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root |
1.11 |
/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) Crossfire Development Team (restored, original file without copyright notice) |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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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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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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root |
1.4 |
|
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elmex |
1.1 |
/* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
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snake-type layout. |
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input: xsize, ysize; |
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output: a char** array with # and . for closed and open respectively. |
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a char value of 0 represents a blank space: a '#' is |
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a wall. |
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*/ |
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#include <global.h> |
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root |
1.7 |
#include "random_map.h" |
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#include "rproto.h" |
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elmex |
1.1 |
|
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root |
1.8 |
void |
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root |
1.12 |
make_snake_layout (Layout &maze, int options) |
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root |
1.2 |
{ |
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int i, j; |
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elmex |
1.1 |
|
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root |
1.12 |
maze.clear (); |
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maze.border (); |
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elmex |
1.1 |
|
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root |
1.12 |
int xsize = maze.w; |
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int ysize = maze.h; |
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elmex |
1.1 |
|
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/* Bail out if the size is too small to make a snake. */ |
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root |
1.2 |
if (xsize < 8 || ysize < 8) |
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root |
1.8 |
return; |
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elmex |
1.1 |
|
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/* decide snake orientation--vertical or horizontal , and |
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make the walls and place the doors. */ |
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root |
1.10 |
if (rmg_rndm (2)) |
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root |
1.2 |
{ /* vertical orientation */ |
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root |
1.10 |
int n_walls = rmg_rndm (xsize - 5) / 3 + 1; |
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root |
1.2 |
int spacing = xsize / (n_walls + 1); |
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int orientation = 1; |
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for (i = spacing; i < xsize - 3; i += spacing) |
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{ |
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if (orientation) |
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{ |
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for (j = 1; j < ysize - 2; j++) |
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root |
1.7 |
maze[i][j] = '#'; |
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root |
1.2 |
maze[i][j] = 'D'; |
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} |
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else |
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{ |
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for (j = 2; j < ysize; j++) |
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root |
1.7 |
maze[i][j] = '#'; |
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root |
1.2 |
maze[i][1] = 'D'; |
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} |
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root |
1.7 |
|
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root |
1.2 |
orientation ^= 1; /* toggle the value of orientation */ |
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elmex |
1.1 |
} |
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} |
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root |
1.2 |
else |
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{ /* horizontal orientation */ |
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root |
1.10 |
int n_walls = rmg_rndm (ysize - 5) / 3 + 1; |
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root |
1.2 |
int spacing = ysize / (n_walls + 1); |
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int orientation = 1; |
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for (i = spacing; i < ysize - 3; i += spacing) |
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{ |
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if (orientation) |
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{ |
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for (j = 1; j < xsize - 2; j++) |
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root |
1.7 |
maze[j][i] = '#'; |
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root |
1.2 |
maze[j][i] = 'D'; |
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} |
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else |
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{ |
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for (j = 2; j < xsize; j++) |
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root |
1.7 |
maze[j][i] = '#'; |
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root |
1.2 |
maze[1][i] = 'D'; |
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} |
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root |
1.7 |
|
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root |
1.2 |
orientation ^= 1; /* toggle the value of orientation */ |
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elmex |
1.1 |
} |
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} |
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root |
1.2 |
|
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elmex |
1.1 |
/* place the exit up/down */ |
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root |
1.10 |
if (rmg_rndm (2)) |
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root |
1.2 |
{ |
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maze[1][1] = '<'; |
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maze[xsize - 2][ysize - 2] = '>'; |
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} |
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elmex |
1.1 |
else |
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root |
1.2 |
{ |
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maze[1][1] = '>'; |
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maze[xsize - 2][ysize - 2] = '<'; |
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} |
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elmex |
1.1 |
} |
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root |
1.7 |
|