/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice) * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ /* peterm@langmuir.eecs.berkeley.edu: this function generates a random snake-type maze. input: xsize, ysize; output: a char** array with # and . for closed and open respectively. a char value of 0 represents a blank space: a '#' is a wall. */ #include #include #include "rproto.h" void make_snake_layout (layout &maze, int options) { int i, j; maze.clear (); maze.border (); int xsize = maze.w; int ysize = maze.h; /* Bail out if the size is too small to make a snake. */ if (xsize < 8 || ysize < 8) return; /* decide snake orientation--vertical or horizontal , and make the walls and place the doors. */ if (rmg_rndm (2)) { /* vertical orientation */ int n_walls = rmg_rndm (xsize - 5) / 3 + 1; int spacing = xsize / (n_walls + 1); int orientation = 1; for (i = spacing; i < xsize - 3; i += spacing) { if (orientation) { for (j = 1; j < ysize - 2; j++) maze[i][j] = '#'; maze[i][j] = 'D'; } else { for (j = 2; j < ysize; j++) maze[i][j] = '#'; maze[i][1] = 'D'; } orientation ^= 1; /* toggle the value of orientation */ } } else { /* horizontal orientation */ int n_walls = rmg_rndm (ysize - 5) / 3 + 1; int spacing = ysize / (n_walls + 1); int orientation = 1; for (i = spacing; i < ysize - 3; i += spacing) { if (orientation) { for (j = 1; j < xsize - 2; j++) maze[j][i] = '#'; maze[j][i] = 'D'; } else { for (j = 2; j < xsize; j++) maze[j][i] = '#'; maze[1][i] = 'D'; } orientation ^= 1; /* toggle the value of orientation */ } } /* place the exit up/down */ if (rmg_rndm (2)) { maze[1][1] = '<'; maze[xsize - 2][ysize - 2] = '>'; } else { maze[1][1] = '>'; maze[xsize - 2][ysize - 2] = '<'; } }