コード例 #1
0
ファイル: level.c プロジェクト: newdispatcher/minix
static void
add_mazes(void)
{
    short i, j;
    short start;
    short maze_percent;

    if (cur_level > 1) {
        start = get_rand(0, (MAXROOMS-1));
        maze_percent = (cur_level * 5) / 4;

        if (cur_level > 15) {
            maze_percent += cur_level;
        }
        for (i = 0; i < MAXROOMS; i++) {
            j = ((start + i) % MAXROOMS);
            if (rooms[j].is_room & R_NOTHING) {
                if (rand_percent(maze_percent)) {
                    rooms[j].is_room = R_MAZE;
                    make_maze(get_rand(rooms[j].top_row+1, rooms[j].bottom_row-1),
                              get_rand(rooms[j].left_col+1, rooms[j].right_col-1),
                              rooms[j].top_row, rooms[j].bottom_row,
                              rooms[j].left_col, rooms[j].right_col);
                    hide_boxed_passage(rooms[j].top_row, rooms[j].left_col,
                                       rooms[j].bottom_row, rooms[j].right_col,
                                       get_rand(0, 2));
                }
            }
        }
    }
}
コード例 #2
0
ファイル: mazegame.c プロジェクト: reneezhu/391-mp2
/* 
 * prepare_maze_level
 *   DESCRIPTION: Prepare for a maze of a given level.  Fills the game_info
 *		  structure, creates a maze, and initializes the display.
 *   INPUTS: level -- level to be used for selecting parameter values
 *   OUTPUTS: none
 *   RETURN VALUE: 0 on success, -1 on failure
 *   SIDE EFFECTS: writes entire game_info structure; changes maze;
 *                 initializes display
 */
static int
prepare_maze_level (int level)
{
    int i; /* loop index for drawing display */
    
    /*
     * Record level in game_info; other calculations use offset from
     * level 1.
     */
    game_info.number = level--;

    /* Set per-level parameter values. */
    if ((game_info.maze_x_dim = MAZE_MIN_X_DIM + 2 * level) >
	MAZE_MAX_X_DIM)
	game_info.maze_x_dim = MAZE_MAX_X_DIM;
    if ((game_info.maze_y_dim = MAZE_MIN_Y_DIM + 2 * level) >
	MAZE_MAX_Y_DIM)
	game_info.maze_y_dim = MAZE_MAX_Y_DIM;
    if ((game_info.initial_fruit_count = 1 + level / 2) > 6)
	game_info.initial_fruit_count = 6;
    if ((game_info.time_to_first_fruit = 300 - 30 * level) < 120)
	game_info.time_to_first_fruit = 120;
    if ((game_info.time_between_fruits = 300 - 60 * level) < 60)
	game_info.time_between_fruits = 60;
    if ((game_info.tick_usec = 20000 - 1750 * level) < 5000)
	game_info.tick_usec = 5000;

    /* Initialize dynamic values. */
    game_info.map_x = game_info.map_y = SHOW_MIN;

    /* Create a maze. */
    if (make_maze (game_info.maze_x_dim, game_info.maze_y_dim,
		   game_info.initial_fruit_count) != 0)
	return -1;
    
    /* Set logical view and draw initial screen. */
    set_view_window (game_info.map_x, game_info.map_y);
    for (i = 0; i < SCROLL_Y_DIM; i++)
	(void)draw_horiz_line (i);

    /* Return success. */
    return 0;
}
コード例 #3
0
ファイル: level.c プロジェクト: newdispatcher/minix
static void
make_maze(short r, short c, short tr, short br, short lc, short rc)
{
    char dirs[4];
    short i, t;

    dirs[0] = UPWARD;
    dirs[1] = DOWN;
    dirs[2] = LEFT;
    dirs[3] = RIGHT;

    dungeon[r][c] = TUNNEL;

    if (rand_percent(20)) {
        for (i = 0; i < 10; i++) {
            short t1, t2;

            t1 = get_rand(0, 3);
            t2 = get_rand(0, 3);

            SWAP(dirs[t1], dirs[t2]);
        }
    }
    for (i = 0; i < 4; i++) {
        switch(dirs[i]) {
        case UPWARD:
            if (((r-1) >= tr) &&
                    (dungeon[r-1][c] != TUNNEL) &&
                    (dungeon[r-1][c-1] != TUNNEL) &&
                    (dungeon[r-1][c+1] != TUNNEL) &&
                    (dungeon[r-2][c] != TUNNEL)) {
                make_maze((r-1), c, tr, br, lc, rc);
            }
            break;
        case DOWN:
            if (((r+1) <= br) &&
                    (dungeon[r+1][c] != TUNNEL) &&
                    (dungeon[r+1][c-1] != TUNNEL) &&
                    (dungeon[r+1][c+1] != TUNNEL) &&
                    (dungeon[r+2][c] != TUNNEL)) {
                make_maze((r+1), c, tr, br, lc, rc);
            }
            break;
        case LEFT:
            if (((c-1) >= lc) &&
                    (dungeon[r][c-1] != TUNNEL) &&
                    (dungeon[r-1][c-1] != TUNNEL) &&
                    (dungeon[r+1][c-1] != TUNNEL) &&
                    (dungeon[r][c-2] != TUNNEL)) {
                make_maze(r, (c-1), tr, br, lc, rc);
            }
            break;
        case RIGHT:
            if (((c+1) <= rc) &&
                    (dungeon[r][c+1] != TUNNEL) &&
                    (dungeon[r-1][c+1] != TUNNEL) &&
                    (dungeon[r+1][c+1] != TUNNEL) &&
                    (dungeon[r][c+2] != TUNNEL)) {
                make_maze(r, (c+1), tr, br, lc, rc);
            }
            break;
        }
    }
}