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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2013 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* Snake-like layout generator.
* @author peterm@langmuir.eecs.berkeley.edu
*/
#include "global.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
/**
* Generate a snake-like layout.
* @param xsize
* @param ysize
* layout size.
* @return
* generated layout.
*/
char **make_snake_layout(int xsize, int ysize, int _unused_option, int _unused_layers)
{
int i, j;
(void)_unused_option;
(void)_unused_layers;
/* allocate that array, set it up */
char **maze = (char **)calloc(sizeof(char *), xsize);
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] = '#';
}
/* Bail out if the size is too small to make a snake. */
if (xsize < 8 || ysize < 8) {
return maze;
}
/* decide snake orientation--vertical or horizontal , and
make the walls and place the doors. */
if (RANDOM()%2) { /* vertical orientation */
int n_walls = RANDOM()%((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 = RANDOM()%((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 (RANDOM()%2) {
maze[1][1] = '<';
maze[xsize-2][ysize-2] = '>';
} else {
maze[1][1] = '>';
maze[xsize-2][ysize-2] = '<';
}
return maze;
}
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