1 | |
|
|
2 | |
1 | |
3 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
2 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
4 | snake-type layout. |
3 | snake-type layout. |
5 | |
4 | |
6 | input: xsize, ysize; |
5 | input: xsize, ysize; |
… | |
… | |
9 | a char value of 0 represents a blank space: a '#' is |
8 | a char value of 0 represents a blank space: a '#' is |
10 | a wall. |
9 | a wall. |
11 | |
10 | |
12 | */ |
11 | */ |
13 | |
12 | |
|
|
13 | #include <global.h> |
|
|
14 | #include "random_map.h" |
|
|
15 | #include "rproto.h" |
14 | |
16 | |
15 | #include <stdio.h> |
17 | Maze |
16 | #include <global.h> |
18 | make_snake_layout (int xsize, int ysize, int options) |
17 | #include <time.h> |
19 | { |
|
|
20 | int i, j; |
18 | |
21 | |
19 | |
22 | Maze maze (xsize, ysize); |
20 | |
|
|
21 | |
|
|
22 | char **make_snake_layout(int xsize, int ysize,int options) { |
|
|
23 | int i,j; |
|
|
24 | |
|
|
25 | /* allocate that array, set it up */ |
|
|
26 | char **maze = (char **)calloc(sizeof(char*),xsize); |
|
|
27 | for(i=0;i<xsize;i++) { |
|
|
28 | maze[i] = (char *) calloc(sizeof(char),ysize); |
|
|
29 | } |
|
|
30 | |
23 | |
31 | /* write the outer walls */ |
24 | /* write the outer walls */ |
32 | for(i=0;i<xsize;i++) |
25 | for (i = 0; i < xsize; i++) maze[i][0] = maze[i][ysize - 1] = '#'; |
33 | maze[i][0] = maze[i][ysize-1] = '#'; |
26 | for (j = 0; j < ysize; j++) maze[0][j] = maze[xsize - 1][j] = '#'; |
34 | for(j=0;j<ysize;j++) |
|
|
35 | maze[0][j] = maze[xsize-1][j] = '#'; |
|
|
36 | |
27 | |
37 | /* Bail out if the size is too small to make a snake. */ |
28 | /* Bail out if the size is too small to make a snake. */ |
38 | if(xsize < 8 || ysize < 8) return maze; |
29 | if (xsize < 8 || ysize < 8) |
|
|
30 | return maze; |
39 | |
31 | |
40 | /* decide snake orientation--vertical or horizontal , and |
32 | /* decide snake orientation--vertical or horizontal , and |
41 | make the walls and place the doors. */ |
33 | make the walls and place the doors. */ |
42 | |
34 | |
43 | if(RANDOM()%2) { /* vertical orientation */ |
35 | if (rndm (2)) |
|
|
36 | { /* vertical orientation */ |
44 | int n_walls = RANDOM() % ((xsize - 5)/3) +1; |
37 | int n_walls = rndm (xsize - 5) / 3 + 1; |
45 | int spacing = xsize / (n_walls+1); |
38 | int spacing = xsize / (n_walls + 1); |
46 | int orientation=1; |
39 | int orientation = 1; |
|
|
40 | |
47 | for(i=spacing;i<xsize-3;i+=spacing) { |
41 | for (i = spacing; i < xsize - 3; i += spacing) |
|
|
42 | { |
48 | if(orientation) { |
43 | if (orientation) |
|
|
44 | { |
49 | for(j=1;j<ysize-2;j++) { |
45 | for (j = 1; j < ysize - 2; j++) |
50 | maze[i][j] = '#'; |
46 | maze[i][j] = '#'; |
|
|
47 | |
|
|
48 | maze[i][j] = 'D'; |
|
|
49 | } |
|
|
50 | else |
|
|
51 | { |
|
|
52 | for (j = 2; j < ysize; j++) |
|
|
53 | maze[i][j] = '#'; |
|
|
54 | |
|
|
55 | maze[i][1] = 'D'; |
|
|
56 | } |
|
|
57 | |
|
|
58 | orientation ^= 1; /* toggle the value of orientation */ |
51 | } |
59 | } |
52 | maze[i][j] = 'D'; |
|
|
53 | } |
60 | } |
|
|
61 | else |
|
|
62 | { /* horizontal orientation */ |
|
|
63 | int n_walls = rndm (ysize - 5) / 3 + 1; |
|
|
64 | int spacing = ysize / (n_walls + 1); |
|
|
65 | int orientation = 1; |
|
|
66 | |
|
|
67 | for (i = spacing; i < ysize - 3; i += spacing) |
54 | else { |
68 | { |
55 | for(j=2;j<ysize;j++) { |
69 | if (orientation) |
|
|
70 | { |
|
|
71 | for (j = 1; j < xsize - 2; j++) |
56 | maze[i][j] = '#'; |
72 | maze[j][i] = '#'; |
|
|
73 | |
|
|
74 | maze[j][i] = 'D'; |
|
|
75 | } |
|
|
76 | else |
|
|
77 | { |
|
|
78 | for (j = 2; j < xsize; j++) |
|
|
79 | maze[j][i] = '#'; |
|
|
80 | |
|
|
81 | maze[1][i] = 'D'; |
|
|
82 | } |
|
|
83 | |
|
|
84 | orientation ^= 1; /* toggle the value of orientation */ |
57 | } |
85 | } |
58 | maze[i][1] = 'D'; |
|
|
59 | } |
|
|
60 | orientation ^= 1; /* toggle the value of orientation */ |
|
|
61 | } |
86 | } |
62 | } |
87 | |
63 | else { /* horizontal orientation */ |
88 | /* place the exit up/down */ |
64 | int n_walls = RANDOM() % ((ysize - 5)/3) +1; |
89 | if (rndm (2)) |
65 | int spacing = ysize / (n_walls+1); |
90 | { |
66 | int orientation=1; |
|
|
67 | for(i=spacing;i<ysize-3;i+=spacing) { |
|
|
68 | if(orientation) { |
|
|
69 | for(j=1;j<xsize-2;j++) { |
|
|
70 | maze[j][i] = '#'; |
|
|
71 | } |
|
|
72 | maze[j][i] = 'D'; |
|
|
73 | } |
|
|
74 | else { |
|
|
75 | for(j=2;j<xsize;j++) { |
|
|
76 | maze[j][i] = '#'; |
|
|
77 | } |
|
|
78 | maze[1][i] = 'D'; |
91 | maze[1][1] = '<'; |
79 | } |
92 | maze[xsize - 2][ysize - 2] = '>'; |
80 | orientation ^= 1; /* toggle the value of orientation */ |
|
|
81 | } |
93 | } |
82 | } |
|
|
83 | |
|
|
84 | /* place the exit up/down */ |
|
|
85 | if(RANDOM() %2) |
|
|
86 | { maze[1][1] = '<'; maze[xsize-2][ysize-2]='>'; } |
|
|
87 | else |
94 | else |
88 | { maze[1][1] = '>'; maze[xsize-2][ysize-2]='<'; } |
|
|
89 | |
95 | { |
90 | |
96 | maze[1][1] = '>'; |
|
|
97 | maze[xsize - 2][ysize - 2] = '<'; |
|
|
98 | } |
|
|
99 | |
91 | return maze; |
100 | return maze; |
92 | } |
101 | } |
93 | |
102 | |
94 | |
|
|
95 | |
|
|