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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 1.3 by root, Sun Sep 10 16:06:37 2006 UTC

1
1/* 2/*
2 * static char *room_gen_onion_c = 3 * static char *room_gen_onion_c =
3 * "$Id: room_gen_onion.C,v 1.2 2006/08/29 08:01:36 root Exp $"; 4 * "$Id: room_gen_onion.C,v 1.3 2006/09/10 16:06:37 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
57 58
58#include <global.h> 59#include <global.h>
59#include <random_map.h> 60#include <random_map.h>
60 61
61#ifndef MIN 62#ifndef MIN
62#define MIN(x,y) (((x)<(y))? (x):(y)) 63# define MIN(x,y) (((x)<(y))? (x):(y))
63#endif 64#endif
64void centered_onion(char **maze, int xsize, int ysize, int option, int layers); 65void 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); 66void 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); 67void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
67 68
68 69
69void draw_onion(char **maze,float *xlocations,float *ylocations,int layers); 70void draw_onion (char **maze, float *xlocations, float *ylocations, int layers);
70void make_doors(char **maze,float *xlocations,float *ylocations,int layers,int options); 71void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options);
71 72
73char **
72char **map_gen_onion(int xsize, int ysize, int option, int layers) { 74map_gen_onion (int xsize, int ysize, int option, int layers)
75{
73 int i,j; 76 int i, j;
74 77
75 /* allocate that array, set it up */ 78 /* allocate that array, set it up */
76 char **maze = (char **)calloc(sizeof(char*),xsize); 79 char **maze = (char **) calloc (sizeof (char *), xsize);
80
77 for(i=0;i<xsize;i++) { 81 for (i = 0; i < xsize; i++)
82 {
78 maze[i] = (char *) calloc(sizeof(char),ysize); 83 maze[i] = (char *) calloc (sizeof (char), ysize);
79 } 84 }
80 85
81 /* pick some random options if option = 0 */ 86 /* pick some random options if option = 0 */
82 if(option == 0) { 87 if (option == 0)
88 {
83 switch(RANDOM()%3) { 89 switch (RANDOM () % 3)
90 {
84 case 0: 91 case 0:
85 option |= OPT_CENTERED; 92 option |= OPT_CENTERED;
86 break; 93 break;
87 case 1: 94 case 1:
88 option |= OPT_BOTTOM_C; 95 option |= OPT_BOTTOM_C;
89 break; 96 break;
90 case 2: 97 case 2:
91 option |= OPT_BOTTOM_R; 98 option |= OPT_BOTTOM_R;
92 break; 99 break;
93 } 100 }
101 if (RANDOM () % 2)
94 if(RANDOM()%2) option |=OPT_LINEAR; 102 option |= OPT_LINEAR;
103 if (RANDOM () % 2)
95 if(RANDOM()%2) option |=OPT_IRR_SPACE; 104 option |= OPT_IRR_SPACE;
96 } 105 }
97 106
98 /* write the outer walls, if appropriate. */ 107 /* write the outer walls, if appropriate. */
99 if(!(option & OPT_WALL_OFF )) { 108 if (!(option & OPT_WALL_OFF))
109 {
100 for(i=0;i<xsize;i++) 110 for (i = 0; i < xsize; i++)
101 maze[i][0] = maze[i][ysize-1] = '#'; 111 maze[i][0] = maze[i][ysize - 1] = '#';
102 for(j=0;j<ysize;j++) 112 for (j = 0; j < ysize; j++)
103 maze[0][j] = maze[xsize-1][j] = '#'; 113 maze[0][j] = maze[xsize - 1][j] = '#';
104 }; 114 };
105 115
106 if(option & OPT_WALLS_ONLY) return maze; 116 if (option & OPT_WALLS_ONLY)
117 return maze;
107 118
108 /* pick off the mutually exclusive options */ 119 /* pick off the mutually exclusive options */
109 if(option & OPT_BOTTOM_R) 120 if (option & OPT_BOTTOM_R)
110 bottom_right_centered_onion(maze,xsize,ysize,option,layers); 121 bottom_right_centered_onion (maze, xsize, ysize, option, layers);
111 else if(option & OPT_BOTTOM_C) 122 else if (option & OPT_BOTTOM_C)
112 bottom_centered_onion(maze,xsize,ysize,option,layers); 123 bottom_centered_onion (maze, xsize, ysize, option, layers);
113 else if(option & OPT_CENTERED) 124 else if (option & OPT_CENTERED)
114 centered_onion(maze,xsize,ysize,option,layers); 125 centered_onion (maze, xsize, ysize, option, layers);
115 126
116 return maze; 127 return maze;
117} 128}
118 129
130void
119void centered_onion(char **maze, int xsize, int ysize, int option, int layers) { 131centered_onion (char **maze, int xsize, int ysize, int option, int layers)
132{
120 int i,maxlayers; 133 int i, maxlayers;
121 float *xlocations; 134 float *xlocations;
122 float *ylocations; 135 float *ylocations;
123 136
124 maxlayers = (MIN(xsize,ysize)-2)/5; 137 maxlayers = (MIN (xsize, ysize) - 2) / 5;
125 if(!maxlayers) return; /* map too small to onionize */ 138 if (!maxlayers)
126 if(layers > maxlayers) layers = maxlayers; 139 return; /* map too small to onionize */
140 if (layers > maxlayers)
141 layers = maxlayers;
142 if (layers == 0)
127 if(layers == 0) layers = (RANDOM() % maxlayers)+1; 143 layers = (RANDOM () % maxlayers) + 1;
128 xlocations = (float *) calloc(sizeof(float),2 * layers); 144 xlocations = (float *) calloc (sizeof (float), 2 * layers);
129 ylocations = (float *) calloc(sizeof(float),2 * layers); 145 ylocations = (float *) calloc (sizeof (float), 2 * layers);
130 146
131 147
132 /* place all the walls */ 148 /* place all the walls */
133 if(option & OPT_IRR_SPACE) /* randomly spaced */ { 149 if (option & OPT_IRR_SPACE) /* randomly spaced */
150 {
134 int x_spaces_available, y_spaces_available; 151 int x_spaces_available, y_spaces_available;
152
135 /* the "extra" spaces available for spacing between layers */ 153 /* the "extra" spaces available for spacing between layers */
136 x_spaces_available = (xsize -2) - 6*layers +1; 154 x_spaces_available = (xsize - 2) - 6 * layers + 1;
137 y_spaces_available = (ysize -2) - 6*layers +1; 155 y_spaces_available = (ysize - 2) - 6 * layers + 1;
138 156
139 157
140 /* pick an initial random pitch */ 158 /* pick an initial random pitch */
141 for(i=0;i<2*layers;i++) { 159 for (i = 0; i < 2 * layers; i++)
160 {
142 float xpitch=2,ypitch=2; 161 float xpitch = 2, ypitch = 2;
162
143 if(x_spaces_available>0) 163 if (x_spaces_available > 0)
144 xpitch = 2 + (RANDOM()%x_spaces_available + 164 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;
147 165
148 if(y_spaces_available>0) 166 if (y_spaces_available > 0)
149 ypitch = 2 + (RANDOM()%y_spaces_available + 167 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; 168 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
153 ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; 169 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
154 x_spaces_available-=(int) (xpitch -2); 170 x_spaces_available -= (int) (xpitch - 2);
155 y_spaces_available-=(int) (ypitch -2); 171 y_spaces_available -= (int) (ypitch - 2);
156 } 172 }
157 173
158 } 174 }
159 if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ 175 if (!(option & OPT_IRR_SPACE))
176 { /* evenly spaced */
160 float xpitch, ypitch; /* pitch of the onion layers */ 177 float xpitch, ypitch; /* pitch of the onion layers */
178
161 xpitch = (xsize-2.0)/(2.0*layers+1); 179 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
162 ypitch = (ysize-2.0)/(2.0*layers+1); 180 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
163 xlocations[0] = xpitch; 181 xlocations[0] = xpitch;
164 ylocations[0] = ypitch; 182 ylocations[0] = ypitch;
165 for(i=1;i<2*layers;i++) { 183 for (i = 1; i < 2 * layers; i++)
184 {
166 xlocations[i] = xlocations[i-1] + xpitch; 185 xlocations[i] = xlocations[i - 1] + xpitch;
167 ylocations[i] = ylocations[i-1] + ypitch; 186 ylocations[i] = ylocations[i - 1] + ypitch;
168 } 187 }
169 }
170 188 }
189
171 /* draw all the onion boxes. */ 190 /* draw all the onion boxes. */
172 191
173 draw_onion(maze,xlocations,ylocations,layers); 192 draw_onion (maze, xlocations, ylocations, layers);
174 make_doors(maze,xlocations,ylocations,layers,option); 193 make_doors (maze, xlocations, ylocations, layers, option);
175
176}
177 194
195}
196
197void
178void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers) { 198bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
199{
179 int i,maxlayers; 200 int i, maxlayers;
180 float *xlocations; 201 float *xlocations;
181 float *ylocations; 202 float *ylocations;
182 203
183 maxlayers = (MIN(xsize,ysize)-2)/5; 204 maxlayers = (MIN (xsize, ysize) - 2) / 5;
184 if(!maxlayers) return; /* map too small to onionize */ 205 if (!maxlayers)
185 if(layers > maxlayers) layers = maxlayers; 206 return; /* map too small to onionize */
207 if (layers > maxlayers)
208 layers = maxlayers;
209 if (layers == 0)
186 if(layers == 0) layers = (RANDOM() % maxlayers)+1; 210 layers = (RANDOM () % maxlayers) + 1;
187 xlocations = (float *) calloc(sizeof(float),2 * layers); 211 xlocations = (float *) calloc (sizeof (float), 2 * layers);
188 ylocations = (float *) calloc(sizeof(float),2 * layers); 212 ylocations = (float *) calloc (sizeof (float), 2 * layers);
189 213
190 214
191 /* place all the walls */ 215 /* place all the walls */
192 if(option & OPT_IRR_SPACE) /* randomly spaced */ { 216 if (option & OPT_IRR_SPACE) /* randomly spaced */
217 {
193 int x_spaces_available, y_spaces_available; 218 int x_spaces_available, y_spaces_available;
219
194 /* the "extra" spaces available for spacing between layers */ 220 /* the "extra" spaces available for spacing between layers */
195 x_spaces_available = (xsize -2) - 6*layers +1; 221 x_spaces_available = (xsize - 2) - 6 * layers + 1;
196 y_spaces_available = (ysize -2) - 3*layers +1; 222 y_spaces_available = (ysize - 2) - 3 * layers + 1;
197 223
198 224
199 /* pick an initial random pitch */ 225 /* pick an initial random pitch */
200 for(i=0;i<2*layers;i++) { 226 for (i = 0; i < 2 * layers; i++)
227 {
201 float xpitch=2,ypitch=2; 228 float xpitch = 2, ypitch = 2;
229
202 if(x_spaces_available>0) 230 if (x_spaces_available > 0)
203 xpitch = 2 + (RANDOM()%x_spaces_available + 231 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;
206 232
207 if(y_spaces_available>0) 233 if (y_spaces_available > 0)
208 ypitch = 2 + (RANDOM()%y_spaces_available + 234 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; 235 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
236 if (i < layers)
212 if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; 237 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
238 else
213 else ylocations[i] = ysize-1; 239 ylocations[i] = ysize - 1;
214 x_spaces_available-=(int)(xpitch -2); 240 x_spaces_available -= (int) (xpitch - 2);
215 y_spaces_available-=(int)(ypitch -2); 241 y_spaces_available -= (int) (ypitch - 2);
216 } 242 }
217 243
218 } 244 }
219 if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ 245 if (!(option & OPT_IRR_SPACE))
246 { /* evenly spaced */
220 float xpitch, ypitch; /* pitch of the onion layers */ 247 float xpitch, ypitch; /* pitch of the onion layers */
248
221 xpitch = (xsize-2.0)/(2.0*layers+1); 249 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
222 ypitch = (ysize-2.0)/(layers+1); 250 ypitch = (ysize - 2.0) / (layers + 1);
223 xlocations[0] = xpitch; 251 xlocations[0] = xpitch;
224 ylocations[0] = ypitch; 252 ylocations[0] = ypitch;
225 for(i=1;i<2*layers;i++) { 253 for (i = 1; i < 2 * layers; i++)
254 {
226 xlocations[i] = xlocations[i-1] + xpitch; 255 xlocations[i] = xlocations[i - 1] + xpitch;
256 if (i < layers)
227 if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; 257 ylocations[i] = ylocations[i - 1] + ypitch;
258 else
228 else ylocations[i]=ysize-1; 259 ylocations[i] = ysize - 1;
229 } 260 }
230 }
231 261 }
262
232 /* draw all the onion boxes. */ 263 /* draw all the onion boxes. */
233 264
234 draw_onion(maze,xlocations,ylocations,layers); 265 draw_onion (maze, xlocations, ylocations, layers);
235 make_doors(maze,xlocations,ylocations,layers,option); 266 make_doors (maze, xlocations, ylocations, layers, option);
236 267
237} 268}
238 269
239 270
240/* draw_boxes: draws the lines in the maze defining the onion layers */ 271/* draw_boxes: draws the lines in the maze defining the onion layers */
241 272
273void
242void draw_onion(char **maze,float *xlocations,float *ylocations, int layers) { 274draw_onion (char **maze, float *xlocations, float *ylocations, int layers)
275{
243 int i,j,l; 276 int i, j, l;
244 277
245 for(l=0;l<layers;l++) { 278 for (l = 0; l < layers; l++)
279 {
246 int x1,x2,y1,y2; 280 int x1, x2, y1, y2;
281
247 /* horizontal segments */ 282 /* horizontal segments */
248 y1 = (int)ylocations[l]; 283 y1 = (int) ylocations[l];
249 y2 = (int)ylocations[2*layers -l-1]; 284 y2 = (int) ylocations[2 * layers - l - 1];
250 for(i=(int)xlocations[l];i<=(int)xlocations[2*layers -l -1];i++) { 285 for (i = (int) xlocations[l]; i <= (int) xlocations[2 * layers - l - 1]; i++)
286 {
251 maze[i][y1] = '#'; 287 maze[i][y1] = '#';
252 maze[i][y2] = '#'; 288 maze[i][y2] = '#';
253 } 289 }
254 290
255 /* vertical segments */ 291 /* vertical segments */
256 x1 = (int)xlocations[l]; 292 x1 = (int) xlocations[l];
257 x2 = (int)xlocations[2*layers-l-1]; 293 x2 = (int) xlocations[2 * layers - l - 1];
258 for(j=(int)ylocations[l];j<=(int)ylocations[2*layers -l -1];j++) { 294 for (j = (int) ylocations[l]; j <= (int) ylocations[2 * layers - l - 1]; j++)
295 {
259 maze[x1][j] = '#'; 296 maze[x1][j] = '#';
260 maze[x2][j] = '#'; 297 maze[x2][j] = '#';
261 } 298 }
262 299
263 } 300 }
264} 301}
265 302
303void
266void make_doors(char **maze, float *xlocations,float *ylocations,int layers,int options) { 304make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options)
305{
267 int freedoms; /* number of different walls on which we could place a door */ 306 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 */ 307 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
269 int l,x1=0,x2,y1=0,y2; 308 int l, x1 = 0, x2, y1 = 0, y2;
309
270 freedoms = 4; /* centered */ 310 freedoms = 4; /* centered */
271 if(options & OPT_BOTTOM_C) freedoms=3; 311 if (options & OPT_BOTTOM_C)
312 freedoms = 3;
272 if(options & OPT_BOTTOM_R) freedoms=2; 313 if (options & OPT_BOTTOM_R)
314 freedoms = 2;
273 if(layers<= 0) return; 315 if (layers <= 0)
316 return;
274 /* pick which wall will have a door. */ 317 /* pick which wall will have a door. */
275 which_wall = RANDOM() %freedoms + 1; 318 which_wall = RANDOM () % freedoms + 1;
276 for(l=0;l<layers;l++) { 319 for (l = 0; l < layers; l++)
277 if(options & OPT_LINEAR) { /* linear door placement. */ 320 {
321 if (options & OPT_LINEAR)
322 { /* linear door placement. */
278 switch(which_wall) { 323 switch (which_wall)
324 {
325 case 1:
279 case 1: { /* left hand wall */ 326 { /* left hand wall */
280 x1 = (int)xlocations[l]; 327 x1 = (int) xlocations[l];
281 y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); 328 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
282 break; 329 break;
283 }
284 case 2: { /* top wall placement */
285 x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2);
286 y1 = (int)ylocations[l];
287 break;
288 }
289 case 3: { /* right wall placement */
290 x1 = (int)xlocations[2*layers-l-1];
291 y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2);
292 break;
293 }
294 case 4: { /* bottom wall placement */
295 x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2);
296 y1 = (int)ylocations[2*layers -l -1];
297 break;
298 }
299 }
300 }
301 else { /* random door placement. */
302 which_wall=RANDOM()%freedoms + 1;
303 switch(which_wall) {
304 case 1: { /* left hand wall */
305 x1 = (int)xlocations[l];
306 y2 = (int) (ylocations[2*layers-l-1]-ylocations[l]-1);
307 if(y2 > 0) y1 = (int) (ylocations[l]+RANDOM() %y2 + 1);
308 else y1 = (int) (ylocations[l]+1);
309 break;
310 }
311 case 2: { /* top wall placement */
312 x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1;
313 if (x2 > 0) x1 = (int) (xlocations[l]+RANDOM()%x2 + 1);
314 else x1 = (int) (xlocations[l]+1);
315 y1 = (int)ylocations[l];
316 break;
317 }
318 case 3: { /* right wall placement */
319 x1 = (int)xlocations[2*layers-l-1];
320 y2 = (int)( (-ylocations[l] + ylocations[2*layers-l-1]))-1;
321 if(y2 > 0) y1 = (int) (ylocations[l]+RANDOM() %y2 + 1);
322 else y1 = (int) (ylocations[l]+1);
323
324 break;
325 }
326 case 4: { /* bottom wall placement */
327 x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1;
328 if (x2 > 0) x1 = (int) (xlocations[l]+RANDOM()%x2 + 1);
329 else x1 = (int) (xlocations[l]+1);
330 y1 = (int)ylocations[2*layers-l-1];
331 break;
332 }
333 330 }
331 case 2:
332 { /* top wall placement */
333 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
334 y1 = (int) ylocations[l];
335 break;
334 } 336 }
337 case 3:
338 { /* right wall placement */
339 x1 = (int) xlocations[2 * layers - l - 1];
340 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
341 break;
342 }
343 case 4:
344 { /* bottom wall placement */
345 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
346 y1 = (int) ylocations[2 * layers - l - 1];
347 break;
348 }
349 }
335 } 350 }
351 else
352 { /* random door placement. */
353 which_wall = RANDOM () % freedoms + 1;
354 switch (which_wall)
355 {
356 case 1:
357 { /* left hand wall */
358 x1 = (int) xlocations[l];
359 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
360 if (y2 > 0)
361 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
362 else
363 y1 = (int) (ylocations[l] + 1);
364 break;
365 }
366 case 2:
367 { /* top wall placement */
368 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
369 if (x2 > 0)
370 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
371 else
372 x1 = (int) (xlocations[l] + 1);
373 y1 = (int) ylocations[l];
374 break;
375 }
376 case 3:
377 { /* right wall placement */
378 x1 = (int) xlocations[2 * layers - l - 1];
379 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
380 if (y2 > 0)
381 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1);
382 else
383 y1 = (int) (ylocations[l] + 1);
384
385 break;
386 }
387 case 4:
388 { /* bottom wall placement */
389 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
390 if (x2 > 0)
391 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1);
392 else
393 x1 = (int) (xlocations[l] + 1);
394 y1 = (int) ylocations[2 * layers - l - 1];
395 break;
396 }
397
398 }
399 }
336 if(options & OPT_NO_DOORS) 400 if (options & OPT_NO_DOORS)
337 maze[x1][y1] = '#'; /* no door. */ 401 maze[x1][y1] = '#'; /* no door. */
338 else 402 else
339 maze[x1][y1] = 'D'; /* write the door */ 403 maze[x1][y1] = 'D'; /* write the door */
340 404
341 } 405 }
342 /* mark the center of the maze with a C */ 406 /* mark the center of the maze with a C */
343 l = layers -1; 407 l = layers - 1;
344 x1 = (int) (xlocations[l] + xlocations[2*layers -l -1])/2; 408 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
345 y1 = (int) (ylocations[l] + ylocations[2*layers -l -1])/2; 409 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
346 maze[x1][y1] = 'C'; 410 maze[x1][y1] = 'C';
347 411
348 /* not needed anymore */ 412 /* not needed anymore */
349 free(xlocations); 413 free (xlocations);
350 free(ylocations); 414 free (ylocations);
351
352}
353 415
416}
417
418void
354void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers){ 419bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
420{
355 int i,maxlayers; 421 int i, maxlayers;
356 float *xlocations; 422 float *xlocations;
357 float *ylocations; 423 float *ylocations;
358 424
359 maxlayers = (MIN(xsize,ysize)-2)/5; 425 maxlayers = (MIN (xsize, ysize) - 2) / 5;
360 if(!maxlayers) return; /* map too small to onionize */ 426 if (!maxlayers)
361 if(layers > maxlayers) layers = maxlayers; 427 return; /* map too small to onionize */
428 if (layers > maxlayers)
429 layers = maxlayers;
430 if (layers == 0)
362 if(layers == 0) layers = (RANDOM() % maxlayers)+1; 431 layers = (RANDOM () % maxlayers) + 1;
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
366 435
367 /* place all the walls */ 436 /* place all the walls */
368 if(option & OPT_IRR_SPACE) /* randomly spaced */ { 437 if (option & OPT_IRR_SPACE) /* randomly spaced */
438 {
369 int x_spaces_available, y_spaces_available; 439 int x_spaces_available, y_spaces_available;
440
370 /* the "extra" spaces available for spacing between layers */ 441 /* the "extra" spaces available for spacing between layers */
371 x_spaces_available = (xsize -2) - 3*layers +1; 442 x_spaces_available = (xsize - 2) - 3 * layers + 1;
372 y_spaces_available = (ysize -2) - 3*layers +1; 443 y_spaces_available = (ysize - 2) - 3 * layers + 1;
373 444
374 445
375 /* pick an initial random pitch */ 446 /* pick an initial random pitch */
376 for(i=0;i<2*layers;i++) { 447 for (i = 0; i < 2 * layers; i++)
448 {
377 float xpitch=2,ypitch=2; 449 float xpitch = 2, ypitch = 2;
450
378 if(x_spaces_available>0) 451 if (x_spaces_available > 0)
379 xpitch = 2 + (RANDOM()%x_spaces_available + 452 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;
382 453
383 if(y_spaces_available>0) 454 if (y_spaces_available > 0)
384 ypitch = 2 + (RANDOM()%y_spaces_available + 455 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3;
385 RANDOM()%y_spaces_available + 456 if (i < layers)
386 RANDOM()%y_spaces_available)/3;
387 if(i < layers) xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; 457 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
458 else
388 else xlocations[i] = xsize-1; 459 xlocations[i] = xsize - 1;
389 460
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;
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 & OPT_IRR_SPACE))
471 { /* evenly spaced */
398 float xpitch, ypitch; /* pitch of the onion layers */ 472 float xpitch, ypitch; /* pitch of the onion layers */
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++)
479 {
480 if (i < layers)
404 if(i < layers) xlocations[i] = xlocations[i-1] + xpitch; 481 xlocations[i] = xlocations[i - 1] + xpitch;
482 else
405 else xlocations[i]=xsize-1; 483 xlocations[i] = xsize - 1;
484 if (i < layers)
406 if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; 485 ylocations[i] = ylocations[i - 1] + ypitch;
486 else
407 else ylocations[i]=ysize-1; 487 ylocations[i] = ysize - 1;
408 } 488 }
409 }
410 489 }
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}

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