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/cvs/deliantra/server/random_maps/snake.C
Revision: 1.3
Committed: Thu Sep 14 22:34:02 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +0 -2 lines
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# User Rev Content
1 elmex 1.1 /* peterm@langmuir.eecs.berkeley.edu: this function generates a random
2     snake-type layout.
3    
4     input: xsize, ysize;
5     output: a char** array with # and . for closed and open respectively.
6    
7     a char value of 0 represents a blank space: a '#' is
8     a wall.
9    
10     */
11    
12    
13     #include <stdio.h>
14     #include <global.h>
15     #include <time.h>
16    
17    
18    
19    
20 root 1.2 char **
21     make_snake_layout (int xsize, int ysize, int options)
22     {
23     int i, j;
24 elmex 1.1
25     /* allocate that array, set it up */
26 root 1.2 char **maze = (char **) calloc (sizeof (char *), xsize);
27    
28     for (i = 0; i < xsize; i++)
29     {
30     maze[i] = (char *) calloc (sizeof (char), ysize);
31     }
32 elmex 1.1
33     /* write the outer walls */
34 root 1.2 for (i = 0; i < xsize; i++)
35     maze[i][0] = maze[i][ysize - 1] = '#';
36     for (j = 0; j < ysize; j++)
37     maze[0][j] = maze[xsize - 1][j] = '#';
38 elmex 1.1
39     /* Bail out if the size is too small to make a snake. */
40 root 1.2 if (xsize < 8 || ysize < 8)
41     return maze;
42 elmex 1.1
43     /* decide snake orientation--vertical or horizontal , and
44     make the walls and place the doors. */
45    
46 root 1.2 if (RANDOM () % 2)
47     { /* vertical orientation */
48     int n_walls = RANDOM () % ((xsize - 5) / 3) + 1;
49     int spacing = xsize / (n_walls + 1);
50     int orientation = 1;
51    
52     for (i = spacing; i < xsize - 3; i += spacing)
53     {
54     if (orientation)
55     {
56     for (j = 1; j < ysize - 2; j++)
57     {
58     maze[i][j] = '#';
59     }
60     maze[i][j] = 'D';
61     }
62     else
63     {
64     for (j = 2; j < ysize; j++)
65     {
66     maze[i][j] = '#';
67     }
68     maze[i][1] = 'D';
69     }
70     orientation ^= 1; /* toggle the value of orientation */
71 elmex 1.1 }
72     }
73 root 1.2 else
74     { /* horizontal orientation */
75     int n_walls = RANDOM () % ((ysize - 5) / 3) + 1;
76     int spacing = ysize / (n_walls + 1);
77     int orientation = 1;
78    
79     for (i = spacing; i < ysize - 3; i += spacing)
80     {
81     if (orientation)
82     {
83     for (j = 1; j < xsize - 2; j++)
84     {
85     maze[j][i] = '#';
86     }
87     maze[j][i] = 'D';
88     }
89     else
90     {
91     for (j = 2; j < xsize; j++)
92     {
93     maze[j][i] = '#';
94     }
95     maze[1][i] = 'D';
96     }
97     orientation ^= 1; /* toggle the value of orientation */
98 elmex 1.1 }
99     }
100 root 1.2
101 elmex 1.1 /* place the exit up/down */
102 root 1.2 if (RANDOM () % 2)
103     {
104     maze[1][1] = '<';
105     maze[xsize - 2][ysize - 2] = '>';
106     }
107 elmex 1.1 else
108 root 1.2 {
109     maze[1][1] = '>';
110     maze[xsize - 2][ysize - 2] = '<';
111     }
112    
113    
114 elmex 1.1 return maze;
115     }