ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/maze_gen.C
(Generate patch)

Comparing deliantra/server/random_maps/maze_gen.C (file contents):
Revision 1.15 by root, Fri Nov 6 13:31:47 2009 UTC vs.
Revision 1.21 by root, Tue Jun 29 16:52:53 2010 UTC

1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice)
6 *
7 * Deliantra is free software: you can redistribute it and/or modify it under
8 * the terms of the Affero GNU General Public License as published by the
9 * Free Software Foundation, either version 3 of the License, or (at your
10 * option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the Affero GNU General Public License
18 * and the GNU General Public License along with this program. If not, see
19 * <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
1 23
2/* peterm@langmuir.eecs.berkeley.edu: this function generates a random 24/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
3blocked maze with the property that there is only one path from one spot 25blocked maze with the property that there is only one path from one spot
4to any other, and there is always a path from one spot to any other. 26to any other, and there is always a path from one spot to any other.
5 27
13 35
14/* we need to maintain a list of wall points to generate 36/* we need to maintain a list of wall points to generate
15 reasonable mazes: a straightforward recursive random walk maze 37 reasonable mazes: a straightforward recursive random walk maze
16 generator would generate a map with a trivial circle-the-outer-wall solution */ 38 generator would generate a map with a trivial circle-the-outer-wall solution */
17 39
40#include <vector>
41
18#include <global.h> 42#include <global.h>
19 43
20#include "random_map.h" 44#include "random_map.h"
21#include "rproto.h" 45#include "rproto.h"
22 46
47struct point
48{
49 short x;
50 short y;
51
52 point ()
53 {
54 }
55
56 point (int x, int y)
57 : x(x), y(y)
58 {
59 }
60};
61
23/* global variables that everyone needs: don't want to pass them in 62/* global variables that everyone needs: don't want to pass them in
24 as parameters every time. */ 63 as parameters every time. */
25static int *wall_x_list = 0; 64static point *seed_list;
26static int *wall_y_list = 0; 65static int seed_max, seed_size;
27static int wall_free_size = 0; 66static int xsize, ysize;
67static char **maze;
68
69static void
70push (point p)
71{
72 assert (seed_size < seed_max);
73
74 seed_list [seed_size++] = p;
75
76 maze [p.x][p.y] = '#';
77}
28 78
29/* the free wall points are those outer points which aren't corners or 79/* the free wall points are those outer points which aren't corners or
30 near corners, and don't have a maze wall growing out of them already. */ 80 near corners, and don't have a maze wall growing out of them already. */
31static void 81static void
32make_wall_free_list (int xsize, int ysize) 82push_walls ()
33{ 83{
34 int i, j, count;
35
36 count = 0; /* entries already placed in the free list */
37 /*allocate it */
38 if (wall_free_size < 0)
39 return;
40
41 wall_x_list = (int *)calloc (sizeof (int), wall_free_size);
42 wall_y_list = (int *)calloc (sizeof (int), wall_free_size);
43
44 /* top and bottom wall */ 84 /* top and bottom wall */
45 for (i = 2; i < xsize - 2; i++) 85 for (int x = 2; x < xsize - 2; x++)
46 { 86 {
47 wall_x_list[count] = i; 87 push (point (x, 0));
48 wall_y_list[count] = 0; 88 push (point (x, ysize - 1));
49 count++;
50 wall_x_list[count] = i;
51 wall_y_list[count] = ysize - 1;
52 count++;
53 } 89 }
54 90
55 /* left and right wall */ 91 /* left and right wall */
56 for (j = 2; j < ysize - 2; j++) 92 for (int y = 2; y < ysize - 2; y++)
57 { 93 {
58 wall_x_list[count] = 0; 94 push (point ( 0, y));
59 wall_y_list[count] = j; 95 push (point (xsize - 1, y));
60 count++;
61 wall_x_list[count] = xsize - 1;
62 wall_y_list[count] = j;
63 count++;
64 } 96 }
65} 97}
66 98
67/* randomly returns one of the elements from the wall point list */ 99/* randomly returns one of the elements from the wall point list */
68static void 100static point
69pop_wall_point (int *x, int *y) 101pop_rand ()
70{ 102{
71 int index = rmg_rndm (wall_free_size); 103 int index = rmg_rndm (seed_size);
72 104
73 *x = wall_x_list[index]; 105 point p = seed_list [index];
74 *y = wall_y_list[index]; 106
75 /* write the last array point here */ 107 /* write the last array point here */
76 wall_x_list[index] = wall_x_list[wall_free_size - 1]; 108 seed_list [index] = seed_list [--seed_size];
77 wall_y_list[index] = wall_y_list[wall_free_size - 1]; 109
78 wall_free_size--; 110 return p;
79} 111}
80 112
81/* find free point: randomly look for a square adjacent to this one where 113/* find free point: randomly look for a square adjacent to this one where
82we can place a new block without closing a path. We may only look 114we can place a new block without closing a path. We may only look
83up, down, right, or left. */ 115up, down, right, or left. */
84static int 116static int
85find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) 117find_free_point (point &p, point pc)
86{ 118{
87 /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ 119 /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */
88 int dirlist[4]; 120 int dirlist[4];
89 int count = 0; /* # elements in dirlist */ 121 int count = 0; /* # elements in dirlist */
90 122
123 int xc = pc.x;
124 int yc = pc.y;
125
91 /* look up */ 126 /* look up */
92 if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ 127 if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */
93 { 128 {
94 int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; 129 int cleartest = maze[xc][yc + 1] + maze[xc - 1][yc + 1] + maze[xc + 1][yc + 1]
95
96 cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; 130 + maze[xc][yc + 2] + maze[xc - 1][yc + 2] + maze[xc + 1][yc + 2];
97 131
98 if (cleartest == 0) 132 if (cleartest == 0)
99 dirlist[count++] = 1; 133 dirlist[count++] = 1;
100 } 134 }
101 135
102 /* look down */ 136 /* look down */
103 if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ 137 if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */
104 { 138 {
105 int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; 139 int cleartest = maze[xc][yc - 1] + maze[xc - 1][yc - 1] + maze[xc + 1][yc - 1]
106
107 cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; 140 + maze[xc][yc - 2] + maze[xc - 1][yc - 2] + maze[xc + 1][yc - 2];
108 141
109 if (cleartest == 0) 142 if (cleartest == 0)
110 dirlist[count++] = 2; 143 dirlist[count++] = 2;
111 } 144 }
112 145
113 /* look right */ 146 /* look right */
114 if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ 147 if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */
115 { 148 {
116 int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; 149 int cleartest = maze[xc + 1][yc] + maze[xc + 1][yc - 1] + maze[xc + 1][yc + 1]
117
118 cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; 150 + maze[xc + 2][yc] + maze[xc + 2][yc - 1] + maze[xc + 2][yc + 1];
119 151
120 if (cleartest == 0) 152 if (cleartest == 0)
121 dirlist[count++] = 3; 153 dirlist[count++] = 3;
122 } 154 }
123 155
124 /* look left */ 156 /* look left */
125 if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ 157 if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */
126 { 158 {
127 int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; 159 int cleartest = maze[xc - 1][yc] + maze[xc - 1][yc - 1] + maze[xc - 1][yc + 1]
128
129 cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; 160 + maze[xc - 2][yc] + maze[xc - 2][yc - 1] + maze[xc - 2][yc + 1];
130 161
131 if (cleartest == 0) 162 if (cleartest == 0)
132 dirlist[count++] = 4; 163 dirlist[count++] = 4;
133 } 164 }
134 165
137 168
138 /* choose a random direction */ 169 /* choose a random direction */
139 switch (dirlist [rmg_rndm (count)]) 170 switch (dirlist [rmg_rndm (count)])
140 { 171 {
141 case 1: /* up */ 172 case 1: /* up */
173 p.x = xc;
142 *y = yc + 1; 174 p.y = yc + 1;
143 *x = xc;
144 break; 175 break;
145 176
146 case 2: /* down */ 177 case 2: /* down */
178 p.x = xc;
147 *y = yc - 1; 179 p.y = yc - 1;
148 *x = xc;
149 break; 180 break;
150 181
151 case 3: /* right */ 182 case 3: /* right */
152 *y = yc;
153 *x = xc + 1; 183 p.x = xc + 1;
184 p.y = yc;
154 break; 185 break;
155 186
156 case 4: /* left */ 187 case 4: /* left */
157 *x = xc - 1; 188 p.x = xc - 1;
158 *y = yc; 189 p.y = yc;
159 break; 190 break;
160
161 default: /* ??? */
162 return -1;
163
164 } 191 }
165 192
166 return 1; 193 return 1;
167}
168
169/* recursive routine which will fill every available space in the maze
170 with walls*/
171static void
172fill_maze_full (char **maze, int x, int y, int xsize, int ysize)
173{
174 int xc, yc;
175
176 /* write a wall here */
177 maze[x][y] = '#';
178
179 /* decide if we're going to pick from the wall_free_list */
180 if (rmg_rndm (4) && wall_free_size > 0)
181 {
182 pop_wall_point (&xc, &yc);
183 fill_maze_full (maze, xc, yc, xsize, ysize);
184 }
185
186 /* change the if to a while for a complete maze. */
187 while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1)
188 fill_maze_full (maze, xc, yc, xsize, ysize);
189}
190
191/* recursive routine which will fill much of the maze, but will leave
192 some free spots (possibly large) toward the center.*/
193static void
194fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize)
195{
196 int xc, yc;
197
198 /* write a wall here */
199 maze[x][y] = '#';
200
201 /* decide if we're going to pick from the wall_free_list */
202 if (rmg_rndm (4) && wall_free_size > 0)
203 {
204 pop_wall_point (&xc, &yc);
205 fill_maze_sparse (maze, xc, yc, xsize, ysize);
206 }
207
208 /* change the if to a while for a complete maze. */
209 if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1)
210 fill_maze_sparse (maze, xc, yc, xsize, ysize);
211} 194}
212 195
213/* the outsize interface routine: accepts sizes, returns a char 196/* the outsize interface routine: accepts sizes, returns a char
214** maze. option is a flag for either a sparse or a full maze. Sparse 197** maze. option is a flag for either a sparse or a full maze. Sparse
215mazes have sizable rooms. option = 1, full, 0, sparse.*/ 198mazes have sizable rooms. option = 3=full, 2=braided, 1=sparse, 0=rooms.*/
216void 199void
217maze_gen (Layout maze, int option) 200maze_gen (Layout maze, int subtype)
218{ 201{
202 xsize = maze->w;
203 ysize = maze->h;
204 ::maze = maze;
205
219 maze->clear (); 206 maze->clear ();
220 maze->border (); 207 maze->border ();
221 208
222 /* find how many free wall spots there are */ 209 if (xsize < 4 || ysize < 4)
223 wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4);
224
225 make_wall_free_list (maze->w, maze->h);
226
227 /* return the empty maze */
228 if (wall_free_size <= 0)
229 return; 210 return;
211
212 seed_max = xsize * ysize;
213 seed_size = 0;
214 seed_list = salloc<point> (seed_max);
215
216 if (subtype > 0)
217 push_walls ();
218
219 if (subtype == 0 || subtype == 2)
220 for (int i = (xsize + ysize) / 2; i; --i)
221 push (point (rmg_rndm (1, xsize - 2), rmg_rndm (1, ysize - 2)));
222
223 bool full = subtype == 3;
230 224
231 /* recursively generate the walls of the maze */ 225 /* recursively generate the walls of the maze */
232 /* first pop a random starting point */ 226 /* first pop a random starting point */
233 while (wall_free_size > 0) 227 while (seed_size)
234 { 228 {
235 int i, j; 229 point p = pop_rand ();
236 230
237 pop_wall_point (&i, &j); 231 for (;;)
232 {
233 point pc;
238 234
239 if (option) 235 maze [p.x][p.y] = '#';
240 fill_maze_full (maze, i, j, maze->w, maze->h); 236
241 else 237 if (find_free_point (pc, p) < 0)
242 fill_maze_sparse (maze, i, j, maze->w, maze->h); 238 break;
239
240 if (full)
241 push (p);
242
243 if (!rmg_rndm (8))
244 {
245 if (!full)
246 push (pc);
247
248 break;
249 }
250
251 p = pc;
252 }
243 } 253 }
244 254
245 /* clean up our intermediate data structures. */ 255 /* clean up our intermediate data structures. */
246 256 sfree (seed_list, seed_max);
247 free (wall_x_list);
248 free (wall_y_list);
249} 257}
250 258
259#if 0
260static struct demo
261{
262 demo ()
263 {
264 Layout layout (30, 30);
265 rmg_rndm.seed (time (0));
266
267 for(int i=1;i<10;++i)
268 {
269 maze_gen (layout, 3);
270 layout.print ();
271 }
272 exit (1);
273 }
274} demo;
275#endif

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines