1 | |
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2 | #include <stdlib.h> |
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3 | |
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4 | #include "common.h" |
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5 | |
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6 | static void draw_wall( game *g, int *wall ); |
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7 | |
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8 | /* Init tunnel */ |
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9 | tunnel * create_tunnel( game *g, int w, int h ) |
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10 | { |
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11 | int i; |
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12 | tunnel *t = malloc(sizeof(tunnel)); |
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13 | |
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14 | t->left = malloc(h*sizeof(int)); |
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15 | t->right = malloc(h*sizeof(int)); |
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16 | t->w = w; |
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17 | t->h = h; |
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18 | |
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19 | if( t->w >= g->w ) |
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20 | { |
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21 | t->left[0] = -1; |
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22 | t->right[0] = g->w; |
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23 | for( i = 0; i < g->h; i++ ) |
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24 | { |
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25 | t->left[i] = -1; |
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26 | t->right[i] = g->w; |
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27 | } |
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28 | } |
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29 | else |
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30 | { |
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31 | t->left[0] = (g->w - w) / 2; |
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32 | t->right[0] = (g->w + w) / 2; |
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33 | /* Yeah, sub-efficient, but less code to do :-) */ |
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34 | for( i = 0; i < g->h; i++ ) |
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35 | { |
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36 | update_tunnel( g, t ); |
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37 | } |
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38 | } |
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39 | |
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40 | return t; |
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41 | } |
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42 | |
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43 | void free_tunnel( tunnel *t ) |
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44 | { |
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45 | free( t->left ); |
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46 | free( t->right ); |
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47 | free( t ); |
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48 | } |
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49 | |
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50 | void draw_tunnel( game *g, tunnel *t ) |
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51 | { |
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52 | /* Print tunnel */ |
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53 | draw_wall( g, t->left ); |
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54 | draw_wall( g, t->right ); |
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55 | } |
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56 | |
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57 | void update_tunnel( game *g, tunnel *t ) |
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58 | { |
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59 | static int const delta[] = { -2, -1, 1, 2 }; |
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60 | int i,j,k; |
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61 | |
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62 | /* Slide tunnel one block vertically */ |
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63 | for( i = t->h; i--; ) |
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64 | { |
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65 | t->left[i+1] = t->left[i]; |
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66 | t->right[i+1] = t->right[i]; |
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67 | } |
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68 | |
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69 | /* Generate new values */ |
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70 | i = delta[GET_RAND(0,4)]; |
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71 | j = delta[GET_RAND(0,4)]; |
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72 | |
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73 | /* Check in which direction we need to alter tunnel */ |
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74 | if( t->right[1] - t->left[1] < t->w ) |
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75 | { |
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76 | /* Not wide enough */ |
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77 | if( i > j ) |
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78 | { |
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79 | k = j; j = i; i = k; |
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80 | } |
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81 | } |
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82 | else if( t->right[1] - t->left[1] - 2 > t->w ) |
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83 | { |
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84 | /* Too wide */ |
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85 | if( i < j ) |
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86 | { |
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87 | k = j; j = i; i = k; |
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88 | } |
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89 | } |
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90 | else |
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91 | { |
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92 | /* No need to mess with i and j: width is OK */ |
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93 | } |
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94 | |
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95 | /* If width doesn't exceed game size, update coords */ |
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96 | if( t->w <= g->w || t->right[1] - t->left[1] < t->w ) |
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97 | { |
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98 | t->left[0] = t->left[1] + i; |
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99 | t->right[0] = t->right[1] + j; |
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100 | } |
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101 | else |
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102 | { |
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103 | t->left[0] = -1; |
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104 | t->right[0] = g->w; |
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105 | } |
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106 | |
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107 | if( t->w > g->w ) |
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108 | { |
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109 | if( t->left[0] < 0 && t->right[0] < g->w - 2 ) |
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110 | { |
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111 | t->left[0] = t->left[1] + 1; |
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112 | } |
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113 | |
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114 | if( t->left[0] > 1 && t->right[0] > g->w - 1 ) |
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115 | { |
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116 | t->right[0] = t->right[1] - 1; |
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117 | } |
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118 | } |
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119 | else |
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120 | { |
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121 | if( t->left[0] < 0 ) |
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122 | { |
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123 | t->left[0] = t->left[1] + 1; |
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124 | } |
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125 | |
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126 | if( t->right[0] > g->w - 1 ) |
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127 | { |
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128 | t->right[0] = t->right[1] - 1; |
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129 | } |
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130 | } |
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131 | } |
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132 | |
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133 | static void draw_wall( game *g, int *wall ) |
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134 | { |
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135 | int i; |
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136 | |
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137 | for( i = 0; i < g->h ; i++ ) |
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138 | { |
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139 | char c; |
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140 | |
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141 | if( wall[i] < 0 || wall[i] >= g->w ) |
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142 | { |
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143 | continue; |
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144 | } |
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145 | |
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146 | if( wall[i] > wall[i+1] ) |
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147 | { |
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148 | c = wall[i] > wall[i-1] ? '>' : '/'; |
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149 | } |
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150 | else |
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151 | { |
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152 | c = wall[i] > wall[i-1] ? '\\' : '<'; |
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153 | } |
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154 | |
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155 | GFX_COLOR( RED ); |
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156 | if( wall[i] == wall[i+1] + 2 ) |
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157 | { |
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158 | GFX_GOTO( wall[i] - 1, i ); |
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159 | GFX_WRITE( '_' ); |
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160 | } |
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161 | else |
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162 | { |
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163 | GFX_GOTO( wall[i], i ); |
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164 | } |
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165 | GFX_WRITE( c ); |
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166 | GFX_WRITE( '#' ); |
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167 | GFX_WRITE( c ); |
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168 | if( wall[i] == wall[i+1] - 2 ) GFX_WRITE( '_' ); |
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169 | } |
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170 | } |
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171 | |
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