |
108 | |
106 | if(option & OPT_WALLS_ONLY) return maze; |
109 | if (option & RMOPT_WALLS_ONLY) |
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110 | return maze; |
107 | |
111 | |
108 | /* pick off the mutually exclusive options */ |
112 | /* pick off the mutually exclusive options */ |
109 | if(option & OPT_BOTTOM_R) |
113 | if (option & RMOPT_BOTTOM_R) |
110 | bottom_right_centered_onion(maze,xsize,ysize,option,layers); |
114 | bottom_right_centered_onion (maze, xsize, ysize, option, layers); |
111 | else if(option & OPT_BOTTOM_C) |
115 | else if (option & RMOPT_BOTTOM_C) |
112 | bottom_centered_onion(maze,xsize,ysize,option,layers); |
116 | bottom_centered_onion (maze, xsize, ysize, option, layers); |
113 | else if(option & OPT_CENTERED) |
117 | else if (option & RMOPT_CENTERED) |
114 | centered_onion(maze,xsize,ysize,option,layers); |
118 | centered_onion (maze, xsize, ysize, option, layers); |
115 | |
119 | |
116 | return maze; |
120 | return maze; |
117 | } |
121 | } |
118 | |
122 | |
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123 | void |
119 | void centered_onion(char **maze, int xsize, int ysize, int option, int layers) { |
124 | centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
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125 | { |
120 | int i,maxlayers; |
126 | int i, maxlayers; |
121 | float *xlocations; |
127 | float *xlocations; |
122 | float *ylocations; |
128 | float *ylocations; |
123 | |
129 | |
124 | maxlayers = (MIN(xsize,ysize)-2)/5; |
130 | maxlayers = (MIN (xsize, ysize) - 2) / 5; |
125 | if(!maxlayers) return; /* map too small to onionize */ |
131 | if (!maxlayers) |
126 | if(layers > maxlayers) layers = maxlayers; |
132 | return; /* map too small to onionize */ |
127 | if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
133 | |
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134 | if (layers > maxlayers) |
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135 | layers = maxlayers; |
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136 | |
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137 | if (layers == 0) |
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138 | layers = rndm (maxlayers) + 1; |
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139 | |
128 | xlocations = (float *) calloc(sizeof(float),2 * layers); |
140 | xlocations = (float *) calloc (sizeof (float), 2 * layers); |
129 | ylocations = (float *) calloc(sizeof(float),2 * layers); |
141 | ylocations = (float *) calloc (sizeof (float), 2 * layers); |
130 | |
142 | |
131 | |
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132 | /* place all the walls */ |
143 | /* place all the walls */ |
133 | if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
144 | if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
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145 | { |
134 | int x_spaces_available, y_spaces_available; |
146 | int x_spaces_available, y_spaces_available; |
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147 | |
135 | /* the "extra" spaces available for spacing between layers */ |
148 | /* the "extra" spaces available for spacing between layers */ |
136 | x_spaces_available = (xsize -2) - 6*layers +1; |
149 | x_spaces_available = (xsize - 2) - 6 * layers + 1; |
137 | y_spaces_available = (ysize -2) - 6*layers +1; |
150 | y_spaces_available = (ysize - 2) - 6 * layers + 1; |
138 | |
151 | |
139 | |
152 | |
140 | /* pick an initial random pitch */ |
153 | /* pick an initial random pitch */ |
141 | for(i=0;i<2*layers;i++) { |
154 | for (i = 0; i < 2 * layers; i++) |
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155 | { |
142 | float xpitch=2,ypitch=2; |
156 | float xpitch = 2, ypitch = 2; |
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157 | |
143 | if(x_spaces_available>0) |
158 | if (x_spaces_available > 0) |
144 | xpitch = 2 + (RANDOM()%x_spaces_available + |
159 | xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3; |
145 | RANDOM()%x_spaces_available + |
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146 | RANDOM()%x_spaces_available)/3; |
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147 | |
160 | |
148 | if(y_spaces_available>0) |
161 | if (y_spaces_available > 0) |
149 | ypitch = 2 + (RANDOM()%y_spaces_available + |
162 | ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3; |
150 | RANDOM()%y_spaces_available + |
163 | |
151 | RANDOM()%y_spaces_available)/3; |
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152 | xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
164 | xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
153 | ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
165 | ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
154 | x_spaces_available-=(int) (xpitch -2); |
166 | x_spaces_available -= (int) (xpitch - 2); |
155 | y_spaces_available-=(int) (ypitch -2); |
167 | y_spaces_available -= (int) (ypitch - 2); |
156 | } |
168 | } |
157 | |
169 | |
158 | } |
170 | } |
159 | if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
171 | if (!(option & RMOPT_IRR_SPACE)) |
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172 | { /* evenly spaced */ |
160 | float xpitch, ypitch; /* pitch of the onion layers */ |
173 | float xpitch, ypitch; /* pitch of the onion layers */ |
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174 | |
161 | xpitch = (xsize-2.0)/(2.0*layers+1); |
175 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
162 | ypitch = (ysize-2.0)/(2.0*layers+1); |
176 | ypitch = (ysize - 2.0) / (2.0 * layers + 1); |
163 | xlocations[0] = xpitch; |
177 | xlocations[0] = xpitch; |
164 | ylocations[0] = ypitch; |
178 | ylocations[0] = ypitch; |
165 | for(i=1;i<2*layers;i++) { |
179 | for (i = 1; i < 2 * layers; i++) |
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180 | { |
166 | xlocations[i] = xlocations[i-1] + xpitch; |
181 | xlocations[i] = xlocations[i - 1] + xpitch; |
167 | ylocations[i] = ylocations[i-1] + ypitch; |
182 | ylocations[i] = ylocations[i - 1] + ypitch; |
168 | } |
183 | } |
169 | } |
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170 | |
184 | } |
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185 | |
171 | /* draw all the onion boxes. */ |
186 | /* draw all the onion boxes. */ |
172 | |
187 | |
173 | draw_onion(maze,xlocations,ylocations,layers); |
188 | draw_onion (maze, xlocations, ylocations, layers); |
174 | make_doors(maze,xlocations,ylocations,layers,option); |
189 | make_doors (maze, xlocations, ylocations, layers, option); |
175 | |
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176 | } |
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177 | |
190 | |
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191 | } |
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192 | |
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193 | void |
178 | void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers) { |
194 | bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
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195 | { |
179 | int i,maxlayers; |
196 | int i, maxlayers; |
180 | float *xlocations; |
197 | float *xlocations; |
181 | float *ylocations; |
198 | float *ylocations; |
182 | |
199 | |
183 | maxlayers = (MIN(xsize,ysize)-2)/5; |
200 | maxlayers = (MIN (xsize, ysize) - 2) / 5; |
184 | if(!maxlayers) return; /* map too small to onionize */ |
201 | if (!maxlayers) |
185 | if(layers > maxlayers) layers = maxlayers; |
202 | return; /* map too small to onionize */ |
186 | if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
203 | if (layers > maxlayers) |
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204 | layers = maxlayers; |
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205 | if (layers == 0) |
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206 | layers = rndm (maxlayers) + 1; |
187 | xlocations = (float *) calloc(sizeof(float),2 * layers); |
207 | xlocations = (float *) calloc (sizeof (float), 2 * layers); |
188 | ylocations = (float *) calloc(sizeof(float),2 * layers); |
208 | ylocations = (float *) calloc (sizeof (float), 2 * layers); |
189 | |
209 | |
190 | |
210 | |
191 | /* place all the walls */ |
211 | /* place all the walls */ |
192 | if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
212 | if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
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213 | { |
193 | int x_spaces_available, y_spaces_available; |
214 | int x_spaces_available, y_spaces_available; |
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215 | |
194 | /* the "extra" spaces available for spacing between layers */ |
216 | /* the "extra" spaces available for spacing between layers */ |
195 | x_spaces_available = (xsize -2) - 6*layers +1; |
217 | x_spaces_available = (xsize - 2) - 6 * layers + 1; |
196 | y_spaces_available = (ysize -2) - 3*layers +1; |
218 | y_spaces_available = (ysize - 2) - 3 * layers + 1; |
197 | |
219 | |
198 | |
220 | |
199 | /* pick an initial random pitch */ |
221 | /* pick an initial random pitch */ |
200 | for(i=0;i<2*layers;i++) { |
222 | for (i = 0; i < 2 * layers; i++) |
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223 | { |
201 | float xpitch=2,ypitch=2; |
224 | float xpitch = 2, ypitch = 2; |
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225 | |
202 | if(x_spaces_available>0) |
226 | if (x_spaces_available > 0) |
203 | xpitch = 2 + (RANDOM()%x_spaces_available + |
227 | xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3; |
204 | RANDOM()%x_spaces_available + |
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205 | RANDOM()%x_spaces_available)/3; |
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206 | |
228 | |
207 | if(y_spaces_available>0) |
229 | if (y_spaces_available > 0) |
208 | ypitch = 2 + (RANDOM()%y_spaces_available + |
230 | ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3; |
209 | RANDOM()%y_spaces_available + |
231 | |
210 | RANDOM()%y_spaces_available)/3; |
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211 | xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
232 | xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
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233 | if (i < layers) |
212 | if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
234 | ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
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235 | else |
213 | else ylocations[i] = ysize-1; |
236 | ylocations[i] = ysize - 1; |
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237 | |
214 | x_spaces_available-=(int)(xpitch -2); |
238 | x_spaces_available -= (int) (xpitch - 2); |
215 | y_spaces_available-=(int)(ypitch -2); |
239 | y_spaces_available -= (int) (ypitch - 2); |
216 | } |
240 | } |
217 | |
241 | |
218 | } |
242 | } |
219 | if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
243 | if (!(option & RMOPT_IRR_SPACE)) |
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244 | { /* evenly spaced */ |
220 | float xpitch, ypitch; /* pitch of the onion layers */ |
245 | float xpitch, ypitch; /* pitch of the onion layers */ |
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246 | |
221 | xpitch = (xsize-2.0)/(2.0*layers+1); |
247 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
222 | ypitch = (ysize-2.0)/(layers+1); |
248 | ypitch = (ysize - 2.0) / (layers + 1); |
223 | xlocations[0] = xpitch; |
249 | xlocations[0] = xpitch; |
224 | ylocations[0] = ypitch; |
250 | ylocations[0] = ypitch; |
225 | for(i=1;i<2*layers;i++) { |
251 | for (i = 1; i < 2 * layers; i++) |
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252 | { |
226 | xlocations[i] = xlocations[i-1] + xpitch; |
253 | xlocations[i] = xlocations[i - 1] + xpitch; |
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254 | if (i < layers) |
227 | if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; |
255 | ylocations[i] = ylocations[i - 1] + ypitch; |
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256 | else |
228 | else ylocations[i]=ysize-1; |
257 | ylocations[i] = ysize - 1; |
229 | } |
258 | } |
230 | } |
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231 | |
259 | } |
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260 | |
232 | /* draw all the onion boxes. */ |
261 | /* draw all the onion boxes. */ |
233 | |
262 | |
234 | draw_onion(maze,xlocations,ylocations,layers); |
263 | draw_onion (maze, xlocations, ylocations, layers); |
235 | make_doors(maze,xlocations,ylocations,layers,option); |
264 | make_doors (maze, xlocations, ylocations, layers, option); |
236 | |
265 | |
237 | } |
266 | } |
238 | |
267 | |
239 | |
268 | |
240 | /* draw_boxes: draws the lines in the maze defining the onion layers */ |
269 | /* draw_boxes: draws the lines in the maze defining the onion layers */ |
241 | |
270 | |
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271 | void |
242 | void draw_onion(char **maze,float *xlocations,float *ylocations, int layers) { |
272 | draw_onion (char **maze, float *xlocations, float *ylocations, int layers) |
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273 | { |
243 | int i,j,l; |
274 | int i, j, l; |
244 | |
275 | |
245 | for(l=0;l<layers;l++) { |
276 | for (l = 0; l < layers; l++) |
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277 | { |
246 | int x1,x2,y1,y2; |
278 | int x1, x2, y1, y2; |
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279 | |
247 | /* horizontal segments */ |
280 | /* horizontal segments */ |
248 | y1 = (int)ylocations[l]; |
281 | y1 = (int) ylocations[l]; |
249 | y2 = (int)ylocations[2*layers -l-1]; |
282 | y2 = (int) ylocations[2 * layers - l - 1]; |
250 | for(i=(int)xlocations[l];i<=(int)xlocations[2*layers -l -1];i++) { |
283 | for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++) |
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284 | { |
251 | maze[i][y1] = '#'; |
285 | maze[i][y1] = '#'; |
252 | maze[i][y2] = '#'; |
286 | maze[i][y2] = '#'; |
253 | } |
287 | } |
254 | |
288 | |
255 | /* vertical segments */ |
289 | /* vertical segments */ |
256 | x1 = (int)xlocations[l]; |
290 | x1 = (int) xlocations[l]; |
257 | x2 = (int)xlocations[2*layers-l-1]; |
291 | x2 = (int) xlocations[2 * layers - l - 1]; |
258 | for(j=(int)ylocations[l];j<=(int)ylocations[2*layers -l -1];j++) { |
292 | for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++) |
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293 | { |
259 | maze[x1][j] = '#'; |
294 | maze[x1][j] = '#'; |
260 | maze[x2][j] = '#'; |
295 | maze[x2][j] = '#'; |
261 | } |
296 | } |
262 | |
297 | |
263 | } |
298 | } |
264 | } |
299 | } |
265 | |
300 | |
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301 | void |
266 | void make_doors(char **maze, float *xlocations,float *ylocations,int layers,int options) { |
302 | make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options) |
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303 | { |
267 | int freedoms; /* number of different walls on which we could place a door */ |
304 | int freedoms; /* number of different walls on which we could place a door */ |
268 | int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
305 | int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
269 | int l,x1=0,x2,y1=0,y2; |
306 | int l, x1 = 0, x2, y1 = 0, y2; |
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307 | |
270 | freedoms = 4; /* centered */ |
308 | freedoms = 4; /* centered */ |
271 | if(options & OPT_BOTTOM_C) freedoms=3; |
309 | if (options & RMOPT_BOTTOM_C) |
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310 | freedoms = 3; |
272 | if(options & OPT_BOTTOM_R) freedoms=2; |
311 | if (options & RMOPT_BOTTOM_R) |
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312 | freedoms = 2; |
273 | if(layers<= 0) return; |
313 | if (layers <= 0) |
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314 | return; |
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315 | |
274 | /* pick which wall will have a door. */ |
316 | /* pick which wall will have a door. */ |
275 | which_wall = RANDOM() %freedoms + 1; |
317 | which_wall = rndm (freedoms) + 1; |
276 | for(l=0;l<layers;l++) { |
318 | for (l = 0; l < layers; l++) |
277 | if(options & OPT_LINEAR) { /* linear door placement. */ |
319 | { |
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320 | if (options & RMOPT_LINEAR) |
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321 | { /* linear door placement. */ |
278 | switch(which_wall) { |
322 | switch (which_wall) |
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323 | { |
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324 | case 1: |
279 | case 1: { /* left hand wall */ |
325 | { /* left hand wall */ |
280 | x1 = (int)xlocations[l]; |
326 | x1 = (int) xlocations[l]; |
281 | y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); |
327 | y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
282 | break; |
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283 | } |
328 | break; |
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329 | } |
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330 | case 2: |
284 | case 2: { /* top wall placement */ |
331 | { /* top wall placement */ |
285 | x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2); |
332 | x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
286 | y1 = (int)ylocations[l]; |
333 | y1 = (int) ylocations[l]; |
287 | break; |
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288 | } |
334 | break; |
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335 | } |
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336 | case 3: |
289 | case 3: { /* right wall placement */ |
337 | { /* right wall placement */ |
290 | x1 = (int)xlocations[2*layers-l-1]; |
338 | x1 = (int) xlocations[2 * layers - l - 1]; |
291 | y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); |
339 | y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); |
292 | break; |
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293 | } |
340 | break; |
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341 | } |
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342 | case 4: |
294 | case 4: { /* bottom wall placement */ |
343 | { /* bottom wall placement */ |
295 | x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2); |
344 | x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); |
296 | y1 = (int)ylocations[2*layers -l -1]; |
345 | y1 = (int) ylocations[2 * layers - l - 1]; |
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346 | break; |
297 | break; |
347 | } |
298 | } |
348 | } |
299 | } |
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300 | } |
349 | } |
301 | else { /* random door placement. */ |
350 | else |
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351 | { /* random door placement. */ |
302 | which_wall=RANDOM()%freedoms + 1; |
352 | which_wall = rndm (freedoms) + 1; |
303 | switch(which_wall) { |
353 | switch (which_wall) |
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354 | { |
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355 | case 1: |
304 | case 1: { /* left hand wall */ |
356 | { /* left hand wall */ |
305 | x1 = (int)xlocations[l]; |
357 | x1 = (int) xlocations[l]; |
306 | y2 = (int) (ylocations[2*layers-l-1]-ylocations[l]-1); |
358 | y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); |
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359 | if (y2 > 0) |
307 | if(y2 > 0) y1 = (int) (ylocations[l]+RANDOM() %y2 + 1); |
360 | y1 = (int) (ylocations[l] + rndm (y2) + 1); |
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361 | else |
308 | else y1 = (int) (ylocations[l]+1); |
362 | y1 = (int) (ylocations[l] + 1); |
309 | break; |
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310 | } |
363 | break; |
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364 | } |
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365 | case 2: |
311 | case 2: { /* top wall placement */ |
366 | { /* top wall placement */ |
312 | x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1; |
367 | x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
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368 | if (x2 > 0) |
313 | if (x2 > 0) x1 = (int) (xlocations[l]+RANDOM()%x2 + 1); |
369 | x1 = (int) (xlocations[l] + rndm (x2) + 1); |
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370 | else |
314 | else x1 = (int) (xlocations[l]+1); |
371 | x1 = (int) (xlocations[l] + 1); |
315 | y1 = (int)ylocations[l]; |
372 | y1 = (int) ylocations[l]; |
316 | break; |
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317 | } |
373 | break; |
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374 | } |
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375 | case 3: |
318 | case 3: { /* right wall placement */ |
376 | { /* right wall placement */ |
319 | x1 = (int)xlocations[2*layers-l-1]; |
377 | x1 = (int) xlocations[2 * layers - l - 1]; |
320 | y2 = (int)( (-ylocations[l] + ylocations[2*layers-l-1]))-1; |
378 | y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; |
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379 | if (y2 > 0) |
321 | if(y2 > 0) y1 = (int) (ylocations[l]+RANDOM() %y2 + 1); |
380 | y1 = (int) (ylocations[l] + rndm (y2) + 1); |
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381 | else |
322 | else y1 = (int) (ylocations[l]+1); |
382 | y1 = (int) (ylocations[l] + 1); |
323 | |
383 | |
324 | break; |
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325 | } |
384 | break; |
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385 | } |
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386 | case 4: |
326 | case 4: { /* bottom wall placement */ |
387 | { /* bottom wall placement */ |
327 | x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1; |
388 | x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; |
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389 | if (x2 > 0) |
328 | if (x2 > 0) x1 = (int) (xlocations[l]+RANDOM()%x2 + 1); |
390 | x1 = (int) (xlocations[l] + rndm (x2) + 1); |
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391 | else |
329 | else x1 = (int) (xlocations[l]+1); |
392 | x1 = (int) (xlocations[l] + 1); |
330 | y1 = (int)ylocations[2*layers-l-1]; |
393 | y1 = (int) ylocations[2 * layers - l - 1]; |
331 | break; |
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332 | } |
394 | break; |
333 | |
395 | } |
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396 | |
334 | } |
397 | } |
335 | } |
398 | } |
336 | if(options & OPT_NO_DOORS) |
399 | if (options & RMOPT_NO_DOORS) |
337 | maze[x1][y1] = '#'; /* no door. */ |
400 | maze[x1][y1] = '#'; /* no door. */ |
338 | else |
401 | else |
339 | maze[x1][y1] = 'D'; /* write the door */ |
402 | maze[x1][y1] = 'D'; /* write the door */ |
340 | |
403 | |
341 | } |
404 | } |
342 | /* mark the center of the maze with a C */ |
405 | /* mark the center of the maze with a C */ |
343 | l = layers -1; |
406 | l = layers - 1; |
344 | x1 = (int) (xlocations[l] + xlocations[2*layers -l -1])/2; |
407 | x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2; |
345 | y1 = (int) (ylocations[l] + ylocations[2*layers -l -1])/2; |
408 | y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2; |
346 | maze[x1][y1] = 'C'; |
409 | maze[x1][y1] = 'C'; |
347 | |
410 | |
348 | /* not needed anymore */ |
411 | /* not needed anymore */ |
349 | free(xlocations); |
412 | free (xlocations); |
350 | free(ylocations); |
413 | free (ylocations); |
351 | |
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352 | } |
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353 | |
414 | |
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415 | } |
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416 | |
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417 | void |
354 | void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers){ |
418 | bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers) |
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419 | { |
355 | int i,maxlayers; |
420 | int i, maxlayers; |
356 | float *xlocations; |
421 | float *xlocations; |
357 | float *ylocations; |
422 | float *ylocations; |
358 | |
423 | |
359 | maxlayers = (MIN(xsize,ysize)-2)/5; |
424 | maxlayers = (MIN (xsize, ysize) - 2) / 5; |
360 | if(!maxlayers) return; /* map too small to onionize */ |
425 | if (!maxlayers) |
361 | if(layers > maxlayers) layers = maxlayers; |
426 | return; /* map too small to onionize */ |
362 | if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
427 | if (layers > maxlayers) |
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428 | layers = maxlayers; |
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429 | if (layers == 0) |
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430 | layers = rndm (maxlayers) + 1; |
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431 | |
363 | xlocations = (float *) calloc(sizeof(float),2 * layers); |
432 | xlocations = (float *) calloc (sizeof (float), 2 * layers); |
364 | ylocations = (float *) calloc(sizeof(float),2 * layers); |
433 | ylocations = (float *) calloc (sizeof (float), 2 * layers); |
365 | |
434 | |
366 | |
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367 | /* place all the walls */ |
435 | /* place all the walls */ |
368 | if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
436 | if (option & RMOPT_IRR_SPACE) /* randomly spaced */ |
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437 | { |
369 | int x_spaces_available, y_spaces_available; |
438 | int x_spaces_available, y_spaces_available; |
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439 | |
370 | /* the "extra" spaces available for spacing between layers */ |
440 | /* the "extra" spaces available for spacing between layers */ |
371 | x_spaces_available = (xsize -2) - 3*layers +1; |
441 | x_spaces_available = (xsize - 2) - 3 * layers + 1; |
372 | y_spaces_available = (ysize -2) - 3*layers +1; |
442 | y_spaces_available = (ysize - 2) - 3 * layers + 1; |
373 | |
443 | |
374 | |
444 | |
375 | /* pick an initial random pitch */ |
445 | /* pick an initial random pitch */ |
376 | for(i=0;i<2*layers;i++) { |
446 | for (i = 0; i < 2 * layers; i++) |
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447 | { |
377 | float xpitch=2,ypitch=2; |
448 | float xpitch = 2, ypitch = 2; |
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449 | |
378 | if(x_spaces_available>0) |
450 | if (x_spaces_available > 0) |
379 | xpitch = 2 + (RANDOM()%x_spaces_available + |
451 | xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3; |
380 | RANDOM()%x_spaces_available + |
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381 | RANDOM()%x_spaces_available)/3; |
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382 | |
452 | |
383 | if(y_spaces_available>0) |
453 | if (y_spaces_available > 0) |
384 | ypitch = 2 + (RANDOM()%y_spaces_available + |
454 | ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3; |
385 | RANDOM()%y_spaces_available + |
455 | |
386 | RANDOM()%y_spaces_available)/3; |
456 | if (i < layers) |
387 | if(i < layers) xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
457 | xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; |
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458 | else |
388 | else xlocations[i] = xsize-1; |
459 | xlocations[i] = xsize - 1; |
389 | |
460 | |
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461 | if (i < layers) |
390 | if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
462 | ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; |
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463 | else |
391 | else ylocations[i] = ysize-1; |
464 | ylocations[i] = ysize - 1; |
392 | x_spaces_available-=(int)(xpitch -2); |
465 | x_spaces_available -= (int) (xpitch - 2); |
393 | y_spaces_available-=(int)(ypitch -2); |
466 | y_spaces_available -= (int) (ypitch - 2); |
394 | } |
467 | } |
395 | |
468 | |
396 | } |
469 | } |
397 | if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
470 | if (!(option & RMOPT_IRR_SPACE)) |
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471 | { /* evenly spaced */ |
398 | float xpitch, ypitch; /* pitch of the onion layers */ |
472 | float xpitch, ypitch; /* pitch of the onion layers */ |
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473 | |
399 | xpitch = (xsize-2.0)/(2.0*layers+1); |
474 | xpitch = (xsize - 2.0) / (2.0 * layers + 1); |
400 | ypitch = (ysize-2.0)/(layers+1); |
475 | ypitch = (ysize - 2.0) / (layers + 1); |
401 | xlocations[0] = xpitch; |
476 | xlocations[0] = xpitch; |
402 | ylocations[0] = ypitch; |
477 | ylocations[0] = ypitch; |
403 | for(i=1;i<2*layers;i++) { |
478 | for (i = 1; i < 2 * layers; i++) |
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479 | { |
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480 | if (i < layers) |
404 | if(i < layers) xlocations[i] = xlocations[i-1] + xpitch; |
481 | xlocations[i] = xlocations[i - 1] + xpitch; |
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482 | else |
405 | else xlocations[i]=xsize-1; |
483 | xlocations[i] = xsize - 1; |
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484 | if (i < layers) |
406 | if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; |
485 | ylocations[i] = ylocations[i - 1] + ypitch; |
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486 | else |
407 | else ylocations[i]=ysize-1; |
487 | ylocations[i] = ysize - 1; |
408 | } |
488 | } |
409 | } |
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410 | |
489 | } |
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490 | |
411 | /* draw all the onion boxes. */ |
491 | /* draw all the onion boxes. */ |
412 | |
492 | |
413 | draw_onion(maze,xlocations,ylocations,layers); |
493 | draw_onion (maze, xlocations, ylocations, layers); |
414 | make_doors(maze,xlocations,ylocations,layers,option); |
494 | make_doors (maze, xlocations, ylocations, layers, option); |
415 | |
495 | |
416 | } |
496 | } |