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root |
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elmex |
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/* |
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* static char *rcsid_map_c = |
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root |
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* "$Id: square_spiral.C,v 1.1 2006-08-13 17:16:03 elmex Exp $"; |
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elmex |
1.1 |
*/ |
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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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/* 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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elmex |
1.1 |
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(*cy)--; |
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/* find the top wall. */ |
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root |
1.2 |
while (maze[*cx][*cy] == 0) |
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(*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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(*cx)++; |
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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 |
1.2 |
char **maze = map_gen_onion (xsize, ysize, OPT_CENTERED | OPT_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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{ |
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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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elmex |
1.1 |
} |
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root |
1.2 |
tx = cx; |
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ty = cy; |
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while (1) |
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{ |
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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; |
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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 */ |
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elmex |
1.1 |
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root |
1.2 |
/* walk left until we find the top-left corner */ |
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while ((tx > 2) && maze[tx - 1][ty]) |
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tx--; |
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elmex |
1.1 |
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root |
1.2 |
make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
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elmex |
1.1 |
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root |
1.2 |
/* walk down until we find the bottom-left corner */ |
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while (((ty + 1) < ysize) && maze[tx][ty + 1]) |
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ty++; |
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elmex |
1.1 |
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root |
1.2 |
make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */ |
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elmex |
1.1 |
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root |
1.2 |
/* walk rightuntil we find the bottom-right corner */ |
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while (((tx + 1) < xsize) && maze[tx + 1][ty]) |
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tx++; |
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elmex |
1.1 |
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root |
1.2 |
make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */ |
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tx++; /* set up for next layer. */ |
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} |
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elmex |
1.1 |
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/* place the exits. */ |
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root |
1.2 |
if (RANDOM () % 2) |
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{ |
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maze[cx][cy] = '>'; |
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maze[xsize - 2][1] = '<'; |
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} |
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else |
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{ |
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maze[cx][cy] = '<'; |
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maze[xsize - 2][1] = '>'; |
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} |
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elmex |
1.1 |
return maze; |
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} |