--- deliantra/server/random_maps/maze_gen.C 2007/01/18 19:42:10 1.6 +++ deliantra/server/random_maps/maze_gen.C 2008/05/08 14:20:19 1.12 @@ -15,17 +15,10 @@ reasonable mazes: a straightforward recursive random walk maze generator would generate a map with a trivial circle-the-outer-wall solution */ -#include #include -/*#include */ -#include -#include - - -/* this include solely, and only, is needed for the definition of RANDOM */ - - +#include "random_map.h" +#include "rproto.h" /* global variables that everyone needs: don't want to pass them in as parameters every time. */ @@ -41,60 +34,43 @@ /* the outsize interface routine: accepts sizes, returns a char ** maze. option is a flag for either a sparse or a full maze. Sparse mazes have sizable rooms. option = 1, full, 0, sparse.*/ - -char ** -maze_gen (int xsize, int ysize, int option) +void +maze_gen (Layout maze, int option) { - int i, j; - - /* 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] = '#'; - + maze->clear (); + maze->border (); /* find how many free wall spots there are */ - wall_free_size = 2 * (xsize - 4) + 2 * (ysize - 4); + wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); - make_wall_free_list (xsize, ysize); + make_wall_free_list (maze->w, maze->h); /* return the empty maze */ if (wall_free_size <= 0) - return maze; + return; /* recursively generate the walls of the maze */ /* first pop a random starting point */ while (wall_free_size > 0) { + int i, j; + pop_wall_point (&i, &j); + if (option) - fill_maze_full (maze, i, j, xsize, ysize); + fill_maze_full (maze, i, j, maze->w, maze->h); else - fill_maze_sparse (maze, i, j, xsize, ysize); + fill_maze_sparse (maze, i, j, maze->w, maze->h); } /* clean up our intermediate data structures. */ free (wall_x_list); free (wall_y_list); - - return maze; } - - /* the free wall points are those outer points which aren't corners or near corners, and don't have a maze wall growing out of them already. */ - void make_wall_free_list (int xsize, int ysize) { @@ -104,9 +80,9 @@ /*allocate it */ if (wall_free_size < 0) return; - wall_x_list = (int *) calloc (sizeof (int), wall_free_size); - wall_y_list = (int *) calloc (sizeof (int), wall_free_size); + wall_x_list = (int *)calloc (sizeof (int), wall_free_size); + wall_y_list = (int *)calloc (sizeof (int), wall_free_size); /* top and bottom wall */ for (i = 2; i < xsize - 2; i++) @@ -131,14 +107,11 @@ } } - - /* randomly returns one of the elements from the wall point list */ - void pop_wall_point (int *x, int *y) { - int index = RANDOM () % wall_free_size; + int index = rmg_rndm (wall_free_size); *x = wall_x_list[index]; *y = wall_y_list[index]; @@ -148,17 +121,13 @@ wall_free_size--; } - - /* find free point: randomly look for a square adjacent to this one where we can place a new block without closing a path. We may only look up, down, right, or left. */ - int find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) { - -/* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ + /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ int dirlist[4]; int count = 0; /* # elements in dirlist */ @@ -170,13 +139,9 @@ cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; if (cleartest == 0) - { - dirlist[count] = 1; - count++; - } + dirlist[count++] = 1; } - /* look down */ if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ { @@ -185,13 +150,9 @@ cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; if (cleartest == 0) - { - dirlist[count] = 2; - count++; - } + dirlist[count++] = 2; } - /* look right */ if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ { @@ -200,13 +161,9 @@ cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; if (cleartest == 0) - { - dirlist[count] = 3; - count++; - } + dirlist[count++] = 3; } - /* look left */ if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ { @@ -215,57 +172,45 @@ cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; if (cleartest == 0) - { - dirlist[count] = 4; - count++; - } + dirlist[count++] = 4; } if (count == 0) return -1; /* failed to find any clear points */ /* choose a random direction */ - if (count > 1) - count = RANDOM () % count; - else - count = 0; - switch (dirlist[count]) + switch (dirlist [rmg_rndm (count)]) { case 1: /* up */ - { - *y = yc + 1; - *x = xc; - break; - }; + *y = yc + 1; + *x = xc; + break; + case 2: /* down */ - { - *y = yc - 1; - *x = xc; - break; - }; + *y = yc - 1; + *x = xc; + break; + case 3: /* right */ - { - *y = yc; - *x = xc + 1; - break; - } + *y = yc; + *x = xc + 1; + break; + case 4: /* left */ - { - *x = xc - 1; - *y = yc; - break; - } + *x = xc - 1; + *y = yc; + break; + default: /* ??? */ - { - return -1; - } + return -1; + } + return 1; } /* recursive routine which will fill every available space in the maze with walls*/ - void fill_maze_full (char **maze, int x, int y, int xsize, int ysize) { @@ -275,7 +220,7 @@ maze[x][y] = '#'; /* decide if we're going to pick from the wall_free_list */ - if (rndm (4) && wall_free_size > 0) + if (rmg_rndm (4) && wall_free_size > 0) { pop_wall_point (&xc, &yc); fill_maze_full (maze, xc, yc, xsize, ysize); @@ -283,15 +228,11 @@ /* change the if to a while for a complete maze. */ while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) - { - fill_maze_full (maze, xc, yc, xsize, ysize); - } + fill_maze_full (maze, xc, yc, xsize, ysize); } - /* recursive routine which will fill much of the maze, but will leave some free spots (possibly large) toward the center.*/ - void fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) { @@ -301,7 +242,7 @@ maze[x][y] = '#'; /* decide if we're going to pick from the wall_free_list */ - if (rndm (4) && wall_free_size > 0) + if (rmg_rndm (4) && wall_free_size > 0) { pop_wall_point (&xc, &yc); fill_maze_sparse (maze, xc, yc, xsize, ysize); @@ -309,7 +250,6 @@ /* change the if to a while for a complete maze. */ if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) - { - fill_maze_sparse (maze, xc, yc, xsize, ysize); - } + fill_maze_sparse (maze, xc, yc, xsize, ysize); } +