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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 1994-2004 Crossfire Development Team (restored, original file without copyright notice) |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
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snake-type maze. |
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|
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input: xsize, ysize; |
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output: a char** array with # and . for closed and open respectively. |
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|
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a char value of 0 represents a blank space: a '#' is |
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a wall. |
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|
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*/ |
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|
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#include <global.h> |
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#include <rmg.h> |
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#include "rproto.h" |
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|
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void |
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make_snake_layout (layout &maze, int options) |
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{ |
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int i, j; |
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|
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maze.clear (); |
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maze.border (); |
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|
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int xsize = maze.w; |
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int ysize = maze.h; |
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|
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/* Bail out if the size is too small to make a snake. */ |
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if (xsize < 8 || ysize < 8) |
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return; |
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|
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/* decide snake orientation--vertical or horizontal , and |
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make the walls and place the doors. */ |
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|
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if (rmg_rndm (2)) |
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{ /* vertical orientation */ |
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int n_walls = rmg_rndm (xsize - 5) / 3 + 1; |
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int spacing = xsize / (n_walls + 1); |
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int orientation = 1; |
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|
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for (i = spacing; i < xsize - 3; i += spacing) |
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{ |
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if (orientation) |
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{ |
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for (j = 1; j < ysize - 2; j++) |
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maze[i][j] = '#'; |
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|
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maze[i][j] = 'D'; |
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} |
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else |
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{ |
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for (j = 2; j < ysize; j++) |
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maze[i][j] = '#'; |
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|
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maze[i][1] = 'D'; |
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} |
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|
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orientation ^= 1; /* toggle the value of orientation */ |
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} |
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} |
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else |
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{ /* horizontal orientation */ |
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int n_walls = rmg_rndm (ysize - 5) / 3 + 1; |
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int spacing = ysize / (n_walls + 1); |
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int orientation = 1; |
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|
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for (i = spacing; i < ysize - 3; i += spacing) |
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{ |
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if (orientation) |
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{ |
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for (j = 1; j < xsize - 2; j++) |
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maze[j][i] = '#'; |
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|
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maze[j][i] = 'D'; |
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} |
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else |
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{ |
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for (j = 2; j < xsize; j++) |
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maze[j][i] = '#'; |
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|
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maze[1][i] = 'D'; |
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} |
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|
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orientation ^= 1; /* toggle the value of orientation */ |
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} |
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} |
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|
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/* place the exit up/down */ |
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if (rmg_rndm (2)) |
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{ |
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maze[1][1] = '<'; |
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maze[xsize - 2][ysize - 2] = '>'; |
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} |
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else |
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{ |
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maze[1][1] = '>'; |
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maze[xsize - 2][ysize - 2] = '<'; |
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} |
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} |
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|