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Comparing deliantra/server/random_maps/room_gen_onion.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.9 by root, Thu Jan 18 19:42:10 2007 UTC

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

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