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1 | /* |
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2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) Crossfire Development Team (restored, original file without copyright notice) |
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6 | * |
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7 | * Deliantra is free software: you can redistribute it and/or modify it under |
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8 | * the terms of the Affero GNU General Public License as published by the |
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9 | * Free Software Foundation, either version 3 of the License, or (at your |
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10 | * option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the Affero GNU General Public License |
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18 | * and the GNU General Public License along with this program. If not, see |
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19 | * <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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22 | */ |
2 | |
23 | |
3 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
24 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
4 | snake-type layout. |
25 | snake-type layout. |
5 | |
26 | |
6 | input: xsize, ysize; |
27 | input: xsize, ysize; |
… | |
… | |
9 | a char value of 0 represents a blank space: a '#' is |
30 | a char value of 0 represents a blank space: a '#' is |
10 | a wall. |
31 | a wall. |
11 | |
32 | |
12 | */ |
33 | */ |
13 | |
34 | |
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35 | #include <global.h> |
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36 | #include "random_map.h" |
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37 | #include "rproto.h" |
14 | |
38 | |
15 | #include <stdio.h> |
39 | void |
16 | #include <global.h> |
40 | make_snake_layout (Layout maze, int options) |
17 | #include <time.h> |
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18 | |
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19 | |
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20 | |
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21 | |
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22 | char ** |
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23 | make_snake_layout (int xsize, int ysize, int options) |
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24 | { |
41 | { |
25 | int i, j; |
42 | int i, j; |
26 | |
43 | |
27 | /* allocate that array, set it up */ |
44 | maze->clear (); |
28 | char **maze = (char **) calloc (sizeof (char *), xsize); |
45 | maze->border (); |
29 | |
46 | |
30 | for (i = 0; i < xsize; i++) |
47 | int xsize = maze->w; |
31 | { |
48 | int ysize = maze->h; |
32 | maze[i] = (char *) calloc (sizeof (char), ysize); |
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33 | } |
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34 | |
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35 | /* write the outer walls */ |
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36 | for (i = 0; i < xsize; i++) |
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37 | maze[i][0] = maze[i][ysize - 1] = '#'; |
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38 | for (j = 0; j < ysize; j++) |
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39 | maze[0][j] = maze[xsize - 1][j] = '#'; |
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40 | |
49 | |
41 | /* Bail out if the size is too small to make a snake. */ |
50 | /* Bail out if the size is too small to make a snake. */ |
42 | if (xsize < 8 || ysize < 8) |
51 | if (xsize < 8 || ysize < 8) |
43 | return maze; |
52 | return; |
44 | |
53 | |
45 | /* decide snake orientation--vertical or horizontal , and |
54 | /* decide snake orientation--vertical or horizontal , and |
46 | make the walls and place the doors. */ |
55 | make the walls and place the doors. */ |
47 | |
56 | |
48 | if (RANDOM () % 2) |
57 | if (rmg_rndm (2)) |
49 | { /* vertical orientation */ |
58 | { /* vertical orientation */ |
50 | int n_walls = RANDOM () % ((xsize - 5) / 3) + 1; |
59 | int n_walls = rmg_rndm (xsize - 5) / 3 + 1; |
51 | int spacing = xsize / (n_walls + 1); |
60 | int spacing = xsize / (n_walls + 1); |
52 | int orientation = 1; |
61 | int orientation = 1; |
53 | |
62 | |
54 | for (i = spacing; i < xsize - 3; i += spacing) |
63 | for (i = spacing; i < xsize - 3; i += spacing) |
55 | { |
64 | { |
56 | if (orientation) |
65 | if (orientation) |
57 | { |
66 | { |
58 | for (j = 1; j < ysize - 2; j++) |
67 | for (j = 1; j < ysize - 2; j++) |
59 | { |
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60 | maze[i][j] = '#'; |
68 | maze[i][j] = '#'; |
61 | } |
69 | |
62 | maze[i][j] = 'D'; |
70 | maze[i][j] = 'D'; |
63 | } |
71 | } |
64 | else |
72 | else |
65 | { |
73 | { |
66 | for (j = 2; j < ysize; j++) |
74 | for (j = 2; j < ysize; j++) |
67 | { |
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68 | maze[i][j] = '#'; |
75 | maze[i][j] = '#'; |
69 | } |
76 | |
70 | maze[i][1] = 'D'; |
77 | maze[i][1] = 'D'; |
71 | } |
78 | } |
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79 | |
72 | orientation ^= 1; /* toggle the value of orientation */ |
80 | orientation ^= 1; /* toggle the value of orientation */ |
73 | } |
81 | } |
74 | } |
82 | } |
75 | else |
83 | else |
76 | { /* horizontal orientation */ |
84 | { /* horizontal orientation */ |
77 | int n_walls = RANDOM () % ((ysize - 5) / 3) + 1; |
85 | int n_walls = rmg_rndm (ysize - 5) / 3 + 1; |
78 | int spacing = ysize / (n_walls + 1); |
86 | int spacing = ysize / (n_walls + 1); |
79 | int orientation = 1; |
87 | int orientation = 1; |
80 | |
88 | |
81 | for (i = spacing; i < ysize - 3; i += spacing) |
89 | for (i = spacing; i < ysize - 3; i += spacing) |
82 | { |
90 | { |
83 | if (orientation) |
91 | if (orientation) |
84 | { |
92 | { |
85 | for (j = 1; j < xsize - 2; j++) |
93 | for (j = 1; j < xsize - 2; j++) |
86 | { |
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87 | maze[j][i] = '#'; |
94 | maze[j][i] = '#'; |
88 | } |
95 | |
89 | maze[j][i] = 'D'; |
96 | maze[j][i] = 'D'; |
90 | } |
97 | } |
91 | else |
98 | else |
92 | { |
99 | { |
93 | for (j = 2; j < xsize; j++) |
100 | for (j = 2; j < xsize; j++) |
94 | { |
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95 | maze[j][i] = '#'; |
101 | maze[j][i] = '#'; |
96 | } |
102 | |
97 | maze[1][i] = 'D'; |
103 | maze[1][i] = 'D'; |
98 | } |
104 | } |
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105 | |
99 | orientation ^= 1; /* toggle the value of orientation */ |
106 | orientation ^= 1; /* toggle the value of orientation */ |
100 | } |
107 | } |
101 | } |
108 | } |
102 | |
109 | |
103 | /* place the exit up/down */ |
110 | /* place the exit up/down */ |
104 | if (RANDOM () % 2) |
111 | if (rmg_rndm (2)) |
105 | { |
112 | { |
106 | maze[1][1] = '<'; |
113 | maze[1][1] = '<'; |
107 | maze[xsize - 2][ysize - 2] = '>'; |
114 | maze[xsize - 2][ysize - 2] = '>'; |
108 | } |
115 | } |
109 | else |
116 | else |
110 | { |
117 | { |
111 | maze[1][1] = '>'; |
118 | maze[1][1] = '>'; |
112 | maze[xsize - 2][ysize - 2] = '<'; |
119 | maze[xsize - 2][ysize - 2] = '<'; |
113 | } |
120 | } |
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121 | } |
114 | |
122 | |
115 | |
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116 | return maze; |
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117 | } |
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