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/* |
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* static char *room_gen_onion_c = |
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* "$Id: room_gen_onion.c,v 1.10 2001/10/07 06:45:40 mwedel Exp $"; |
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*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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/* The onion room generator: |
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Onion rooms are like this: |
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char **map_gen_onion(int xsize, int ysize, int option, int layers); |
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like this: |
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regular random |
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centered, linear onion bottom/right centered, nonlinear |
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######################### ######################### |
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# # # # |
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# ######## ########## # # ##################### |
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# # # # # # # |
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# # ###### ######## # # # # # |
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# # # # # # # # ######## ######## |
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# # # #### ###### # # # # # # # |
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# # # # # # # # # # # # |
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# # # ############ # # # # # # ########### ## |
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# # # # # # # # # # # |
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# # ################ # # # # # # ######### |
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# # # # # # # # # |
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# #################### # # # # # # |
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# # # # # # # # |
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######################### ######################### |
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*/ |
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int *free_x_list; |
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int *free_y_list; |
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#include <global.h> |
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#include <random_map.h> |
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#ifndef MIN |
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#define MIN(x,y) (((x)<(y))? (x):(y)) |
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#endif |
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void centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
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void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
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void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers); |
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void draw_onion(char **maze,float *xlocations,float *ylocations,int layers); |
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void make_doors(char **maze,float *xlocations,float *ylocations,int layers,int options); |
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char **map_gen_onion(int xsize, int ysize, int option, int layers) { |
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int i,j; |
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/* allocate that array, set it up */ |
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char **maze = (char **)calloc(sizeof(char*),xsize); |
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for(i=0;i<xsize;i++) { |
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maze[i] = (char *) calloc(sizeof(char),ysize); |
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} |
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/* pick some random options if option = 0 */ |
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if(option == 0) { |
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switch(RANDOM()%3) { |
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case 0: |
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option |= OPT_CENTERED; |
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break; |
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case 1: |
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option |= OPT_BOTTOM_C; |
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break; |
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case 2: |
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option |= OPT_BOTTOM_R; |
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break; |
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} |
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if(RANDOM()%2) option |=OPT_LINEAR; |
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if(RANDOM()%2) option |=OPT_IRR_SPACE; |
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} |
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/* write the outer walls, if appropriate. */ |
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if(!(option & OPT_WALL_OFF )) { |
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for(i=0;i<xsize;i++) |
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maze[i][0] = maze[i][ysize-1] = '#'; |
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for(j=0;j<ysize;j++) |
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maze[0][j] = maze[xsize-1][j] = '#'; |
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}; |
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if(option & OPT_WALLS_ONLY) return maze; |
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/* pick off the mutually exclusive options */ |
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if(option & OPT_BOTTOM_R) |
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bottom_right_centered_onion(maze,xsize,ysize,option,layers); |
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else if(option & OPT_BOTTOM_C) |
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bottom_centered_onion(maze,xsize,ysize,option,layers); |
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else if(option & OPT_CENTERED) |
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centered_onion(maze,xsize,ysize,option,layers); |
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return maze; |
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} |
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void centered_onion(char **maze, int xsize, int ysize, int option, int layers) { |
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int i,maxlayers; |
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float *xlocations; |
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float *ylocations; |
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maxlayers = (MIN(xsize,ysize)-2)/5; |
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if(!maxlayers) return; /* map too small to onionize */ |
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if(layers > maxlayers) layers = maxlayers; |
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if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
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xlocations = (float *) calloc(sizeof(float),2 * layers); |
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ylocations = (float *) calloc(sizeof(float),2 * layers); |
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/* place all the walls */ |
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if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
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int x_spaces_available, y_spaces_available; |
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/* the "extra" spaces available for spacing between layers */ |
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x_spaces_available = (xsize -2) - 6*layers +1; |
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y_spaces_available = (ysize -2) - 6*layers +1; |
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/* pick an initial random pitch */ |
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for(i=0;i<2*layers;i++) { |
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float xpitch=2,ypitch=2; |
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if(x_spaces_available>0) |
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xpitch = 2 + (RANDOM()%x_spaces_available + |
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RANDOM()%x_spaces_available + |
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RANDOM()%x_spaces_available)/3; |
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if(y_spaces_available>0) |
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ypitch = 2 + (RANDOM()%y_spaces_available + |
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RANDOM()%y_spaces_available + |
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RANDOM()%y_spaces_available)/3; |
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xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
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ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
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x_spaces_available-=xpitch -2; |
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y_spaces_available-=ypitch -2; |
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} |
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} |
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if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
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float xpitch, ypitch; /* pitch of the onion layers */ |
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xpitch = (xsize-2.0)/(2.0*layers+1); |
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ypitch = (ysize-2.0)/(2.0*layers+1); |
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xlocations[0] = xpitch; |
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ylocations[0] = ypitch; |
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for(i=1;i<2*layers;i++) { |
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xlocations[i] = xlocations[i-1] + xpitch; |
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ylocations[i] = ylocations[i-1] + ypitch; |
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} |
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} |
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/* draw all the onion boxes. */ |
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draw_onion(maze,xlocations,ylocations,layers); |
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make_doors(maze,xlocations,ylocations,layers,option); |
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} |
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void bottom_centered_onion(char **maze, int xsize, int ysize, int option, int layers) { |
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int i,maxlayers; |
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float *xlocations; |
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float *ylocations; |
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maxlayers = (MIN(xsize,ysize)-2)/5; |
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if(!maxlayers) return; /* map too small to onionize */ |
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if(layers > maxlayers) layers = maxlayers; |
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if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
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xlocations = (float *) calloc(sizeof(float),2 * layers); |
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ylocations = (float *) calloc(sizeof(float),2 * layers); |
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/* place all the walls */ |
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if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
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int x_spaces_available, y_spaces_available; |
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/* the "extra" spaces available for spacing between layers */ |
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x_spaces_available = (xsize -2) - 6*layers +1; |
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y_spaces_available = (ysize -2) - 3*layers +1; |
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/* pick an initial random pitch */ |
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for(i=0;i<2*layers;i++) { |
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float xpitch=2,ypitch=2; |
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if(x_spaces_available>0) |
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xpitch = 2 + (RANDOM()%x_spaces_available + |
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RANDOM()%x_spaces_available + |
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RANDOM()%x_spaces_available)/3; |
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if(y_spaces_available>0) |
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ypitch = 2 + (RANDOM()%y_spaces_available + |
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RANDOM()%y_spaces_available + |
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RANDOM()%y_spaces_available)/3; |
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xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
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if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
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else ylocations[i] = ysize-1; |
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x_spaces_available-=xpitch -2; |
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y_spaces_available-=ypitch -2; |
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} |
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} |
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if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
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float xpitch, ypitch; /* pitch of the onion layers */ |
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xpitch = (xsize-2.0)/(2.0*layers+1); |
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ypitch = (ysize-2.0)/(layers+1); |
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xlocations[0] = xpitch; |
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ylocations[0] = ypitch; |
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for(i=1;i<2*layers;i++) { |
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xlocations[i] = xlocations[i-1] + xpitch; |
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if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; |
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else ylocations[i]=ysize-1; |
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} |
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} |
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/* draw all the onion boxes. */ |
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draw_onion(maze,xlocations,ylocations,layers); |
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make_doors(maze,xlocations,ylocations,layers,option); |
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} |
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/* draw_boxes: draws the lines in the maze defining the onion layers */ |
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void draw_onion(char **maze,float *xlocations,float *ylocations, int layers) { |
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int i,j,l; |
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for(l=0;l<layers;l++) { |
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int x1,x2,y1,y2; |
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/* horizontal segments */ |
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y1 = (int)ylocations[l]; |
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y2 = (int)ylocations[2*layers -l-1]; |
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for(i=(int)xlocations[l];i<=(int)xlocations[2*layers -l -1];i++) { |
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maze[i][y1] = '#'; |
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maze[i][y2] = '#'; |
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} |
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/* vertical segments */ |
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x1 = (int)xlocations[l]; |
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x2 = (int)xlocations[2*layers-l-1]; |
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for(j=(int)ylocations[l];j<=(int)ylocations[2*layers -l -1];j++) { |
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maze[x1][j] = '#'; |
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maze[x2][j] = '#'; |
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} |
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} |
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} |
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void make_doors(char **maze, float *xlocations,float *ylocations,int layers,int options) { |
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int freedoms; /* number of different walls on which we could place a door */ |
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int which_wall; /* left, 1, top, 2, right, 3, bottom 4 */ |
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int l,x1=0,x2,y1=0,y2; |
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freedoms = 4; /* centered */ |
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if(options & OPT_BOTTOM_C) freedoms=3; |
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if(options & OPT_BOTTOM_R) freedoms=2; |
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if(layers<= 0) return; |
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/* pick which wall will have a door. */ |
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which_wall = RANDOM() %freedoms + 1; |
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for(l=0;l<layers;l++) { |
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if(options & OPT_LINEAR) { /* linear door placement. */ |
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switch(which_wall) { |
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case 1: { /* left hand wall */ |
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x1 = (int)xlocations[l]; |
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y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); |
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break; |
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} |
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case 2: { /* top wall placement */ |
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x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2); |
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y1 = (int)ylocations[l]; |
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break; |
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} |
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case 3: { /* right wall placement */ |
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x1 = (int)xlocations[2*layers-l-1]; |
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y1 = (int)( (ylocations[l] + ylocations[2*layers-l-1])/2); |
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break; |
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} |
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case 4: { /* bottom wall placement */ |
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x1 = (int)( (xlocations[l] + xlocations[2*layers-l-1])/2); |
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y1 = (int)ylocations[2*layers -l -1]; |
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break; |
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} |
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} |
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} |
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else { /* random door placement. */ |
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which_wall=RANDOM()%freedoms + 1; |
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switch(which_wall) { |
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case 1: { /* left hand wall */ |
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x1 = (int)xlocations[l]; |
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y2 = ylocations[2*layers-l-1]-ylocations[l]-1; |
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if(y2 > 0) y1 = ylocations[l]+RANDOM() %y2 + 1; |
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else y1 = ylocations[l]+1; |
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break; |
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} |
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case 2: { /* top wall placement */ |
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x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1; |
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if (x2 > 0) x1 = xlocations[l]+RANDOM()%x2 + 1; |
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else x1 = xlocations[l]+1; |
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y1 = (int)ylocations[l]; |
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break; |
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} |
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case 3: { /* right wall placement */ |
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x1 = (int)xlocations[2*layers-l-1]; |
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y2 = (int)( (-ylocations[l] + ylocations[2*layers-l-1]))-1; |
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if(y2 > 0) y1 = ylocations[l]+RANDOM() %y2 + 1; |
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else y1 = ylocations[l]+1; |
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break; |
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} |
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case 4: { /* bottom wall placement */ |
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x2 = (int)( (-xlocations[l] + xlocations[2*layers-l-1]))-1; |
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if (x2 > 0) x1 = xlocations[l]+RANDOM()%x2 + 1; |
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else x1 = xlocations[l]+1; |
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y1 = (int)ylocations[2*layers-l-1]; |
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break; |
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} |
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} |
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} |
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if(options & OPT_NO_DOORS) |
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maze[x1][y1] = '#'; /* no door. */ |
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else |
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maze[x1][y1] = 'D'; /* write the door */ |
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} |
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/* mark the center of the maze with a C */ |
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l = layers -1; |
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x1 = (int) (xlocations[l] + xlocations[2*layers -l -1])/2; |
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y1 = (int) (ylocations[l] + ylocations[2*layers -l -1])/2; |
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maze[x1][y1] = 'C'; |
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/* not needed anymore */ |
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free(xlocations); |
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free(ylocations); |
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} |
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void bottom_right_centered_onion(char **maze, int xsize, int ysize, int option, int layers){ |
357 |
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int i,maxlayers; |
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float *xlocations; |
359 |
|
|
float *ylocations; |
360 |
|
|
|
361 |
|
|
maxlayers = (MIN(xsize,ysize)-2)/5; |
362 |
|
|
if(!maxlayers) return; /* map too small to onionize */ |
363 |
|
|
if(layers > maxlayers) layers = maxlayers; |
364 |
|
|
if(layers == 0) layers = (RANDOM() % maxlayers)+1; |
365 |
|
|
xlocations = (float *) calloc(sizeof(float),2 * layers); |
366 |
|
|
ylocations = (float *) calloc(sizeof(float),2 * layers); |
367 |
|
|
|
368 |
|
|
|
369 |
|
|
/* place all the walls */ |
370 |
|
|
if(option & OPT_IRR_SPACE) /* randomly spaced */ { |
371 |
|
|
int x_spaces_available, y_spaces_available; |
372 |
|
|
/* the "extra" spaces available for spacing between layers */ |
373 |
|
|
x_spaces_available = (xsize -2) - 3*layers +1; |
374 |
|
|
y_spaces_available = (ysize -2) - 3*layers +1; |
375 |
|
|
|
376 |
|
|
|
377 |
|
|
/* pick an initial random pitch */ |
378 |
|
|
for(i=0;i<2*layers;i++) { |
379 |
|
|
float xpitch=2,ypitch=2; |
380 |
|
|
if(x_spaces_available>0) |
381 |
|
|
xpitch = 2 + (RANDOM()%x_spaces_available + |
382 |
|
|
RANDOM()%x_spaces_available + |
383 |
|
|
RANDOM()%x_spaces_available)/3; |
384 |
|
|
|
385 |
|
|
if(y_spaces_available>0) |
386 |
|
|
ypitch = 2 + (RANDOM()%y_spaces_available + |
387 |
|
|
RANDOM()%y_spaces_available + |
388 |
|
|
RANDOM()%y_spaces_available)/3; |
389 |
|
|
if(i < layers) xlocations[i] = ( (i>0)?xlocations[i-1]:0) + xpitch; |
390 |
|
|
else xlocations[i] = xsize-1; |
391 |
|
|
|
392 |
|
|
if(i < layers) ylocations[i] = ( (i>0)?ylocations[i-1]:0) + ypitch; |
393 |
|
|
else ylocations[i] = ysize-1; |
394 |
|
|
x_spaces_available-=xpitch -2; |
395 |
|
|
y_spaces_available-=ypitch -2; |
396 |
|
|
} |
397 |
|
|
|
398 |
|
|
} |
399 |
|
|
if(!(option&OPT_IRR_SPACE)){ /* evenly spaced */ |
400 |
|
|
float xpitch, ypitch; /* pitch of the onion layers */ |
401 |
|
|
xpitch = (xsize-2.0)/(2.0*layers+1); |
402 |
|
|
ypitch = (ysize-2.0)/(layers+1); |
403 |
|
|
xlocations[0] = xpitch; |
404 |
|
|
ylocations[0] = ypitch; |
405 |
|
|
for(i=1;i<2*layers;i++) { |
406 |
|
|
if(i < layers) xlocations[i] = xlocations[i-1] + xpitch; |
407 |
|
|
else xlocations[i]=xsize-1; |
408 |
|
|
if(i < layers) ylocations[i] = ylocations[i-1] + ypitch; |
409 |
|
|
else ylocations[i]=ysize-1; |
410 |
|
|
} |
411 |
|
|
} |
412 |
|
|
|
413 |
|
|
/* draw all the onion boxes. */ |
414 |
|
|
|
415 |
|
|
draw_onion(maze,xlocations,ylocations,layers); |
416 |
|
|
make_doors(maze,xlocations,ylocations,layers,option); |
417 |
|
|
|
418 |
|
|
} |