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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; |
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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 | |
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13 | #include <global.h> |
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14 | #include "random_map.h" |
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15 | #include "rproto.h" |
14 | |
16 | |
15 | #include <stdio.h> |
17 | void |
16 | #include <global.h> |
18 | make_snake_layout (Maze maze, int options) |
17 | #include <time.h> |
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18 | |
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19 | |
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21 | |
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22 | char ** |
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23 | make_snake_layout (int xsize, int ysize, int options) |
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24 | { |
19 | { |
25 | int i, j; |
20 | int i, j; |
26 | |
21 | |
27 | /* allocate that array, set it up */ |
22 | maze->clear (); |
28 | char **maze = (char **) calloc (sizeof (char *), xsize); |
23 | maze->border (); |
29 | |
24 | |
30 | for (i = 0; i < xsize; i++) |
25 | int xsize = maze->w; |
31 | { |
26 | int ysize = maze->h; |
32 | maze[i] = (char *) calloc (sizeof (char), ysize); |
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33 | } |
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34 | |
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35 | /* write the outer walls */ |
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36 | for (i = 0; i < xsize; i++) |
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37 | maze[i][0] = maze[i][ysize - 1] = '#'; |
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38 | for (j = 0; j < ysize; j++) |
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39 | maze[0][j] = maze[xsize - 1][j] = '#'; |
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40 | |
27 | |
41 | /* 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. */ |
42 | if (xsize < 8 || ysize < 8) |
29 | if (xsize < 8 || ysize < 8) |
43 | return maze; |
30 | return; |
44 | |
31 | |
45 | /* decide snake orientation--vertical or horizontal , and |
32 | /* decide snake orientation--vertical or horizontal , and |
46 | make the walls and place the doors. */ |
33 | make the walls and place the doors. */ |
47 | |
34 | |
48 | if (RANDOM () % 2) |
35 | if (rndm (2)) |
49 | { /* vertical orientation */ |
36 | { /* vertical orientation */ |
50 | int n_walls = RANDOM () % ((xsize - 5) / 3) + 1; |
37 | int n_walls = rndm (xsize - 5) / 3 + 1; |
51 | int spacing = xsize / (n_walls + 1); |
38 | int spacing = xsize / (n_walls + 1); |
52 | int orientation = 1; |
39 | int orientation = 1; |
53 | |
40 | |
54 | for (i = spacing; i < xsize - 3; i += spacing) |
41 | for (i = spacing; i < xsize - 3; i += spacing) |
55 | { |
42 | { |
56 | if (orientation) |
43 | if (orientation) |
57 | { |
44 | { |
58 | for (j = 1; j < ysize - 2; j++) |
45 | for (j = 1; j < ysize - 2; j++) |
59 | { |
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60 | maze[i][j] = '#'; |
46 | maze[i][j] = '#'; |
61 | } |
47 | |
62 | maze[i][j] = 'D'; |
48 | maze[i][j] = 'D'; |
63 | } |
49 | } |
64 | else |
50 | else |
65 | { |
51 | { |
66 | for (j = 2; j < ysize; j++) |
52 | for (j = 2; j < ysize; j++) |
67 | { |
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68 | maze[i][j] = '#'; |
53 | maze[i][j] = '#'; |
69 | } |
54 | |
70 | maze[i][1] = 'D'; |
55 | maze[i][1] = 'D'; |
71 | } |
56 | } |
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57 | |
72 | orientation ^= 1; /* toggle the value of orientation */ |
58 | orientation ^= 1; /* toggle the value of orientation */ |
73 | } |
59 | } |
74 | } |
60 | } |
75 | else |
61 | else |
76 | { /* horizontal orientation */ |
62 | { /* horizontal orientation */ |
77 | int n_walls = RANDOM () % ((ysize - 5) / 3) + 1; |
63 | int n_walls = rndm (ysize - 5) / 3 + 1; |
78 | int spacing = ysize / (n_walls + 1); |
64 | int spacing = ysize / (n_walls + 1); |
79 | int orientation = 1; |
65 | int orientation = 1; |
80 | |
66 | |
81 | for (i = spacing; i < ysize - 3; i += spacing) |
67 | for (i = spacing; i < ysize - 3; i += spacing) |
82 | { |
68 | { |
83 | if (orientation) |
69 | if (orientation) |
84 | { |
70 | { |
85 | for (j = 1; j < xsize - 2; j++) |
71 | for (j = 1; j < xsize - 2; j++) |
86 | { |
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87 | maze[j][i] = '#'; |
72 | maze[j][i] = '#'; |
88 | } |
73 | |
89 | maze[j][i] = 'D'; |
74 | maze[j][i] = 'D'; |
90 | } |
75 | } |
91 | else |
76 | else |
92 | { |
77 | { |
93 | for (j = 2; j < xsize; j++) |
78 | for (j = 2; j < xsize; j++) |
94 | { |
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95 | maze[j][i] = '#'; |
79 | maze[j][i] = '#'; |
96 | } |
80 | |
97 | maze[1][i] = 'D'; |
81 | maze[1][i] = 'D'; |
98 | } |
82 | } |
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83 | |
99 | orientation ^= 1; /* toggle the value of orientation */ |
84 | orientation ^= 1; /* toggle the value of orientation */ |
100 | } |
85 | } |
101 | } |
86 | } |
102 | |
87 | |
103 | /* place the exit up/down */ |
88 | /* place the exit up/down */ |
104 | if (RANDOM () % 2) |
89 | if (rndm (2)) |
105 | { |
90 | { |
106 | maze[1][1] = '<'; |
91 | maze[1][1] = '<'; |
107 | maze[xsize - 2][ysize - 2] = '>'; |
92 | maze[xsize - 2][ysize - 2] = '>'; |
108 | } |
93 | } |
109 | else |
94 | else |
110 | { |
95 | { |
111 | maze[1][1] = '>'; |
96 | maze[1][1] = '>'; |
112 | maze[xsize - 2][ysize - 2] = '<'; |
97 | maze[xsize - 2][ysize - 2] = '<'; |
113 | } |
98 | } |
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99 | } |
114 | |
100 | |
115 | |
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116 | return maze; |
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117 | } |
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