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20 | #include "random_map.h" |
20 | #include "random_map.h" |
21 | #include "rproto.h" |
21 | #include "rproto.h" |
22 | |
22 | |
23 | /* global variables that everyone needs: don't want to pass them in |
23 | /* global variables that everyone needs: don't want to pass them in |
24 | as parameters every time. */ |
24 | as parameters every time. */ |
25 | int *wall_x_list = 0; |
25 | static int *wall_x_list = 0; |
26 | int *wall_y_list = 0; |
26 | static int *wall_y_list = 0; |
27 | int wall_free_size = 0; |
27 | static int wall_free_size = 0; |
28 | |
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29 | /* heuristically, we need to change wall_chance based on the size of |
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30 | the maze. */ |
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31 | |
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32 | int wall_chance; |
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33 | |
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34 | /* the outsize interface routine: accepts sizes, returns a char |
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35 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
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36 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
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37 | void |
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38 | maze_gen (Layout maze, int option) |
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39 | { |
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40 | maze->clear (); |
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41 | maze->border (); |
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42 | |
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43 | /* find how many free wall spots there are */ |
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44 | wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
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45 | |
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46 | make_wall_free_list (maze->w, maze->h); |
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47 | |
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48 | /* return the empty maze */ |
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49 | if (wall_free_size <= 0) |
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50 | return; |
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51 | |
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52 | /* recursively generate the walls of the maze */ |
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53 | /* first pop a random starting point */ |
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54 | while (wall_free_size > 0) |
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55 | { |
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56 | int i, j; |
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57 | |
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58 | pop_wall_point (&i, &j); |
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59 | |
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60 | if (option) |
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61 | fill_maze_full (maze, i, j, maze->w, maze->h); |
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62 | else |
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63 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
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64 | } |
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65 | |
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66 | /* clean up our intermediate data structures. */ |
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67 | |
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68 | free (wall_x_list); |
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69 | free (wall_y_list); |
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70 | } |
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71 | |
28 | |
72 | /* the free wall points are those outer points which aren't corners or |
29 | /* the free wall points are those outer points which aren't corners or |
73 | near corners, and don't have a maze wall growing out of them already. */ |
30 | near corners, and don't have a maze wall growing out of them already. */ |
74 | void |
31 | static void |
75 | make_wall_free_list (int xsize, int ysize) |
32 | make_wall_free_list (int xsize, int ysize) |
76 | { |
33 | { |
77 | int i, j, count; |
34 | int i, j, count; |
78 | |
35 | |
79 | count = 0; /* entries already placed in the free list */ |
36 | count = 0; /* entries already placed in the free list */ |
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106 | count++; |
63 | count++; |
107 | } |
64 | } |
108 | } |
65 | } |
109 | |
66 | |
110 | /* randomly returns one of the elements from the wall point list */ |
67 | /* randomly returns one of the elements from the wall point list */ |
111 | void |
68 | static void |
112 | pop_wall_point (int *x, int *y) |
69 | pop_wall_point (int *x, int *y) |
113 | { |
70 | { |
114 | int index = rmg_rndm (wall_free_size); |
71 | int index = rmg_rndm (wall_free_size); |
115 | |
72 | |
116 | *x = wall_x_list[index]; |
73 | *x = wall_x_list[index]; |
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122 | } |
79 | } |
123 | |
80 | |
124 | /* find free point: randomly look for a square adjacent to this one where |
81 | /* find free point: randomly look for a square adjacent to this one where |
125 | we can place a new block without closing a path. We may only look |
82 | we can place a new block without closing a path. We may only look |
126 | up, down, right, or left. */ |
83 | up, down, right, or left. */ |
127 | int |
84 | static int |
128 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
85 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
129 | { |
86 | { |
130 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
87 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
131 | int dirlist[4]; |
88 | int dirlist[4]; |
132 | int count = 0; /* # elements in dirlist */ |
89 | int count = 0; /* # elements in dirlist */ |
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209 | return 1; |
166 | return 1; |
210 | } |
167 | } |
211 | |
168 | |
212 | /* recursive routine which will fill every available space in the maze |
169 | /* recursive routine which will fill every available space in the maze |
213 | with walls*/ |
170 | with walls*/ |
214 | void |
171 | static void |
215 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
172 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
216 | { |
173 | { |
217 | int xc, yc; |
174 | int xc, yc; |
218 | |
175 | |
219 | /* write a wall here */ |
176 | /* write a wall here */ |
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231 | fill_maze_full (maze, xc, yc, xsize, ysize); |
188 | fill_maze_full (maze, xc, yc, xsize, ysize); |
232 | } |
189 | } |
233 | |
190 | |
234 | /* recursive routine which will fill much of the maze, but will leave |
191 | /* recursive routine which will fill much of the maze, but will leave |
235 | some free spots (possibly large) toward the center.*/ |
192 | some free spots (possibly large) toward the center.*/ |
236 | void |
193 | static void |
237 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
194 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
238 | { |
195 | { |
239 | int xc, yc; |
196 | int xc, yc; |
240 | |
197 | |
241 | /* write a wall here */ |
198 | /* write a wall here */ |
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251 | /* change the if to a while for a complete maze. */ |
208 | /* change the if to a while for a complete maze. */ |
252 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
209 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
253 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
210 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
254 | } |
211 | } |
255 | |
212 | |
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213 | /* the outsize interface routine: accepts sizes, returns a char |
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214 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
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215 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
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216 | void |
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217 | maze_gen (Layout maze, int option) |
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218 | { |
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219 | maze->clear (); |
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220 | maze->border (); |
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221 | |
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222 | /* find how many free wall spots there are */ |
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223 | wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
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224 | |
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225 | make_wall_free_list (maze->w, maze->h); |
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226 | |
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227 | /* return the empty maze */ |
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228 | if (wall_free_size <= 0) |
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229 | return; |
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230 | |
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231 | /* recursively generate the walls of the maze */ |
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232 | /* first pop a random starting point */ |
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233 | while (wall_free_size > 0) |
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234 | { |
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235 | int i, j; |
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236 | |
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237 | pop_wall_point (&i, &j); |
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238 | |
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239 | if (option) |
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240 | fill_maze_full (maze, i, j, maze->w, maze->h); |
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241 | else |
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242 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
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243 | } |
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244 | |
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245 | /* clean up our intermediate data structures. */ |
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246 | |
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247 | free (wall_x_list); |
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248 | free (wall_y_list); |
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249 | } |
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250 | |