1 | /* |
1 | /* |
2 | * static char *rcsid_map_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: square_spiral.C,v 1.1 2006/08/13 17:16:03 elmex Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <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> |
4 | */ |
22 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | |
23 | |
30 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
24 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
31 | snake-type layout. |
25 | snake-type layout. |
32 | |
26 | |
33 | input: xsize, ysize; |
27 | input: xsize, ysize; |
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36 | a char value of 0 represents a blank space: a '#' is |
30 | a char value of 0 represents a blank space: a '#' is |
37 | a wall. |
31 | a wall. |
38 | |
32 | |
39 | */ |
33 | */ |
40 | |
34 | |
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35 | #include <global.h> |
41 | |
36 | |
42 | #include <stdio.h> |
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43 | #include <global.h> |
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44 | #include <time.h> |
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45 | |
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46 | #include <maze_gen.h> |
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47 | #include <room_gen.h> |
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48 | #include <random_map.h> |
37 | #include "random_map.h" |
49 | #include <sproto.h> |
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50 | #include <rproto.h> |
38 | #include "rproto.h" |
51 | |
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52 | |
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53 | char **map_gen_onion(int xsize, int ysize, int option, int layers); |
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54 | |
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55 | |
39 | |
56 | /* These are some helper functions which help with |
40 | /* These are some helper functions which help with |
57 | manipulating a centered onion and turning it into |
41 | manipulating a centered onion and turning it into |
58 | a square spiral */ |
42 | a square spiral */ |
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43 | void |
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44 | make_square_spiral_layout (Layout maze, int options) |
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45 | { |
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46 | /* generate and allocate a doorless, centered onion */ |
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47 | map_gen_onion (maze, RMOPT_CENTERED | RMOPT_NO_DOORS, 0); |
59 | |
48 | |
60 | /* this starts from within a centered onion layer (or between two layers), |
49 | int xsize = maze->w; |
61 | and looks up until it finds a wall, and then looks right until it |
50 | int ysize = maze->h; |
62 | finds a vertical wall, i.e., the corner. It sets cx and cy to that. |
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63 | it also starts from cx and cy. */ |
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64 | |
51 | |
65 | void find_top_left_corner(char **maze,int *cx, int *cy) { |
52 | /* find the layout center. */ |
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53 | int cx = 0; |
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54 | int cy = 0; |
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55 | for (int i = 0; i < xsize; i++) |
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56 | for (int j = 0; j < ysize; j++) |
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57 | if (maze[i][j] == 'C') |
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58 | { |
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59 | cx = i; |
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60 | cy = j; |
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61 | break; |
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62 | } |
66 | |
63 | |
67 | (*cy)--; |
64 | int tx = cx; |
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65 | int ty = cy; |
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66 | for (;;) |
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67 | { |
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68 | /* this starts from within a centered onion layer (or between two layers), |
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69 | and looks up until it finds a wall, and then looks right until it |
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70 | finds a vertical wall, i.e., the corner. It sets tx and ty to that. |
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71 | it also starts from tx and ty. */ |
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72 | --ty; |
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73 | |
68 | /* find the top wall. */ |
74 | /* find the top wall. */ |
69 | while(maze[*cx][*cy]==0) (*cy)--; |
75 | while (maze[tx][ty] != '#') |
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76 | --ty; |
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77 | |
70 | /* proceed right until a corner is detected */ |
78 | /* proceed right until a corner is detected */ |
71 | while(maze[*cx][*cy+1]==0) (*cx)++; |
79 | while (maze[tx][ty + 1] != '#') |
72 | |
80 | ++tx; |
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81 | |
73 | /* cx and cy should now be the top-right corner of the onion layer */ |
82 | /* tx and ty should now be the top-right corner of the onion layer */ |
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83 | if (ty < 2 || tx < 2 || tx > xsize - 2 || ty > ysize - 2) |
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84 | break; |
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85 | |
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86 | make_wall (maze, tx, ty - 1, 1); /* make a vertical wall with a door */ |
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87 | |
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88 | maze[tx][ty - 1] = '#'; /* convert the door that make_wall puts here to a wall */ |
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89 | maze[tx - 1][ty] = 'D'; /* make a doorway out of this layer */ |
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90 | |
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91 | /* walk left until we find the top-left corner */ |
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92 | while (tx > 2 && maze[tx - 1][ty]) |
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93 | --tx; |
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94 | |
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95 | make_wall (maze, tx - 1, ty, 0); /* make a horizontal wall with a door */ |
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96 | |
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97 | /* walk down until we find the bottom-left corner */ |
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98 | while (ty + 1 < ysize && maze[tx][ty + 1]) |
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99 | ++ty; |
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100 | |
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101 | make_wall (maze, tx, ty + 1, 1); /* make a vertical wall with a door */ |
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102 | |
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103 | /* walk rightuntil we find the bottom-right corner */ |
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104 | while (tx + 1 < xsize && maze[tx + 1][ty]) |
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105 | ++tx; |
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106 | |
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107 | make_wall (maze, tx + 1, ty, 0); /* make a horizontal wall with a door */ |
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108 | ++tx; /* set up for next layer. */ |
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109 | } |
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110 | |
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111 | /* place the exits. */ |
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112 | |
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113 | if (rndm (2)) |
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114 | { |
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115 | maze[cx][cy] = '>'; |
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116 | maze[xsize - 2][1] = '<'; |
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117 | } |
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118 | else |
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119 | { |
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120 | maze[cx][cy] = '<'; |
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121 | maze[xsize - 2][1] = '>'; |
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122 | } |
74 | } |
123 | } |
75 | |
124 | |
76 | |
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77 | char **make_square_spiral_layout(int xsize, int ysize,int options) { |
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78 | int i,j; |
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79 | int cx,cy; |
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80 | int tx,ty; |
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81 | |
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82 | /* generate and allocate a doorless, centered onion */ |
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83 | char **maze = map_gen_onion(xsize,ysize,OPT_CENTERED | OPT_NO_DOORS,0); |
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84 | |
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85 | /* find the layout center. */ |
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86 | cx = 0; cy = 0; |
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87 | for(i=0;i<xsize;i++) |
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88 | for(j=0;j<ysize;j++) { |
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89 | if(maze[i][j]=='C' ) { |
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90 | cx = i; cy=j; |
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91 | } |
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92 | } |
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93 | tx = cx; ty = cy; |
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94 | while(1) { |
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95 | find_top_left_corner(maze,&tx,&ty); |
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96 | |
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97 | if(ty < 2 || tx < 2 || tx > xsize -2 || ty > ysize-2 ) break; |
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98 | make_wall(maze,tx,ty-1,1); /* make a vertical wall with a door */ |
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99 | |
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100 | maze[tx][ty-1]='#'; /* convert the door that make_wall puts here to a wall */ |
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101 | maze[tx-1][ty]='D';/* make a doorway out of this layer */ |
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102 | |
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103 | /* walk left until we find the top-left corner */ |
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104 | while((tx>2) && maze[tx-1][ty]) tx--; |
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105 | |
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106 | make_wall(maze,tx-1,ty,0); /* make a horizontal wall with a door */ |
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107 | |
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108 | /* walk down until we find the bottom-left corner */ |
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109 | while(((ty+1) < ysize) && maze[tx][ty+1] ) ty++; |
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110 | |
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111 | make_wall(maze,tx,ty+1,1); /* make a vertical wall with a door */ |
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112 | |
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113 | /* walk rightuntil we find the bottom-right corner */ |
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114 | while(((tx + 1) < xsize) && maze[tx+1][ty]) tx++; |
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115 | |
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116 | make_wall(maze,tx+1,ty,0); /* make a horizontal wall with a door */ |
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117 | tx++; /* set up for next layer. */ |
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118 | } |
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119 | |
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120 | /* place the exits. */ |
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121 | |
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122 | if(RANDOM() %2) { |
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123 | maze[cx][cy]='>'; |
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124 | maze[xsize-2][1]='<'; |
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125 | } |
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126 | else { |
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127 | maze[cx][cy]='<'; |
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128 | maze[xsize-2][1]='>'; |
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129 | } |
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130 | |
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131 | return maze; |
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132 | } |
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133 | |
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134 | |
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135 | |
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