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elmex |
1.1 |
/* |
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root |
1.11 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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pippijn |
1.7 |
* |
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root |
1.11 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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root |
1.10 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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pippijn |
1.7 |
* |
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root |
1.11 |
* Deliantra is free software: you can redistribute it and/or modify |
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pippijn |
1.7 |
* it under the terms of the GNU General Public License as published by |
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root |
1.10 |
* the Free Software Foundation, either version 3 of the License, or |
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pippijn |
1.7 |
* (at your 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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root |
1.10 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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pippijn |
1.7 |
* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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root |
1.10 |
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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root |
1.11 |
* The authors can be reached via e-mail to <support@deliantra.net> |
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pippijn |
1.7 |
*/ |
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elmex |
1.1 |
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/* 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 <stdio.h> |
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#include <global.h> |
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#include <time.h> |
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#include <maze_gen.h> |
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#include <room_gen.h> |
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#include <random_map.h> |
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#include <sproto.h> |
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#include <rproto.h> |
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root |
1.2 |
char **map_gen_onion (int xsize, int ysize, int option, int layers); |
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elmex |
1.1 |
|
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/* These are some helper functions which help with |
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manipulating a centered onion and turning it into |
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a square spiral */ |
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/* this starts from within a centered onion layer (or between two layers), |
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and looks up until it finds a wall, and then looks right until it |
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finds a vertical wall, i.e., the corner. It sets cx and cy to that. |
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it also starts from cx and cy. */ |
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root |
1.2 |
void |
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find_top_left_corner (char **maze, int *cx, int *cy) |
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{ |
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root |
1.9 |
--(*cy); |
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elmex |
1.1 |
|
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/* find the top wall. */ |
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root |
1.2 |
while (maze[*cx][*cy] == 0) |
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root |
1.9 |
--(*cy); |
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elmex |
1.1 |
/* proceed right until a corner is detected */ |
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root |
1.2 |
while (maze[*cx][*cy + 1] == 0) |
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root |
1.9 |
++(*cx); |
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root |
1.2 |
|
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elmex |
1.1 |
/* cx and cy should now be the top-right corner of the onion layer */ |
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} |
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root |
1.2 |
char ** |
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make_square_spiral_layout (int xsize, int ysize, int options) |
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{ |
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int i, j; |
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int cx, cy; |
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int tx, ty; |
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elmex |
1.1 |
|
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/* generate and allocate a doorless, centered onion */ |
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root |
1.4 |
char **maze = map_gen_onion (xsize, ysize, RMOPT_CENTERED | RMOPT_NO_DOORS, 0); |
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elmex |
1.1 |
|
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/* find the layout center. */ |
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root |
1.2 |
cx = 0; |
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cy = 0; |
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for (i = 0; i < xsize; i++) |
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for (j = 0; j < ysize; j++) |
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root |
1.9 |
if (maze[i][j] == 'C') |
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{ |
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cx = i; |
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cy = j; |
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} |
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root |
1.2 |
tx = cx; |
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ty = cy; |
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root |
1.9 |
for (;;) |
100 |
root |
1.2 |
{ |
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find_top_left_corner (maze, &tx, &ty); |
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if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
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break; |
105 |
root |
1.9 |
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106 |
root |
1.2 |
make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
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maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
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maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
110 |
elmex |
1.1 |
|
111 |
root |
1.2 |
/* walk left until we find the top-left corner */ |
112 |
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while ((tx > 2) && maze[tx - 1][ty]) |
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tx--; |
114 |
elmex |
1.1 |
|
115 |
root |
1.2 |
make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
116 |
elmex |
1.1 |
|
117 |
root |
1.2 |
/* walk down until we find the bottom-left corner */ |
118 |
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while (((ty + 1) < ysize) && maze[tx][ty + 1]) |
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ty++; |
120 |
elmex |
1.1 |
|
121 |
root |
1.2 |
make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */ |
122 |
elmex |
1.1 |
|
123 |
root |
1.2 |
/* walk rightuntil we find the bottom-right corner */ |
124 |
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while (((tx + 1) < xsize) && maze[tx + 1][ty]) |
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tx++; |
126 |
elmex |
1.1 |
|
127 |
root |
1.2 |
make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */ |
128 |
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tx++; /* set up for next layer. */ |
129 |
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} |
130 |
elmex |
1.1 |
|
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/* place the exits. */ |
132 |
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133 |
root |
1.8 |
if (rndm (2)) |
134 |
root |
1.2 |
{ |
135 |
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maze[cx][cy] = '>'; |
136 |
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maze[xsize - 2][1] = '<'; |
137 |
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} |
138 |
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else |
139 |
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{ |
140 |
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maze[cx][cy] = '<'; |
141 |
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maze[xsize - 2][1] = '>'; |
142 |
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} |
143 |
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144 |
elmex |
1.1 |
return maze; |
145 |
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} |
146 |
root |
1.9 |
|