*** empty log message ***
This commit is contained in:
411
src/mkmap.c
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411
src/mkmap.c
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/* SCCS Id: @(#)mkmap.c 3.3 96/05/23 */
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/* Copyright (c) J. C. Collet, M. Stephenson and D. Cohrs, 1992 */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "sp_lev.h"
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#define HEIGHT (ROWNO - 1)
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#define WIDTH (COLNO - 2)
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STATIC_DCL void FDECL(init_map,(SCHAR_P));
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STATIC_DCL void FDECL(init_fill,(SCHAR_P,SCHAR_P));
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STATIC_DCL schar FDECL(get_map,(int,int,SCHAR_P));
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STATIC_DCL void FDECL(pass_one,(SCHAR_P,SCHAR_P));
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STATIC_DCL void FDECL(pass_two,(SCHAR_P,SCHAR_P));
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STATIC_DCL void FDECL(pass_three,(SCHAR_P,SCHAR_P));
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STATIC_DCL void NDECL(wallify_map);
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STATIC_DCL void FDECL(join_map,(SCHAR_P,SCHAR_P));
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STATIC_DCL void FDECL(finish_map,(SCHAR_P,SCHAR_P,XCHAR_P,XCHAR_P));
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void FDECL(mkmap, (lev_init *));
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char *new_locations;
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int min_rx, max_rx, min_ry, max_ry; /* rectangle bounds for regions */
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static int n_loc_filled;
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STATIC_OVL void
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init_map(bg_typ)
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schar bg_typ;
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{
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register int i,j;
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for(i=1; i<COLNO; i++)
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for(j=0; j<ROWNO; j++)
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levl[i][j].typ = bg_typ;
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}
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STATIC_OVL void
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init_fill(bg_typ, fg_typ)
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schar bg_typ, fg_typ;
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{
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register int i,j;
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long limit, count;
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limit = (WIDTH * HEIGHT * 2) / 5;
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count = 0;
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while(count < limit) {
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i = rn1(WIDTH-1, 2);
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j = rnd(HEIGHT-1);
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if (levl[i][j].typ == bg_typ) {
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levl[i][j].typ = fg_typ;
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count++;
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}
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}
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}
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STATIC_OVL schar
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get_map(col,row, bg_typ)
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int col,row;
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schar bg_typ;
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{
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if (col <= 0 || row < 0 || col > WIDTH || row >= HEIGHT)
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return bg_typ;
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return levl[col][row].typ;
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}
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static int dirs[16] = {
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-1, -1 /**/, -1, 0 /**/, -1, 1 /**/,
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0, -1 /**/, 0, 1 /**/,
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1, -1 /**/, 1, 0 /**/, 1, 1};
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STATIC_OVL void
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pass_one(bg_typ, fg_typ)
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schar bg_typ, fg_typ;
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{
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register int i,j;
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short count, dr;
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for(i=2; i<=WIDTH; i++)
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for(j=1; j<HEIGHT; j++) {
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for(count=0, dr=0; dr < 8; dr++)
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if(get_map(i+dirs[dr*2], j+dirs[(dr*2)+1], bg_typ)
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== fg_typ)
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count++;
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switch(count) {
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case 0 : /* death */
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case 1 :
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case 2:
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levl[i][j].typ = bg_typ;
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break;
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case 5:
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case 6:
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case 7:
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case 8:
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levl[i][j].typ = fg_typ;
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break;
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default:
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break;
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}
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}
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}
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#define new_loc(i,j) *(new_locations+ ((j)*(WIDTH+1)) + (i))
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STATIC_OVL void
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pass_two(bg_typ, fg_typ)
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schar bg_typ, fg_typ;
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{
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register int i,j;
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short count, dr;
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for(i=2; i<=WIDTH; i++)
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for(j=1; j<HEIGHT; j++) {
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for(count=0, dr=0; dr < 8; dr++)
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if(get_map(i+dirs[dr*2], j+dirs[(dr*2)+1], bg_typ)
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== fg_typ)
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count++;
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if (count == 5)
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new_loc(i,j) = bg_typ;
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else
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new_loc(i,j) = get_map(i,j, bg_typ);
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}
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for(i=2; i<=WIDTH; i++)
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for(j=1; j<HEIGHT; j++)
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levl[i][j].typ = new_loc(i,j);
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}
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STATIC_OVL void
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pass_three(bg_typ, fg_typ)
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schar bg_typ, fg_typ;
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{
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register int i,j;
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short count, dr;
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for(i=2; i<=WIDTH; i++)
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for(j=1; j<HEIGHT; j++) {
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for(count=0, dr=0; dr < 8; dr++)
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if(get_map(i+dirs[dr*2], j+dirs[(dr*2)+1], bg_typ)
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== fg_typ)
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count++;
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if (count < 3)
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new_loc(i,j) = bg_typ;
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else
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new_loc(i,j) = get_map(i,j, bg_typ);
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}
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for(i=2; i<=WIDTH; i++)
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for(j=1; j<HEIGHT; j++)
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levl[i][j].typ = new_loc(i,j);
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}
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/*
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* use a flooding algorithm to find all locations that should
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* have the same rm number as the current location.
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* if anyroom is TRUE, use IS_ROOM to check room membership instead of
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* exactly matching levl[sx][sy].typ and walls are included as well.
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*/
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void
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flood_fill_rm(sx, sy, rmno, lit, anyroom)
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int sx;
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register int sy;
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register int rmno;
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boolean lit;
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boolean anyroom;
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{
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register int i;
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int nx;
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schar fg_typ = levl[sx][sy].typ;
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/* back up to find leftmost uninitialized location */
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while (sx > 0 &&
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(anyroom ? IS_ROOM(levl[sx][sy].typ) : levl[sx][sy].typ == fg_typ) &&
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(int) levl[sx][sy].roomno != rmno)
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sx--;
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sx++; /* compensate for extra decrement */
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/* assume sx,sy is valid */
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if(sx < min_rx) min_rx = sx;
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if(sy < min_ry) min_ry = sy;
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for(i=sx; i<=WIDTH && levl[i][sy].typ == fg_typ; i++) {
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levl[i][sy].roomno = rmno;
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levl[i][sy].lit = lit;
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if(anyroom) {
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/* add walls to room as well */
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register int ii,jj;
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for(ii= (i == sx ? i-1 : i); ii <= i+1; ii++)
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for(jj = sy-1; jj <= sy+1; jj++)
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if(isok(ii,jj) &&
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(IS_WALL(levl[ii][jj].typ) ||
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IS_DOOR(levl[ii][jj].typ))) {
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levl[ii][jj].edge = 1;
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if(lit) levl[ii][jj].lit = lit;
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if ((int) levl[ii][jj].roomno != rmno)
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levl[ii][jj].roomno = SHARED;
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}
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}
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n_loc_filled++;
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}
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nx = i;
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if(isok(sx,sy-1)) {
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for(i=sx; i<nx; i++)
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if(levl[i][sy-1].typ == fg_typ) {
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if ((int) levl[i][sy-1].roomno != rmno)
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flood_fill_rm(i,sy-1,rmno,lit,anyroom);
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} else {
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if((i>sx || isok(i-1,sy-1)) &&
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levl[i-1][sy-1].typ == fg_typ) {
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if ((int) levl[i-1][sy-1].roomno != rmno)
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flood_fill_rm(i-1,sy-1,rmno,lit,anyroom);
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}
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if((i<nx-1 || isok(i+1,sy-1)) &&
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levl[i+1][sy-1].typ == fg_typ) {
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if ((int) levl[i+1][sy-1].roomno != rmno)
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flood_fill_rm(i+1,sy-1,rmno,lit,anyroom);
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}
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}
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}
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if(isok(sx,sy+1)) {
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for(i=sx; i<nx; i++)
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if(levl[i][sy+1].typ == fg_typ) {
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if ((int) levl[i][sy+1].roomno != rmno)
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flood_fill_rm(i,sy+1,rmno,lit,anyroom);
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} else {
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if((i>sx || isok(i-1,sy+1)) &&
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levl[i-1][sy+1].typ == fg_typ) {
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if ((int) levl[i-1][sy+1].roomno != rmno)
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flood_fill_rm(i-1,sy+1,rmno,lit,anyroom);
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}
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if((i<nx-1 || isok(i+1,sy+1)) &&
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levl[i+1][sy+1].typ == fg_typ) {
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if ((int) levl[i+1][sy+1].roomno != rmno)
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flood_fill_rm(i+1,sy+1,rmno,lit,anyroom);
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}
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}
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}
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if(nx > max_rx) max_rx = nx - 1; /* nx is just past valid region */
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if(sy > max_ry) max_ry = sy;
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}
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/*
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* If we have drawn a map without walls, this allows us to
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* auto-magically wallify it. Taken from lev_main.c.
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*/
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STATIC_OVL void
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wallify_map()
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{
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int x, y, xx, yy;
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for(x = 1; x < COLNO; x++)
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for(y = 0; y < ROWNO; y++)
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if(levl[x][y].typ == STONE) {
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for(yy = y - 1; yy <= y+1; yy++)
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for(xx = x - 1; xx <= x+1; xx++)
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if(isok(xx,yy) && levl[xx][yy].typ == ROOM) {
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if(yy != y) levl[x][y].typ = HWALL;
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else levl[x][y].typ = VWALL;
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}
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}
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}
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STATIC_OVL void
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join_map(bg_typ, fg_typ)
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schar bg_typ, fg_typ;
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{
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register struct mkroom *croom, *croom2;
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register int i, j;
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int sx, sy;
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coord sm, em;
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/* first, use flood filling to find all of the regions that need joining */
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for(i=2; i<=WIDTH; i++)
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for(j=1; j<HEIGHT; j++) {
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if(levl[i][j].typ == fg_typ && levl[i][j].roomno == NO_ROOM) {
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min_rx = max_rx = i;
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min_ry = max_ry = j;
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n_loc_filled = 0;
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flood_fill_rm(i,j,nroom+ROOMOFFSET,FALSE,FALSE);
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if(n_loc_filled > 3) {
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add_room(min_rx, min_ry, max_rx, max_ry,
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FALSE, OROOM, TRUE);
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rooms[nroom-1].irregular = TRUE;
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if(nroom >= (MAXNROFROOMS*2))
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goto joinm;
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} else {
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/*
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* it's a tiny hole; erase it from the map to avoid
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* having the player end up here with no way out.
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*/
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for(sx = min_rx; sx<=max_rx; sx++)
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for(sy = min_ry; sy<=max_ry; sy++)
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if ((int) levl[sx][sy].roomno ==
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nroom + ROOMOFFSET) {
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levl[sx][sy].typ = bg_typ;
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levl[sx][sy].roomno = NO_ROOM;
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}
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}
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}
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}
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joinm:
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/*
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* Ok, now we can actually join the regions with fg_typ's.
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* The rooms are already sorted due to the previous loop,
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* so don't call sort_rooms(), which can screw up the roomno's
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* validity in the levl structure.
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*/
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for(croom = &rooms[0], croom2 = croom + 1; croom2 < &rooms[nroom]; ) {
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/* pick random starting and end locations for "corridor" */
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if(!somexy(croom, &sm) || !somexy(croom2, &em)) {
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/* ack! -- the level is going to be busted */
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/* arbitrarily pick centers of both rooms and hope for the best */
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impossible("No start/end room loc in join_map.");
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sm.x = croom->lx + ((croom->hx - croom->lx) / 2);
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sm.y = croom->ly + ((croom->hy - croom->ly) / 2);
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em.x = croom2->lx + ((croom2->hx - croom2->lx) / 2);
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em.y = croom2->ly + ((croom2->hy - croom2->ly) / 2);
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}
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(void) dig_corridor(&sm, &em, FALSE, fg_typ, bg_typ);
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/* choose next region to join */
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/* only increment croom if croom and croom2 are non-overlapping */
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if(croom2->lx > croom->hx ||
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((croom2->ly > croom->hy || croom2->hy < croom->ly) && rn2(3))) {
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croom = croom2;
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}
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croom2++; /* always increment the next room */
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}
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}
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STATIC_OVL void
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finish_map(fg_typ, bg_typ, lit, walled)
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schar fg_typ, bg_typ;
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boolean lit, walled;
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{
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int i, j;
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if(walled) wallify_map();
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if(lit) {
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for(i=1; i<COLNO; i++)
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for(j=0; j<ROWNO; j++)
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if((!IS_ROCK(fg_typ) && levl[i][j].typ == fg_typ) ||
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(!IS_ROCK(bg_typ) && levl[i][j].typ == bg_typ) ||
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(bg_typ == TREE && levl[i][j].typ == bg_typ) ||
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(walled && IS_WALL(levl[i][j].typ)))
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levl[i][j].lit = TRUE;
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for(i = 0; i < nroom; i++)
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rooms[i].rlit = 1;
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}
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/* light lava even if everything's otherwise unlit */
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for(i=1; i<COLNO; i++)
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for(j=0; j<ROWNO; j++)
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if (levl[i][j].typ == LAVAPOOL)
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levl[i][j].lit = TRUE;
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}
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#define N_P1_ITER 1 /* tune map generation via this value */
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#define N_P2_ITER 1 /* tune map generation via this value */
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#define N_P3_ITER 2 /* tune map smoothing via this value */
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void
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mkmap(init_lev)
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lev_init *init_lev;
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{
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schar bg_typ = init_lev->bg,
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fg_typ = init_lev->fg;
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boolean smooth = init_lev->smoothed,
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join = init_lev->joined;
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xchar lit = init_lev->lit,
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walled = init_lev->walled;
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int i;
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if(lit < 0)
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lit = (rnd(1+abs(depth(&u.uz))) < 11 && rn2(77)) ? 1 : 0;
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new_locations = (char *)alloc((WIDTH+1) * HEIGHT);
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init_map(bg_typ);
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init_fill(bg_typ, fg_typ);
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for(i = 0; i < N_P1_ITER; i++)
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pass_one(bg_typ, fg_typ);
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for(i = 0; i < N_P2_ITER; i++)
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pass_two(bg_typ, fg_typ);
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if(smooth)
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for(i = 0; i < N_P3_ITER; i++)
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pass_three(bg_typ, fg_typ);
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if(join)
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join_map(bg_typ, fg_typ);
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finish_map(fg_typ, bg_typ, (boolean)lit, (boolean)walled);
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/* a walled, joined level is cavernous, not mazelike -dlc */
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if (walled && join) {
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level.flags.is_maze_lev = FALSE;
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level.flags.is_cavernous_lev = TRUE;
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}
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free(new_locations);
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}
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/*mkmap.c*/
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