ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/room_gen_onion.C
(Generate patch)

Comparing deliantra/server/random_maps/room_gen_onion.C (file contents):
Revision 1.9 by root, Thu Jan 18 19:42:10 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25 23
26/* The onion room generator: 24/* The onion room generator:
27Onion rooms are like this: 25Onion rooms are like this:
28 26
29char **map_gen_onion(int xsize, int ysize, int option, int layers); 27char **map_gen_onion(int xsize, int ysize, int option, int layers);
59#endif 57#endif
60void 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);
61void 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);
62void 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);
63 61
64
65void draw_onion (char **maze, float *xlocations, float *ylocations, int layers); 62void draw_onion (char **maze, float *xlocations, float *ylocations, int layers);
66void 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);
67 64
68char ** 65Maze
69map_gen_onion (int xsize, int ysize, int option, int layers) 66map_gen_onion (int xsize, int ysize, int option, int layers)
70{ 67{
71 int i, j; 68 int i, j;
72 69
73 /* allocate that array, set it up */ 70 Maze maze (xsize, ysize);
74 char **maze = (char **) calloc (sizeof (char *), xsize);
75
76 for (i = 0; i < xsize; i++)
77 {
78 maze[i] = (char *) calloc (sizeof (char), ysize);
79 }
80 71
81 /* pick some random options if option = 0 */ 72 /* pick some random options if option = 0 */
82 if (option == 0) 73 if (option == 0)
83 { 74 {
84 switch (rndm (3)) 75 switch (rndm (3))
91 break; 82 break;
92 case 2: 83 case 2:
93 option |= RMOPT_BOTTOM_R; 84 option |= RMOPT_BOTTOM_R;
94 break; 85 break;
95 } 86 }
96 if (rndm (2)) 87
97 option |= RMOPT_LINEAR; 88 if (rndm (2)) option |= RMOPT_LINEAR;
98 if (rndm (2))
99 option |= RMOPT_IRR_SPACE; 89 if (rndm (2)) option |= RMOPT_IRR_SPACE;
100 } 90 }
101 91
102 /* write the outer walls, if appropriate. */ 92 /* write the outer walls, if appropriate. */
103 if (!(option & RMOPT_WALL_OFF)) 93 if (!(option & RMOPT_WALL_OFF))
104 { 94 {
105 for (i = 0; i < xsize; i++)
106 maze[i][0] = maze[i][ysize - 1] = '#'; 95 for (i = 0; i < xsize; i++) maze[i][0] = maze[i][ysize - 1] = '#';
107 for (j = 0; j < ysize; j++)
108 maze[0][j] = maze[xsize - 1][j] = '#'; 96 for (j = 0; j < ysize; j++) maze[0][j] = maze[xsize - 1][j] = '#';
109 }; 97 };
110 98
111 if (option & RMOPT_WALLS_ONLY) 99 if (option & RMOPT_WALLS_ONLY)
112 return maze; 100 return maze;
113 101
124 112
125void 113void
126centered_onion (char **maze, int xsize, int ysize, int option, int layers) 114centered_onion (char **maze, int xsize, int ysize, int option, int layers)
127{ 115{
128 int i, maxlayers; 116 int i, maxlayers;
129 float *xlocations;
130 float *ylocations;
131 117
132 maxlayers = (MIN (xsize, ysize) - 2) / 5; 118 maxlayers = (MIN (xsize, ysize) - 2) / 5;
119
133 if (!maxlayers) 120 if (!maxlayers)
134 return; /* map too small to onionize */ 121 return; /* map too small to onionize */
122
135 if (layers > maxlayers) 123 if (layers > maxlayers)
136 layers = maxlayers; 124 layers = maxlayers;
125
137 if (layers == 0) 126 if (layers == 0)
138 layers = (RANDOM () % maxlayers) + 1; 127 layers = rndm (maxlayers) + 1;
139 xlocations = (float *) calloc (sizeof (float), 2 * layers);
140 ylocations = (float *) calloc (sizeof (float), 2 * layers);
141 128
129 float *xlocations = salloc0<float> (2 * layers);
130 float *ylocations = salloc0<float> (2 * layers);
142 131
143 /* place all the walls */ 132 /* place all the walls */
144 if (option & RMOPT_IRR_SPACE) /* randomly spaced */ 133 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
145 { 134 {
146 int x_spaces_available, y_spaces_available; 135 int x_spaces_available, y_spaces_available;
147 136
148 /* the "extra" spaces available for spacing between layers */ 137 /* the "extra" spaces available for spacing between layers */
149 x_spaces_available = (xsize - 2) - 6 * layers + 1; 138 x_spaces_available = (xsize - 2) - 6 * layers + 1;
150 y_spaces_available = (ysize - 2) - 6 * layers + 1; 139 y_spaces_available = (ysize - 2) - 6 * layers + 1;
151 140
152
153 /* pick an initial random pitch */ 141 /* pick an initial random pitch */
154 for (i = 0; i < 2 * layers; i++) 142 for (i = 0; i < 2 * layers; i++)
155 { 143 {
156 float xpitch = 2, ypitch = 2; 144 float xpitch = 2, ypitch = 2;
157 145
158 if (x_spaces_available > 0) 146 if (x_spaces_available > 0)
159 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;
160 148
161 if (y_spaces_available > 0) 149 if (y_spaces_available > 0)
162 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
163 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 152 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
164 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 153 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
165 x_spaces_available -= (int) (xpitch - 2); 154 x_spaces_available -= (int) (xpitch - 2);
166 y_spaces_available -= (int) (ypitch - 2); 155 y_spaces_available -= (int) (ypitch - 2);
167 } 156 }
168 157
169 } 158 }
159
170 if (!(option & RMOPT_IRR_SPACE)) 160 if (!(option & RMOPT_IRR_SPACE))
171 { /* evenly spaced */ 161 { /* evenly spaced */
172 float xpitch, ypitch; /* pitch of the onion layers */ 162 float xpitch, ypitch; /* pitch of the onion layers */
173 163
174 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 164 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
175 ypitch = (ysize - 2.0) / (2.0 * layers + 1); 165 ypitch = (ysize - 2.0) / (2.0 * layers + 1);
166
176 xlocations[0] = xpitch; 167 xlocations[0] = xpitch;
177 ylocations[0] = ypitch; 168 ylocations[0] = ypitch;
169
178 for (i = 1; i < 2 * layers; i++) 170 for (i = 1; i < 2 * layers; i++)
179 { 171 {
180 xlocations[i] = xlocations[i - 1] + xpitch; 172 xlocations[i] = xlocations[i - 1] + xpitch;
181 ylocations[i] = ylocations[i - 1] + ypitch; 173 ylocations[i] = ylocations[i - 1] + ypitch;
182 } 174 }
183 } 175 }
184 176
185 /* draw all the onion boxes. */ 177 /* draw all the onion boxes. */
186
187 draw_onion (maze, xlocations, ylocations, layers); 178 draw_onion (maze, xlocations, ylocations, layers);
188 make_doors (maze, xlocations, ylocations, layers, option); 179 make_doors (maze, xlocations, ylocations, layers, option);
189 180
181 sfree (xlocations, 2 * layers);
182 sfree (ylocations, 2 * layers);
190} 183}
191 184
192void 185void
193bottom_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)
194{ 187{
195 int i, maxlayers; 188 int i, maxlayers;
196 float *xlocations;
197 float *ylocations;
198 189
199 maxlayers = (MIN (xsize, ysize) - 2) / 5; 190 maxlayers = (MIN (xsize, ysize) - 2) / 5;
191
200 if (!maxlayers) 192 if (!maxlayers)
201 return; /* map too small to onionize */ 193 return; /* map too small to onionize */
194
202 if (layers > maxlayers) 195 if (layers > maxlayers)
203 layers = maxlayers; 196 layers = maxlayers;
197
204 if (layers == 0) 198 if (layers == 0)
205 layers = (RANDOM () % maxlayers) + 1; 199 layers = rndm (maxlayers) + 1;
206 xlocations = (float *) calloc (sizeof (float), 2 * layers);
207 ylocations = (float *) calloc (sizeof (float), 2 * layers);
208 200
201 float *xlocations = salloc0<float> (2 * layers);
202 float *ylocations = salloc0<float> (2 * layers);
209 203
210 /* place all the walls */ 204 /* place all the walls */
211 if (option & RMOPT_IRR_SPACE) /* randomly spaced */ 205 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
212 { 206 {
213 int x_spaces_available, y_spaces_available; 207 int x_spaces_available, y_spaces_available;
214 208
215 /* the "extra" spaces available for spacing between layers */ 209 /* the "extra" spaces available for spacing between layers */
216 x_spaces_available = (xsize - 2) - 6 * layers + 1; 210 x_spaces_available = (xsize - 2) - 6 * layers + 1;
217 y_spaces_available = (ysize - 2) - 3 * layers + 1; 211 y_spaces_available = (ysize - 2) - 3 * layers + 1;
218 212
219
220 /* pick an initial random pitch */ 213 /* pick an initial random pitch */
221 for (i = 0; i < 2 * layers; i++) 214 for (i = 0; i < 2 * layers; i++)
222 { 215 {
223 float xpitch = 2, ypitch = 2; 216 float xpitch = 2, ypitch = 2;
224 217
225 if (x_spaces_available > 0) 218 if (x_spaces_available > 0)
226 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;
227 220
228 if (y_spaces_available > 0) 221 if (y_spaces_available > 0)
229 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
230 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 224 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
225
231 if (i < layers) 226 if (i < layers)
232 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 227 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
233 else 228 else
234 ylocations[i] = ysize - 1; 229 ylocations[i] = ysize - 1;
230
235 x_spaces_available -= (int) (xpitch - 2); 231 x_spaces_available -= (int) (xpitch - 2);
236 y_spaces_available -= (int) (ypitch - 2); 232 y_spaces_available -= (int) (ypitch - 2);
237 } 233 }
238
239 } 234 }
235
240 if (!(option & RMOPT_IRR_SPACE)) 236 if (!(option & RMOPT_IRR_SPACE))
241 { /* evenly spaced */ 237 { /* evenly spaced */
242 float xpitch, ypitch; /* pitch of the onion layers */ 238 float xpitch, ypitch; /* pitch of the onion layers */
243 239
244 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 240 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
245 ypitch = (ysize - 2.0) / (layers + 1); 241 ypitch = (ysize - 2.0) / (layers + 1);
242
246 xlocations[0] = xpitch; 243 xlocations[0] = xpitch;
247 ylocations[0] = ypitch; 244 ylocations[0] = ypitch;
245
248 for (i = 1; i < 2 * layers; i++) 246 for (i = 1; i < 2 * layers; i++)
249 { 247 {
250 xlocations[i] = xlocations[i - 1] + xpitch; 248 xlocations[i] = xlocations[i - 1] + xpitch;
249
251 if (i < layers) 250 if (i < layers)
252 ylocations[i] = ylocations[i - 1] + ypitch; 251 ylocations[i] = ylocations[i - 1] + ypitch;
253 else 252 else
254 ylocations[i] = ysize - 1; 253 ylocations[i] = ysize - 1;
255 } 254 }
258 /* draw all the onion boxes. */ 257 /* draw all the onion boxes. */
259 258
260 draw_onion (maze, xlocations, ylocations, layers); 259 draw_onion (maze, xlocations, ylocations, layers);
261 make_doors (maze, xlocations, ylocations, layers, option); 260 make_doors (maze, xlocations, ylocations, layers, option);
262 261
262 sfree (xlocations, 2 * layers);
263 sfree (ylocations, 2 * layers);
263} 264}
264 265
265
266/* 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 */
267
268void 267void
269draw_onion (char **maze, float *xlocations, float *ylocations, int layers) 268draw_onion (char **maze, float *xlocations, float *ylocations, int layers)
270{ 269{
271 int i, j, l; 270 int i, j, l;
272 271
301 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 */
302 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ 301 int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */
303 int l, x1 = 0, x2, y1 = 0, y2; 302 int l, x1 = 0, x2, y1 = 0, y2;
304 303
305 freedoms = 4; /* centered */ 304 freedoms = 4; /* centered */
305
306 if (options & RMOPT_BOTTOM_C) 306 if (options & RMOPT_BOTTOM_C)
307 freedoms = 3; 307 freedoms = 3;
308
308 if (options & RMOPT_BOTTOM_R) 309 if (options & RMOPT_BOTTOM_R)
309 freedoms = 2; 310 freedoms = 2;
311
310 if (layers <= 0) 312 if (layers <= 0)
311 return; 313 return;
314
312 /* pick which wall will have a door. */ 315 /* pick which wall will have a door. */
313 which_wall = RANDOM () % freedoms + 1; 316 which_wall = rndm (freedoms) + 1;
314 for (l = 0; l < layers; l++) 317 for (l = 0; l < layers; l++)
315 { 318 {
316 if (options & RMOPT_LINEAR) 319 if (options & RMOPT_LINEAR)
317 { /* linear door placement. */ 320 { /* linear door placement. */
318 switch (which_wall) 321 switch (which_wall)
343 } 346 }
344 } 347 }
345 } 348 }
346 else 349 else
347 { /* random door placement. */ 350 { /* random door placement. */
348 which_wall = RANDOM () % freedoms + 1; 351 which_wall = rndm (freedoms) + 1;
349 switch (which_wall) 352 switch (which_wall)
350 { 353 {
351 case 1: 354 case 1:
352 { /* left hand wall */ 355 { /* left hand wall */
353 x1 = (int) xlocations[l]; 356 x1 = (int) xlocations[l];
354 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1); 357 y2 = (int) (ylocations[2 * layers - l - 1] - ylocations[l] - 1);
355 if (y2 > 0) 358 if (y2 > 0)
356 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); 359 y1 = (int) (ylocations[l] + rndm (y2) + 1);
357 else 360 else
358 y1 = (int) (ylocations[l] + 1); 361 y1 = (int) (ylocations[l] + 1);
359 break; 362 break;
360 } 363 }
361 case 2: 364 case 2:
362 { /* top wall placement */ 365 { /* top wall placement */
363 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; 366 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
364 if (x2 > 0) 367 if (x2 > 0)
365 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); 368 x1 = (int) (xlocations[l] + rndm (x2) + 1);
366 else 369 else
367 x1 = (int) (xlocations[l] + 1); 370 x1 = (int) (xlocations[l] + 1);
368 y1 = (int) ylocations[l]; 371 y1 = (int) ylocations[l];
369 break; 372 break;
370 } 373 }
371 case 3: 374 case 3:
372 { /* right wall placement */ 375 { /* right wall placement */
373 x1 = (int) xlocations[2 * layers - l - 1]; 376 x1 = (int) xlocations[2 * layers - l - 1];
374 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1; 377 y2 = (int) ((-ylocations[l] + ylocations[2 * layers - l - 1])) - 1;
375 if (y2 > 0) 378 if (y2 > 0)
376 y1 = (int) (ylocations[l] + RANDOM () % y2 + 1); 379 y1 = (int) (ylocations[l] + rndm (y2) + 1);
377 else 380 else
378 y1 = (int) (ylocations[l] + 1); 381 y1 = (int) (ylocations[l] + 1);
379 382
380 break; 383 break;
381 } 384 }
382 case 4: 385 case 4:
383 { /* bottom wall placement */ 386 { /* bottom wall placement */
384 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1; 387 x2 = (int) ((-xlocations[l] + xlocations[2 * layers - l - 1])) - 1;
385 if (x2 > 0) 388 if (x2 > 0)
386 x1 = (int) (xlocations[l] + RANDOM () % x2 + 1); 389 x1 = (int) (xlocations[l] + rndm (x2) + 1);
387 else 390 else
388 x1 = (int) (xlocations[l] + 1); 391 x1 = (int) (xlocations[l] + 1);
389 y1 = (int) ylocations[2 * layers - l - 1]; 392 y1 = (int) ylocations[2 * layers - l - 1];
390 break; 393 break;
391 } 394 }
392 395
393 } 396 }
394 } 397 }
398
395 if (options & RMOPT_NO_DOORS) 399 if (options & RMOPT_NO_DOORS)
396 maze[x1][y1] = '#'; /* no door. */ 400 maze[x1][y1] = '#'; /* no door. */
397 else 401 else
398 maze[x1][y1] = 'D'; /* write the door */ 402 maze[x1][y1] = 'D'; /* write the door */
399 403
400 } 404 }
401 /* mark the center of the maze with a C */ 405 /* mark the center of the maze with a C */
402 l = layers - 1; 406 l = layers - 1;
403 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2; 407 x1 = (int) (xlocations[l] + xlocations[2 * layers - l - 1]) / 2;
404 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2; 408 y1 = (int) (ylocations[l] + ylocations[2 * layers - l - 1]) / 2;
409
405 maze[x1][y1] = 'C'; 410 maze[x1][y1] = 'C';
406
407 /* not needed anymore */
408 free (xlocations);
409 free (ylocations);
410
411} 411}
412 412
413void 413void
414bottom_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{ 415{
416 int i, maxlayers; 416 int i, maxlayers;
417 float *xlocations;
418 float *ylocations;
419 417
420 maxlayers = (MIN (xsize, ysize) - 2) / 5; 418 maxlayers = (MIN (xsize, ysize) - 2) / 5;
419
421 if (!maxlayers) 420 if (!maxlayers)
422 return; /* map too small to onionize */ 421 return; /* map too small to onionize */
422
423 if (layers > maxlayers) 423 if (layers > maxlayers)
424 layers = maxlayers; 424 layers = maxlayers;
425
425 if (layers == 0) 426 if (layers == 0)
426 layers = (RANDOM () % maxlayers) + 1; 427 layers = rndm (maxlayers) + 1;
427 xlocations = (float *) calloc (sizeof (float), 2 * layers);
428 ylocations = (float *) calloc (sizeof (float), 2 * layers);
429 428
429 float *xlocations = salloc0<float> (2 * layers);
430 float *ylocations = salloc0<float> (2 * layers);
430 431
431 /* place all the walls */ 432 /* place all the walls */
432 if (option & RMOPT_IRR_SPACE) /* randomly spaced */ 433 if (option & RMOPT_IRR_SPACE) /* randomly spaced */
433 { 434 {
434 int x_spaces_available, y_spaces_available; 435 int x_spaces_available, y_spaces_available;
442 for (i = 0; i < 2 * layers; i++) 443 for (i = 0; i < 2 * layers; i++)
443 { 444 {
444 float xpitch = 2, ypitch = 2; 445 float xpitch = 2, ypitch = 2;
445 446
446 if (x_spaces_available > 0) 447 if (x_spaces_available > 0)
447 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;
448 449
449 if (y_spaces_available > 0) 450 if (y_spaces_available > 0)
450 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
451 if (i < layers) 453 if (i < layers)
452 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch; 454 xlocations[i] = ((i > 0) ? xlocations[i - 1] : 0) + xpitch;
453 else 455 else
454 xlocations[i] = xsize - 1; 456 xlocations[i] = xsize - 1;
455 457
456 if (i < layers) 458 if (i < layers)
457 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch; 459 ylocations[i] = ((i > 0) ? ylocations[i - 1] : 0) + ypitch;
458 else 460 else
459 ylocations[i] = ysize - 1; 461 ylocations[i] = ysize - 1;
462
460 x_spaces_available -= (int) (xpitch - 2); 463 x_spaces_available -= (int) (xpitch - 2);
461 y_spaces_available -= (int) (ypitch - 2); 464 y_spaces_available -= (int) (ypitch - 2);
462 } 465 }
463
464 } 466 }
467
465 if (!(option & RMOPT_IRR_SPACE)) 468 if (!(option & RMOPT_IRR_SPACE))
466 { /* evenly spaced */ 469 { /* evenly spaced */
467 float xpitch, ypitch; /* pitch of the onion layers */ 470 float xpitch, ypitch; /* pitch of the onion layers */
468 471
469 xpitch = (xsize - 2.0) / (2.0 * layers + 1); 472 xpitch = (xsize - 2.0) / (2.0 * layers + 1);
470 ypitch = (ysize - 2.0) / (layers + 1); 473 ypitch = (ysize - 2.0) / (layers + 1);
474
471 xlocations[0] = xpitch; 475 xlocations[0] = xpitch;
472 ylocations[0] = ypitch; 476 ylocations[0] = ypitch;
477
473 for (i = 1; i < 2 * layers; i++) 478 for (i = 1; i < 2 * layers; i++)
474 { 479 {
475 if (i < layers) 480 if (i < layers)
476 xlocations[i] = xlocations[i - 1] + xpitch; 481 xlocations[i] = xlocations[i - 1] + xpitch;
477 else 482 else
478 xlocations[i] = xsize - 1; 483 xlocations[i] = xsize - 1;
484
479 if (i < layers) 485 if (i < layers)
480 ylocations[i] = ylocations[i - 1] + ypitch; 486 ylocations[i] = ylocations[i - 1] + ypitch;
481 else 487 else
482 ylocations[i] = ysize - 1; 488 ylocations[i] = ysize - 1;
483 } 489 }
486 /* draw all the onion boxes. */ 492 /* draw all the onion boxes. */
487 493
488 draw_onion (maze, xlocations, ylocations, layers); 494 draw_onion (maze, xlocations, ylocations, layers);
489 make_doors (maze, xlocations, ylocations, layers, option); 495 make_doors (maze, xlocations, ylocations, layers, option);
490 496
497 sfree (xlocations, 2 * layers);
498 sfree (ylocations, 2 * layers);
491} 499}
500

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines