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- Article 104 of alt.sources.amiga:
- Path: fishpond!mcdphx!asuvax!ncar!elroy.jpl.nasa.gov!sdd.hp.com!mips!pacbell.com!tandem!zorch!xanthian
- From: xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan)
- Newsgroups: rec.games.programmer,alt.sources,alt.sources.amiga
- Subject: townmaze part 01/04
- Summary: Designs Bard's Tale I style city mazes in character graphics
- Keywords: BSD 4.3 Unix, AmigaOS 1.3, character graphics
- Message-ID: <1991Apr18.034540.7109@zorch.SF-Bay.ORG>
- Date: 18 Apr 91 03:45:40 GMT
- Followup-To: rec.games.programmer,alt.sources.d
- Organization: SF-Bay Public-Access Unix
- Lines: 1696
-
-
- Archive-name: townmaze/part01
-
- Sorry to be so slow at this, but enough folks asked for it I thought
- I'd better go ahead and clean up the hacked up mess it began as. It
- now compiles, with only make file changes, on an ANSI C and an old
- C compiler on two different architectures/OSs, so perhaps most of the
- portability problems will be small ones. No longer a slave to #defines,
- it now has 8 optional command line parameters, malloc()s its work space,
- frees it on exit(), and otherwise behaves itself. It's also grown huge,
- from 30K when it first worked as one monolithic file to around 170K now,
- aided and abetted by over 50K of documentation, and lots of overhead
- from make files and splitting the files out and putting in prototypes
- and such stuff. Enough whining; give this kid a job! An excerpt from
- the README file follows, and then part one of the shar. This is a
- vanilla cshar makekit production (thanks as always to Rich Salz) in four
- parts.
-
- Kent, the man from xanth.
- <xanthian@Zorch.SF-Bay.ORG> <xanthian@well.sf.ca.us>
-
-
- Townmaze -- A Program to Design "Bard's Tale I"-Style City Mazes
-
- Copyright 1991 by Kent Paul Dolan, Mountain View, CA, USA 94039-0755
-
- This program was written in response to a request in USENet newsgroup
- rec.games.programmer for "code that designs a town-shaped maze like the
- town Bard's Tale I uses"; you be the judge how well it does; I'm quite
- proud of the result. The goal is not a great "pencil and paper" maze,
- but instead a fun town for a 3D dungeon crawl game to incorporate.
- Here's a tiny (7/64 the size of the BT-I town) example output, big ones
- look better:
-
- ht 15 wd 33 gates 8 left 1 courts 4 unused 2 straight 950 seed 113181
- #################################
- ### | | # | | # | | # | # # # ###
- ##### ##### ##### ##### #-#-#-###
- # | | # | | # | # # # #
- ###-# ##### ### #####-# ### #-#
- # # # | # | | # | | # #
- #-### ####### #-####### ###-###-#
- | | ### | # ### # | # # # # #
- #-### ####### #####-### #-###-###
- # # # # # # | | #
- ###-# #-# ### ### ###
- # | | # | #
- ###-### #-#-#-#-#-#-#-#-# ###-###
- ### # | # # # # # # # # # | # ###
- #################################
-
- There are now _lots_ of command line parameters; (continued in README file).
-
-