/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* 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] = '<';
}
}