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Comparing deliantra/server/random_maps/room_gen_onion.C (file contents):
Revision 1.5 by root, Sat Dec 30 18:45:28 2006 UTC vs.
Revision 1.13 by root, Fri Apr 11 21:09:53 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25/* The onion room generator: 24/* The onion room generator:
26Onion rooms are like this: 25Onion rooms are like this:
27 26
28char **map_gen_onion(int xsize, int ysize, int option, int layers); 27char **map_gen_onion(int xsize, int ysize, int option, int layers);
58#endif 57#endif
59void centered_onion (char **maze, int xsize, int ysize, int option, int layers); 58void centered_onion (char **maze, int xsize, int ysize, int option, int layers);
60void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers); 59void bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
61void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers); 60void bottom_right_centered_onion (char **maze, int xsize, int ysize, int option, int layers);
62 61
63
64void draw_onion (char **maze, float *xlocations, float *ylocations, int layers); 62void draw_onion (char **maze, float *xlocations, float *ylocations, int layers);
65void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options); 63void make_doors (char **maze, float *xlocations, float *ylocations, int layers, int options);
66 64
67char ** 65Maze
68map_gen_onion (int xsize, int ysize, int option, int layers) 66map_gen_onion (int xsize, int ysize, int option, int layers)
69{ 67{
70 int i, j; 68 int i, j;
71 69
72 /* allocate that array, set it up */ 70 Maze maze (xsize, ysize);
73 char **maze = (char **) calloc (sizeof (char *), xsize);
74
75 for (i = 0; i < xsize; i++)
76 {
77 maze[i] = (char *) calloc (sizeof (char), ysize);
78 }
79 71
80 /* pick some random options if option = 0 */ 72 /* pick some random options if option = 0 */
81 if (option == 0) 73 if (option == 0)
82 { 74 {
83 switch (RANDOM () % 3) 75 switch (rndm (3))
84 { 76 {
85 case 0: 77 case 0:
86 option |= RMOPT_CENTERED; 78 option |= RMOPT_CENTERED;
87 break; 79 break;
88 case 1: 80 case 1:
89 option |= RMOPT_BOTTOM_C; 81 option |= RMOPT_BOTTOM_C;
90 break; 82 break;
91 case 2: 83 case 2:
92 option |= RMOPT_BOTTOM_R; 84 option |= RMOPT_BOTTOM_R;
93 break; 85 break;
94 } 86 }
95 if (RANDOM () % 2) 87
96 option |= RMOPT_LINEAR; 88 if (rndm (2)) option |= RMOPT_LINEAR;
97 if (RANDOM () % 2)
98 option |= RMOPT_IRR_SPACE; 89 if (rndm (2)) option |= RMOPT_IRR_SPACE;
99 } 90 }
100 91
101 /* write the outer walls, if appropriate. */ 92 /* write the outer walls, if appropriate. */
102 if (!(option & RMOPT_WALL_OFF)) 93 if (!(option & RMOPT_WALL_OFF))
103 { 94 {
104 for (i = 0; i < xsize; i++)
105 maze[i][0] = maze[i][ysize - 1] = '#'; 95 for (i = 0; i < xsize; i++) maze[i][0] = maze[i][ysize - 1] = '#';
106 for (j = 0; j < ysize; j++)
107 maze[0][j] = maze[xsize - 1][j] = '#'; 96 for (j = 0; j < ysize; j++) maze[0][j] = maze[xsize - 1][j] = '#';
108 }; 97 };
109 98
110 if (option & RMOPT_WALLS_ONLY) 99 if (option & RMOPT_WALLS_ONLY)
111 return maze; 100 return maze;
112 101
123 112
124void 113void
125centered_onion (char **maze, int xsize, int ysize, int option, int layers) 114centered_onion (char **maze, int xsize, int ysize, int option, int layers)
126{ 115{
127 int i, maxlayers; 116 int i, maxlayers;
128 float *xlocations;
129 float *ylocations;
130 117
131 maxlayers = (MIN (xsize, ysize) - 2) / 5; 118 maxlayers = (MIN (xsize, ysize) - 2) / 5;
119
132 if (!maxlayers) 120 if (!maxlayers)
133 return; /* map too small to onionize */ 121 return; /* map too small to onionize */
122
134 if (layers > maxlayers) 123 if (layers > maxlayers)
135 layers = maxlayers; 124 layers = maxlayers;
125
136 if (layers == 0) 126 if (layers == 0)
137 layers = (RANDOM () % maxlayers) + 1; 127 layers = rndm (maxlayers) + 1;
138 xlocations = (float *) calloc (sizeof (float), 2 * layers);
139 ylocations = (float *) calloc (sizeof (float), 2 * layers);
140 128
129 float *xlocations = salloc0<float> (2 * layers);
130 float *ylocations = salloc0<float> (2 * layers);
141 131
142 /* place all the walls */ 132 /* place all the walls */
143 if (option & RMOPT_IRR_SPACE) /* randomly spaced */ 133 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
144 { 134 {
145 int x_spaces_available, y_spaces_available; 135 int x_spaces_available, y_spaces_available;
146 136
147 /* the "extra" spaces available for spacing between layers */ 137 /* the "extra" spaces available for spacing between layers */
148 x_spaces_available = (xsize - 2) - 6 * layers + 1; 138 x_spaces_available = (xsize - 2) - 6 * layers + 1;
149 y_spaces_available = (ysize - 2) - 6 * layers + 1; 139 y_spaces_available = (ysize - 2) - 6 * layers + 1;
150 140
151
152 /* pick an initial random pitch */ 141 /* pick an initial random pitch */
153 for (i = 0; i < 2 * layers; i++) 142 for (i = 0; i < 2 * layers; i++)
154 { 143 {
155 float xpitch = 2, ypitch = 2; 144 float xpitch = 2, ypitch = 2;
156 145
157 if (x_spaces_available > 0) 146 if (x_spaces_available > 0)
158 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; 147 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
159 148
160 if (y_spaces_available > 0) 149 if (y_spaces_available > 0)
161 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; 150 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
151
162 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 152 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
163 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 153 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
164 x_spaces_available -= (int) (xpitch - 2); 154 x_spaces_available -= (int) (xpitch - 2);
165 y_spaces_available -= (int) (ypitch - 2); 155 y_spaces_available -= (int) (ypitch - 2);
166 } 156 }
167 157
168 } 158 }
159
169 if (!(option & RMOPT_IRR_SPACE)) 160 if (!(option & RMOPT_IRR_SPACE))
170 { /* evenly spaced */ 161 { /* evenly spaced */
171 float xpitch, ypitch; /* pitch of the onion layers */ 162 float xpitch, ypitch; /* pitch of the onion layers */
172 163
173 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 164 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
174 ypitch = (ysize - 2.0) / (2.0 * layers + 1); 165 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
166
175 xlocations[0] = xpitch; 167 xlocations[0] = xpitch;
176 ylocations[0] = ypitch; 168 ylocations[0] = ypitch;
169
177 for (i = 1; i < 2 * layers; i++) 170 for (i = 1; i < 2 * layers; i++)
178 { 171 {
179 xlocations[i] = xlocations[i - 1] + xpitch; 172 xlocations[i] = xlocations[i - 1] + xpitch;
180 ylocations[i] = ylocations[i - 1] + ypitch; 173 ylocations[i] = ylocations[i - 1] + ypitch;
181 } 174 }
182 } 175 }
183 176
184 /* draw all the onion boxes. */ 177 /* draw all the onion boxes. */
185
186 draw_onion (maze, xlocations, ylocations, layers); 178 draw_onion (maze, xlocations, ylocations, layers);
187 make_doors (maze, xlocations, ylocations, layers, option); 179 make_doors (maze, xlocations, ylocations, layers, option);
188 180
181 sfree (xlocations, 2 * layers);
182 sfree (ylocations, 2 * layers);
189} 183}
190 184
191void 185void
192bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers) 186bottom_centered_onion (char **maze, int xsize, int ysize, int option, int layers)
193{ 187{
194 int i, maxlayers; 188 int i, maxlayers;
195 float *xlocations;
196 float *ylocations;
197 189
198 maxlayers = (MIN (xsize, ysize) - 2) / 5; 190 maxlayers = (MIN (xsize, ysize) - 2) / 5;
191
199 if (!maxlayers) 192 if (!maxlayers)
200 return; /* map too small to onionize */ 193 return; /* map too small to onionize */
194
201 if (layers > maxlayers) 195 if (layers > maxlayers)
202 layers = maxlayers; 196 layers = maxlayers;
197
203 if (layers == 0) 198 if (layers == 0)
204 layers = (RANDOM () % maxlayers) + 1; 199 layers = rndm (maxlayers) + 1;
205 xlocations = (float *) calloc (sizeof (float), 2 * layers);
206 ylocations = (float *) calloc (sizeof (float), 2 * layers);
207 200
201 float *xlocations = salloc0<float> (2 * layers);
202 float *ylocations = salloc0<float> (2 * layers);
208 203
209 /* place all the walls */ 204 /* place all the walls */
210 if (option & RMOPT_IRR_SPACE) /* randomly spaced */ 205 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
211 { 206 {
212 int x_spaces_available, y_spaces_available; 207 int x_spaces_available, y_spaces_available;
213 208
214 /* the "extra" spaces available for spacing between layers */ 209 /* the "extra" spaces available for spacing between layers */
215 x_spaces_available = (xsize - 2) - 6 * layers + 1; 210 x_spaces_available = (xsize - 2) - 6 * layers + 1;
216 y_spaces_available = (ysize - 2) - 3 * layers + 1; 211 y_spaces_available = (ysize - 2) - 3 * layers + 1;
217 212
218
219 /* pick an initial random pitch */ 213 /* pick an initial random pitch */
220 for (i = 0; i < 2 * layers; i++) 214 for (i = 0; i < 2 * layers; i++)
221 { 215 {
222 float xpitch = 2, ypitch = 2; 216 float xpitch = 2, ypitch = 2;
223 217
224 if (x_spaces_available > 0) 218 if (x_spaces_available > 0)
225 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; 219 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
226 220
227 if (y_spaces_available > 0) 221 if (y_spaces_available > 0)
228 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; 222 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
223
229 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 224 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
225
230 if (i < layers) 226 if (i < layers)
231 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 227 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
232 else 228 else
233 ylocations[i] = ysize - 1; 229 ylocations[i] = ysize - 1;
230
234 x_spaces_available -= (int) (xpitch - 2); 231 x_spaces_available -= (int) (xpitch - 2);
235 y_spaces_available -= (int) (ypitch - 2); 232 y_spaces_available -= (int) (ypitch - 2);
236 } 233 }
237
238 } 234 }
235
239 if (!(option & RMOPT_IRR_SPACE)) 236 if (!(option & RMOPT_IRR_SPACE))
240 { /* evenly spaced */ 237 { /* evenly spaced */
241 float xpitch, ypitch; /* pitch of the onion layers */ 238 float xpitch, ypitch; /* pitch of the onion layers */
242 239
243 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 240 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
244 ypitch = (ysize - 2.0) / (layers + 1); 241 ypitch = (ysize - 2.0) / (layers + 1);
242
245 xlocations[0] = xpitch; 243 xlocations[0] = xpitch;
246 ylocations[0] = ypitch; 244 ylocations[0] = ypitch;
245
247 for (i = 1; i < 2 * layers; i++) 246 for (i = 1; i < 2 * layers; i++)
248 { 247 {
249 xlocations[i] = xlocations[i - 1] + xpitch; 248 xlocations[i] = xlocations[i - 1] + xpitch;
249
250 if (i < layers) 250 if (i < layers)
251 ylocations[i] = ylocations[i - 1] + ypitch; 251 ylocations[i] = ylocations[i - 1] + ypitch;
252 else 252 else
253 ylocations[i] = ysize - 1; 253 ylocations[i] = ysize - 1;
254 } 254 }
257 /* draw all the onion boxes. */ 257 /* draw all the onion boxes. */
258 258
259 draw_onion (maze, xlocations, ylocations, layers); 259 draw_onion (maze, xlocations, ylocations, layers);
260 make_doors (maze, xlocations, ylocations, layers, option); 260 make_doors (maze, xlocations, ylocations, layers, option);
261 261
262 sfree (xlocations, 2 * layers);
263 sfree (ylocations, 2 * layers);
262} 264}
263 265
264
265/* 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 */
266
267void 267void
268draw_onion (char **maze, float *xlocations, float *ylocations, int layers) 268draw_onion (char **maze, float *xlocations, float *ylocations, int layers)
269{ 269{
270 int i, j, l; 270 int i, j, l;
271 271
300 int freedoms; /* number of different walls on which we could place a door */ 300 int freedoms; /* number of different walls on which we could place a door */
301 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ 301 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
302 int l, x1 = 0, x2, y1 = 0, y2; 302 int l, x1 = 0, x2, y1 = 0, y2;
303 303
304 freedoms = 4; /* centered */ 304 freedoms = 4; /* centered */
305
305 if (options & RMOPT_BOTTOM_C) 306 if (options & RMOPT_BOTTOM_C)
306 freedoms = 3; 307 freedoms = 3;
308
307 if (options & RMOPT_BOTTOM_R) 309 if (options & RMOPT_BOTTOM_R)
308 freedoms = 2; 310 freedoms = 2;
311
309 if (layers <= 0) 312 if (layers <= 0)
310 return; 313 return;
314
311 /* pick which wall will have a door. */ 315 /* pick which wall will have a door. */
312 which_wall = RANDOM () % freedoms + 1; 316 which_wall = rndm (freedoms) + 1;
313 for (l = 0; l < layers; l++) 317 for (l = 0; l < layers; l++)
314 { 318 {
315 if (options & RMOPT_LINEAR) 319 if (options & RMOPT_LINEAR)
316 { /* linear door placement. */ 320 { /* linear door placement. */
317 switch (which_wall) 321 switch (which_wall)
318 { 322 {
319 case 1: 323 case 1:
320 { /* left hand wall */ 324 { /* left hand wall */
321 x1 = (int) xlocations[l]; 325 x1 = (int) xlocations[l];
322 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); 326 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
323 break; 327 break;
324 } 328 }
325 case 2: 329 case 2:
326 { /* top wall placement */ 330 { /* top wall placement */
327 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); 331 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
328 y1 = (int) ylocations[l]; 332 y1 = (int) ylocations[l];
329 break; 333 break;
330 } 334 }
331 case 3: 335 case 3:
332 { /* right wall placement */ 336 { /* right wall placement */
333 x1 = (int) xlocations[2 * layers - l - 1]; 337 x1 = (int) xlocations[2 * layers - l - 1];
334 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2); 338 y1 = (int) ((ylocations[l] + ylocations[2 * layers - l - 1]) / 2);
335 break; 339 break;
336 } 340 }
337 case 4: 341 case 4:
338 { /* bottom wall placement */ 342 { /* bottom wall placement */
339 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2); 343 x1 = (int) ((xlocations[l] + xlocations[2 * layers - l - 1]) / 2);
340 y1 = (int) ylocations[2 * layers - l - 1]; 344 y1 = (int) ylocations[2 * layers - l - 1];
341 break; 345 break;
342 } 346 }
343 } 347 }
344 } 348 }
345 else 349 else
346 { /* random door placement. */ 350 { /* random door placement. */
347 which_wall = RANDOM () % freedoms + 1; 351 which_wall = rndm (freedoms) + 1;
348 switch (which_wall) 352 switch (which_wall)
349 { 353 {
350 case 1: 354 case 1:
351 { /* left hand wall */ 355 { /* left hand wall */
352 x1 = (int) xlocations[l]; 356 x1 = (int) xlocations[l];
353 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); 357 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
354 if (y2 > 0) 358 if (y2 > 0)
355 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); 359 y1 = (int) (ylocations[l] + rndm (y2) + 1);
356 else 360 else
357 y1 = (int) (ylocations[l] + 1); 361 y1 = (int) (ylocations[l] + 1);
358 break; 362 break;
359 } 363 }
360 case 2: 364 case 2:
361 { /* top wall placement */ 365 { /* top wall placement */
362 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; 366 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
363 if (x2 > 0) 367 if (x2 > 0)
364 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); 368 x1 = (int) (xlocations[l] + rndm (x2) + 1);
365 else 369 else
366 x1 = (int) (xlocations[l] + 1); 370 x1 = (int) (xlocations[l] + 1);
367 y1 = (int) ylocations[l]; 371 y1 = (int) ylocations[l];
368 break; 372 break;
369 } 373 }
370 case 3: 374 case 3:
371 { /* right wall placement */ 375 { /* right wall placement */
372 x1 = (int) xlocations[2 * layers - l - 1]; 376 x1 = (int) xlocations[2 * layers - l - 1];
373 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; 377 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
374 if (y2 > 0) 378 if (y2 > 0)
375 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); 379 y1 = (int) (ylocations[l] + rndm (y2) + 1);
376 else 380 else
377 y1 = (int) (ylocations[l] + 1); 381 y1 = (int) (ylocations[l] + 1);
378 382
379 break; 383 break;
380 } 384 }
381 case 4: 385 case 4:
382 { /* bottom wall placement */ 386 { /* bottom wall placement */
383 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; 387 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
384 if (x2 > 0) 388 if (x2 > 0)
385 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); 389 x1 = (int) (xlocations[l] + rndm (x2) + 1);
386 else 390 else
387 x1 = (int) (xlocations[l] + 1); 391 x1 = (int) (xlocations[l] + 1);
388 y1 = (int) ylocations[2 * layers - l - 1]; 392 y1 = (int) ylocations[2 * layers - l - 1];
389 break; 393 break;
390 } 394 }
391 395
392 } 396 }
393 } 397 }
398
394 if (options & RMOPT_NO_DOORS) 399 if (options & RMOPT_NO_DOORS)
395 maze[x1][y1] = '#'; /* no door. */ 400 maze[x1][y1] = '#'; /* no door. */
396 else 401 else
397 maze[x1][y1] = 'D'; /* write the door */ 402 maze[x1][y1] = 'D'; /* write the door */
398 403
399 } 404 }
400 /* mark the center of the maze with a C */ 405 /* mark the center of the maze with a C */
401 l = layers - 1; 406 l = layers - 1;
402 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2; 407 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
403 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2; 408 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
409
404 maze[x1][y1] = 'C'; 410 maze[x1][y1] = 'C';
405
406 /* not needed anymore */
407 free (xlocations);
408 free (ylocations);
409
410} 411}
411 412
412void 413void
413bottom_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)
414{ 415{
415 int i, maxlayers; 416 int i, maxlayers;
416 float *xlocations;
417 float *ylocations;
418 417
419 maxlayers = (MIN (xsize, ysize) - 2) / 5; 418 maxlayers = (MIN (xsize, ysize) - 2) / 5;
419
420 if (!maxlayers) 420 if (!maxlayers)
421 return; /* map too small to onionize */ 421 return; /* map too small to onionize */
422
422 if (layers > maxlayers) 423 if (layers > maxlayers)
423 layers = maxlayers; 424 layers = maxlayers;
425
424 if (layers == 0) 426 if (layers == 0)
425 layers = (RANDOM () % maxlayers) + 1; 427 layers = rndm (maxlayers) + 1;
426 xlocations = (float *) calloc (sizeof (float), 2 * layers);
427 ylocations = (float *) calloc (sizeof (float), 2 * layers);
428 428
429 float *xlocations = salloc0<float> (2 * layers);
430 float *ylocations = salloc0<float> (2 * layers);
429 431
430 /* place all the walls */ 432 /* place all the walls */
431 if (option & RMOPT_IRR_SPACE) /* randomly spaced */ 433 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
432 { 434 {
433 int x_spaces_available, y_spaces_available; 435 int x_spaces_available, y_spaces_available;
434 436
435 /* the "extra" spaces available for spacing between layers */ 437 /* the "extra" spaces available for spacing between layers */
436 x_spaces_available = (xsize - 2) - 3 * layers + 1; 438 x_spaces_available = (xsize - 2) - 3 * layers + 1;
441 for (i = 0; i < 2 * layers; i++) 443 for (i = 0; i < 2 * layers; i++)
442 { 444 {
443 float xpitch = 2, ypitch = 2; 445 float xpitch = 2, ypitch = 2;
444 446
445 if (x_spaces_available > 0) 447 if (x_spaces_available > 0)
446 xpitch = 2 + (RANDOM () % x_spaces_available + RANDOM () % x_spaces_available + RANDOM () % x_spaces_available) / 3; 448 xpitch = 2 + (rndm (x_spaces_available) + rndm (x_spaces_available) + rndm (x_spaces_available)) / 3;
447 449
448 if (y_spaces_available > 0) 450 if (y_spaces_available > 0)
449 ypitch = 2 + (RANDOM () % y_spaces_available + RANDOM () % y_spaces_available + RANDOM () % y_spaces_available) / 3; 451 ypitch = 2 + (rndm (y_spaces_available) + rndm (y_spaces_available) + rndm (y_spaces_available)) / 3;
452
450 if (i < layers) 453 if (i < layers)
451 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 454 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
452 else 455 else
453 xlocations[i] = xsize - 1; 456 xlocations[i] = xsize - 1;
454 457
455 if (i < layers) 458 if (i < layers)
456 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 459 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
457 else 460 else
458 ylocations[i] = ysize - 1; 461 ylocations[i] = ysize - 1;
462
459 x_spaces_available -= (int) (xpitch - 2); 463 x_spaces_available -= (int) (xpitch - 2);
460 y_spaces_available -= (int) (ypitch - 2); 464 y_spaces_available -= (int) (ypitch - 2);
461 } 465 }
462
463 } 466 }
467
464 if (!(option & RMOPT_IRR_SPACE)) 468 if (!(option & RMOPT_IRR_SPACE))
465 { /* evenly spaced */ 469 { /* evenly spaced */
466 float xpitch, ypitch; /* pitch of the onion layers */ 470 float xpitch, ypitch; /* pitch of the onion layers */
467 471
468 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 472 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
469 ypitch = (ysize - 2.0) / (layers + 1); 473 ypitch = (ysize - 2.0) / (layers + 1);
474
470 xlocations[0] = xpitch; 475 xlocations[0] = xpitch;
471 ylocations[0] = ypitch; 476 ylocations[0] = ypitch;
477
472 for (i = 1; i < 2 * layers; i++) 478 for (i = 1; i < 2 * layers; i++)
473 { 479 {
474 if (i < layers) 480 if (i < layers)
475 xlocations[i] = xlocations[i - 1] + xpitch; 481 xlocations[i] = xlocations[i - 1] + xpitch;
476 else 482 else
477 xlocations[i] = xsize - 1; 483 xlocations[i] = xsize - 1;
484
478 if (i < layers) 485 if (i < layers)
479 ylocations[i] = ylocations[i - 1] + ypitch; 486 ylocations[i] = ylocations[i - 1] + ypitch;
480 else 487 else
481 ylocations[i] = ysize - 1; 488 ylocations[i] = ysize - 1;
482 } 489 }
485 /* draw all the onion boxes. */ 492 /* draw all the onion boxes. */
486 493
487 draw_onion (maze, xlocations, ylocations, layers); 494 draw_onion (maze, xlocations, ylocations, layers);
488 make_doors (maze, xlocations, ylocations, layers, option); 495 make_doors (maze, xlocations, ylocations, layers, option);
489 496
497 sfree (xlocations, 2 * layers);
498 sfree (ylocations, 2 * layers);
490} 499}
500

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