--- deliantra/server/random_maps/snake.C 2007/01/18 19:42:10 1.5
+++ deliantra/server/random_maps/snake.C 2010/07/01 01:22:44 1.12
@@ -1,3 +1,25 @@
+/*
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 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 layout.
@@ -10,43 +32,31 @@
*/
-
-#include
#include
-#include
-
-
-
+#include "random_map.h"
+#include "rproto.h"
-char **
-make_snake_layout (int xsize, int ysize, int options)
+void
+make_snake_layout (Layout &maze, int options)
{
int i, j;
- /* allocate that array, set it up */
- char **maze = (char **) calloc (sizeof (char *), xsize);
+ maze.clear ();
+ maze.border ();
- for (i = 0; i < xsize; i++)
- {
- maze[i] = (char *) calloc (sizeof (char), ysize);
- }
-
- /* write the outer walls */
- for (i = 0; i < xsize; i++)
- maze[i][0] = maze[i][ysize - 1] = '#';
- for (j = 0; j < ysize; j++)
- maze[0][j] = maze[xsize - 1][j] = '#';
+ 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 maze;
+ return;
/* decide snake orientation--vertical or horizontal , and
make the walls and place the doors. */
- if (rndm (2))
+ if (rmg_rndm (2))
{ /* vertical orientation */
- int n_walls = RANDOM () % ((xsize - 5) / 3) + 1;
+ int n_walls = rmg_rndm (xsize - 5) / 3 + 1;
int spacing = xsize / (n_walls + 1);
int orientation = 1;
@@ -55,25 +65,24 @@
if (orientation)
{
for (j = 1; j < ysize - 2; j++)
- {
- maze[i][j] = '#';
- }
+ maze[i][j] = '#';
+
maze[i][j] = 'D';
}
else
{
for (j = 2; j < ysize; j++)
- {
- maze[i][j] = '#';
- }
+ maze[i][j] = '#';
+
maze[i][1] = 'D';
}
+
orientation ^= 1; /* toggle the value of orientation */
}
}
else
{ /* horizontal orientation */
- int n_walls = RANDOM () % ((ysize - 5) / 3) + 1;
+ int n_walls = rmg_rndm (ysize - 5) / 3 + 1;
int spacing = ysize / (n_walls + 1);
int orientation = 1;
@@ -82,25 +91,24 @@
if (orientation)
{
for (j = 1; j < xsize - 2; j++)
- {
- maze[j][i] = '#';
- }
+ maze[j][i] = '#';
+
maze[j][i] = 'D';
}
else
{
for (j = 2; j < xsize; j++)
- {
- maze[j][i] = '#';
- }
+ maze[j][i] = '#';
+
maze[1][i] = 'D';
}
+
orientation ^= 1; /* toggle the value of orientation */
}
}
/* place the exit up/down */
- if (rndm (2))
+ if (rmg_rndm (2))
{
maze[1][1] = '<';
maze[xsize - 2][ysize - 2] = '>';
@@ -110,7 +118,5 @@
maze[1][1] = '>';
maze[xsize - 2][ysize - 2] = '<';
}
-
-
- return maze;
}
+