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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 1994 Mark Wedel |
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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 author can be reached via e-mail to mark@pyramid.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_spiral(int xsize, int ysize, int option); |
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*/ |
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#include <global.h> |
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#include <random_map.h> |
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#define RANDOM_OPTIONS 0 /* Pick random options below */ |
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#define REGULAR_SPIRAL 1 /* Regular spiral--distance increases constantly*/ |
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#define FINE_SPIRAL 2 /* uses the min. separation: most coiling */ |
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#define FIT_SPIRAL 4 /* scale to a rectangular region, not square */ |
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#define MAX_SPIRAL_OPT 8 /* this should be 2x the last real option */ |
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#include <math.h> |
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int *free_x_list; |
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int *free_y_list; |
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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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#ifndef MAX |
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#define MAX(x,y) (((x)<(y))? (y):(x)) |
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#endif |
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#define MINDIST 3 |
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#define MAX_FINE .454545 |
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extern int surround_check(char **maze,int i, int j, int xsize, int ysize); |
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char **map_gen_spiral(int xsize, int ysize, int option) { |
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int i,j; |
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float parm=0; |
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float x=0,y=0; |
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int ic,jc; |
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float SizeX,SizeY; |
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float xscale,yscale; |
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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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/* slightly easier to fill and then cut */ |
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for(i=0;i<xsize;i++) for(j=0;j<ysize;j++) maze[i][j] = '#'; |
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ic = xsize/2; |
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jc = ysize/2; |
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SizeX = xsize/2 - 2; |
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SizeY = ysize/2 -2; |
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/* select random options if necessary */ |
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if(option==0) { |
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option=RANDOM()%MAX_SPIRAL_OPT; |
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} |
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/* the order in which these are evaluated matters*/ |
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/* the following two are mutually exclusive. |
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pick one if they're both set. */ |
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if((option & REGULAR_SPIRAL) && (option & FIT_SPIRAL)) |
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{ |
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/* unset REGULAR_SPIRAL half the time */ |
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if(RANDOM()%2 && (option & REGULAR_SPIRAL)) |
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option -= REGULAR_SPIRAL; |
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else |
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option -= FIT_SPIRAL; |
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} |
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xscale=yscale=MAX_FINE; /* fine spiral */ |
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/* choose the spiral pitch */ |
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if(! (option & FINE_SPIRAL) ) { |
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float pitch = (RANDOM() %5)/10. + 10./22.; |
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xscale=yscale=pitch; |
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} |
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if((option & FIT_SPIRAL) && (xsize!=ysize) ) { |
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if(xsize > ysize) xscale *= (float)xsize/(float)ysize; |
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else yscale *= (float)ysize/(float)xsize; |
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} |
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if(option & REGULAR_SPIRAL) { |
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float scale = MIN(xscale,yscale); |
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xscale=yscale=scale; |
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} |
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/* cut out the spiral */ |
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while( (abs(x) < SizeX) && (abs(y) < SizeY) ) |
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{ |
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x = parm * cos(parm)*xscale; |
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y = parm * sin(parm)*yscale; |
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maze[(int)(ic + x )][(int)(jc + y )]='\0'; |
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parm+=0.01; |
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}; |
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maze[(int)(ic + x+0.5)][(int)(jc + y+0.5)]='<'; |
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/* cut out the center in a 2x2 and place the center and downexit */ |
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maze[ic][jc+1]='>'; |
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maze[ic][jc]='C'; |
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return maze; |
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} |
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/* the following function connects disjoint spirals which may |
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result from the symmetrization process. */ |
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void connect_spirals(int xsize,int ysize,int sym, char **layout) { |
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int i,j,ic=xsize/2,jc=ysize/2; |
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if(sym==X_SYM) { |
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layout[ic][jc] = 0; |
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/* go left from map center */ |
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for(i=ic-1,j=jc; i>0 && layout[i][j]=='#' ;i--) |
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layout[i][j]=0; |
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/* go right */ |
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for(i=ic+1,j=jc; i<xsize-1 && layout[i][j]=='#' ;i++) |
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layout[i][j]=0; |
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} |
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if(sym==Y_SYM) { |
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layout[ic][jc] = 0; |
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/* go up */ |
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for(i=ic,j=jc-1; j>0 && layout[i][j]=='#' ;j--) |
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layout[i][j]=0; |
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/* go down */ |
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for(i=ic,j=jc+1; j<ysize-1 && layout[i][j]=='#' ;j++) |
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layout[i][j]=0; |
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} |
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if(sym==XY_SYM) { |
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/* go left from map center */ |
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layout[ic][jc/2]=0; |
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layout[ic/2][jc]=0; |
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layout[ic][jc/2+jc]=0; |
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layout[ic/2+ic][jc]=0; |
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for(i=ic-1,j=jc/2; i>0 && layout[i][j]=='#' ;i--) { |
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layout[i][j + jc]=0; |
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layout[i][j]=0; |
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} |
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/* go right */ |
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for(i=ic+1,j=jc/2; i<xsize-1 && layout[i][j]=='#' ;i++) { |
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layout[i][j+jc]=0; |
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layout[i][j]=0; |
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} |
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/* go up */ |
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for(i=ic/2,j=jc-1; j>0 && layout[i][j]=='#' ;j--) { |
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layout[i][j]=0; |
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layout[i+ic][j]=0; |
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} |
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/* go down */ |
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for(i=ic/2,j=jc+1; j<ysize-1 && layout[i][j]=='#' ;j++) { |
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layout[i][j]=0; |
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layout[i+ic][j]=0; |
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} |
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} |
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/* get rid of bad doors. */ |
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for(i=0;i<xsize;i++) |
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for(j=0;j<ysize;j++) { |
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if(layout[i][j]=='D') { /* remove bad door. */ |
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int si = surround_check(layout,i,j,xsize,ysize); |
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if(si!=3 && si!=12) { |
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layout[i][j]=0; |
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/* back up and recheck any nearby doors */ |
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i=0;j=0; |
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} |
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} |
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} |
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} |
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