1 | |
1 | /* |
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2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) Crossfire Development Team (restored, original file without copyright notice) |
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6 | * |
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7 | * Deliantra is free software: you can redistribute it and/or modify it under |
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8 | * the terms of the Affero GNU General Public License as published by the |
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9 | * Free Software Foundation, either version 3 of the License, or (at your |
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10 | * option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the Affero GNU General Public License |
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18 | * and the GNU General Public License along with this program. If not, see |
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19 | * <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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22 | */ |
2 | |
23 | |
3 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
24 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
4 | blocked maze with the property that there is only one path from one spot |
25 | blocked maze with the property that there is only one path from one spot |
5 | to any other, and there is always a path from one spot to any other. |
26 | to any other, and there is always a path from one spot to any other. |
6 | |
27 | |
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… | |
14 | |
35 | |
15 | /* we need to maintain a list of wall points to generate |
36 | /* we need to maintain a list of wall points to generate |
16 | reasonable mazes: a straightforward recursive random walk maze |
37 | reasonable mazes: a straightforward recursive random walk maze |
17 | 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 */ |
18 | |
39 | |
19 | #include <stdio.h> |
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20 | #include <global.h> |
40 | #include <global.h> |
21 | |
41 | |
22 | /*#include <random_map.h>*/ |
42 | #include "random_map.h" |
23 | #include <maze_gen.h> |
43 | #include "rproto.h" |
24 | #include <time.h> |
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25 | |
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26 | |
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27 | /* this include solely, and only, is needed for the definition of RANDOM */ |
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28 | |
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29 | |
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30 | |
44 | |
31 | /* global variables that everyone needs: don't want to pass them in |
45 | /* global variables that everyone needs: don't want to pass them in |
32 | as parameters every time. */ |
46 | as parameters every time. */ |
33 | int *wall_x_list = 0; |
47 | static int *wall_x_list = 0; |
34 | int *wall_y_list = 0; |
48 | static int *wall_y_list = 0; |
35 | int wall_free_size = 0; |
49 | static int wall_free_size = 0; |
36 | |
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37 | /* heuristically, we need to change wall_chance based on the size of |
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38 | the maze. */ |
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39 | |
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40 | int wall_chance; |
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41 | |
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42 | /* the outsize interface routine: accepts sizes, returns a char |
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43 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
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44 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
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45 | |
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46 | char ** |
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47 | maze_gen (int xsize, int ysize, int option) |
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48 | { |
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49 | int i, j; |
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50 | |
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51 | /* allocate that array, set it up */ |
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52 | char **maze = (char **) calloc (sizeof (char *), xsize); |
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53 | |
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54 | for (i = 0; i < xsize; i++) |
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55 | { |
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56 | maze[i] = (char *) calloc (sizeof (char), ysize); |
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57 | } |
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58 | |
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59 | /* write the outer walls */ |
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60 | for (i = 0; i < xsize; i++) |
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61 | maze[i][0] = maze[i][ysize - 1] = '#'; |
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62 | for (j = 0; j < ysize; j++) |
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63 | maze[0][j] = maze[xsize - 1][j] = '#'; |
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64 | |
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65 | |
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66 | /* find how many free wall spots there are */ |
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67 | wall_free_size = 2 * (xsize - 4) + 2 * (ysize - 4); |
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68 | |
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69 | make_wall_free_list (xsize, ysize); |
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70 | |
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71 | /* return the empty maze */ |
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72 | if (wall_free_size <= 0) |
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73 | return maze; |
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74 | |
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75 | /* recursively generate the walls of the maze */ |
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76 | /* first pop a random starting point */ |
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77 | while (wall_free_size > 0) |
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78 | { |
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79 | pop_wall_point (&i, &j); |
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80 | if (option) |
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81 | fill_maze_full (maze, i, j, xsize, ysize); |
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82 | else |
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83 | fill_maze_sparse (maze, i, j, xsize, ysize); |
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84 | } |
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85 | |
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86 | /* clean up our intermediate data structures. */ |
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87 | |
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88 | free (wall_x_list); |
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89 | free (wall_y_list); |
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90 | |
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91 | return maze; |
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92 | } |
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93 | |
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94 | |
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95 | |
50 | |
96 | /* the free wall points are those outer points which aren't corners or |
51 | /* the free wall points are those outer points which aren't corners or |
97 | near corners, and don't have a maze wall growing out of them already. */ |
52 | near corners, and don't have a maze wall growing out of them already. */ |
98 | |
53 | static void |
99 | void |
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100 | make_wall_free_list (int xsize, int ysize) |
54 | make_wall_free_list (int xsize, int ysize) |
101 | { |
55 | { |
102 | int i, j, count; |
56 | int i, j, count; |
103 | |
57 | |
104 | count = 0; /* entries already placed in the free list */ |
58 | count = 0; /* entries already placed in the free list */ |
105 | /*allocate it */ |
59 | /*allocate it */ |
106 | if (wall_free_size < 0) |
60 | if (wall_free_size < 0) |
107 | return; |
61 | return; |
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62 | |
108 | wall_x_list = (int *) calloc (sizeof (int), wall_free_size); |
63 | wall_x_list = (int *)calloc (sizeof (int), wall_free_size); |
109 | wall_y_list = (int *) calloc (sizeof (int), wall_free_size); |
64 | wall_y_list = (int *)calloc (sizeof (int), wall_free_size); |
110 | |
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111 | |
65 | |
112 | /* top and bottom wall */ |
66 | /* top and bottom wall */ |
113 | for (i = 2; i < xsize - 2; i++) |
67 | for (i = 2; i < xsize - 2; i++) |
114 | { |
68 | { |
115 | wall_x_list[count] = i; |
69 | wall_x_list[count] = i; |
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… | |
130 | wall_y_list[count] = j; |
84 | wall_y_list[count] = j; |
131 | count++; |
85 | count++; |
132 | } |
86 | } |
133 | } |
87 | } |
134 | |
88 | |
135 | |
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136 | |
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137 | /* randomly returns one of the elements from the wall point list */ |
89 | /* randomly returns one of the elements from the wall point list */ |
138 | |
90 | static void |
139 | void |
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140 | pop_wall_point (int *x, int *y) |
91 | pop_wall_point (int *x, int *y) |
141 | { |
92 | { |
142 | int index = RANDOM () % wall_free_size; |
93 | int index = rmg_rndm (wall_free_size); |
143 | |
94 | |
144 | *x = wall_x_list[index]; |
95 | *x = wall_x_list[index]; |
145 | *y = wall_y_list[index]; |
96 | *y = wall_y_list[index]; |
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97 | |
146 | /* write the last array point here */ |
98 | /* write the last array point here */ |
147 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
99 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
148 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
100 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
149 | wall_free_size--; |
101 | wall_free_size--; |
150 | } |
102 | } |
151 | |
103 | |
152 | |
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153 | |
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154 | /* find free point: randomly look for a square adjacent to this one where |
104 | /* find free point: randomly look for a square adjacent to this one where |
155 | we can place a new block without closing a path. We may only look |
105 | we can place a new block without closing a path. We may only look |
156 | up, down, right, or left. */ |
106 | up, down, right, or left. */ |
157 | |
107 | static int |
158 | int |
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159 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
108 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
160 | { |
109 | { |
161 | |
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162 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
110 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
163 | int dirlist[4]; |
111 | int dirlist[4]; |
164 | int count = 0; /* # elements in dirlist */ |
112 | int count = 0; /* # elements in dirlist */ |
165 | |
113 | |
166 | /* look up */ |
114 | /* look up */ |
167 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
115 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
168 | { |
116 | { |
169 | int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; |
117 | int cleartest = maze[xc][yc + 1] + maze[xc - 1][yc + 1] + maze[xc + 1][yc + 1] |
170 | |
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171 | cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; |
118 | + maze[xc][yc + 2] + maze[xc - 1][yc + 2] + maze[xc + 1][yc + 2]; |
172 | |
119 | |
173 | if (cleartest == 0) |
120 | if (cleartest == 0) |
174 | { |
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175 | dirlist[count] = 1; |
121 | dirlist[count++] = 1; |
176 | count++; |
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177 | } |
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178 | } |
122 | } |
179 | |
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180 | |
123 | |
181 | /* look down */ |
124 | /* look down */ |
182 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
125 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
183 | { |
126 | { |
184 | int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; |
127 | int cleartest = maze[xc][yc - 1] + maze[xc - 1][yc - 1] + maze[xc + 1][yc - 1] |
185 | |
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186 | cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; |
128 | + maze[xc][yc - 2] + maze[xc - 1][yc - 2] + maze[xc + 1][yc - 2]; |
187 | |
129 | |
188 | if (cleartest == 0) |
130 | if (cleartest == 0) |
189 | { |
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190 | dirlist[count] = 2; |
131 | dirlist[count++] = 2; |
191 | count++; |
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192 | } |
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193 | } |
132 | } |
194 | |
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195 | |
133 | |
196 | /* look right */ |
134 | /* look right */ |
197 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
135 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
198 | { |
136 | { |
199 | int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; |
137 | int cleartest = maze[xc + 1][yc] + maze[xc + 1][yc - 1] + maze[xc + 1][yc + 1] |
200 | |
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201 | cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; |
138 | + maze[xc + 2][yc] + maze[xc + 2][yc - 1] + maze[xc + 2][yc + 1]; |
202 | |
139 | |
203 | if (cleartest == 0) |
140 | if (cleartest == 0) |
204 | { |
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205 | dirlist[count] = 3; |
141 | dirlist[count++] = 3; |
206 | count++; |
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207 | } |
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208 | } |
142 | } |
209 | |
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210 | |
143 | |
211 | /* look left */ |
144 | /* look left */ |
212 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
145 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
213 | { |
146 | { |
214 | int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; |
147 | int cleartest = maze[xc - 1][yc] + maze[xc - 1][yc - 1] + maze[xc - 1][yc + 1] |
215 | |
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216 | cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; |
148 | + maze[xc - 2][yc] + maze[xc - 2][yc - 1] + maze[xc - 2][yc + 1]; |
217 | |
149 | |
218 | if (cleartest == 0) |
150 | if (cleartest == 0) |
219 | { |
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220 | dirlist[count] = 4; |
151 | dirlist[count++] = 4; |
221 | count++; |
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222 | } |
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223 | } |
152 | } |
224 | |
153 | |
225 | if (count == 0) |
154 | if (count == 0) |
226 | return -1; /* failed to find any clear points */ |
155 | return -1; /* failed to find any clear points */ |
227 | |
156 | |
228 | /* choose a random direction */ |
157 | /* choose a random direction */ |
229 | if (count > 1) |
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230 | count = RANDOM () % count; |
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231 | else |
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232 | count = 0; |
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233 | switch (dirlist[count]) |
158 | switch (dirlist [rmg_rndm (count)]) |
234 | { |
159 | { |
235 | case 1: /* up */ |
160 | case 1: /* up */ |
236 | { |
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237 | *y = yc + 1; |
161 | *y = yc + 1; |
238 | *x = xc; |
162 | *x = xc; |
239 | break; |
163 | break; |
240 | }; |
164 | |
241 | case 2: /* down */ |
165 | case 2: /* down */ |
242 | { |
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243 | *y = yc - 1; |
166 | *y = yc - 1; |
244 | *x = xc; |
167 | *x = xc; |
245 | break; |
168 | break; |
246 | }; |
169 | |
247 | case 3: /* right */ |
170 | case 3: /* right */ |
248 | { |
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249 | *y = yc; |
171 | *y = yc; |
250 | *x = xc + 1; |
172 | *x = xc + 1; |
251 | break; |
173 | break; |
252 | } |
174 | |
253 | case 4: /* left */ |
175 | case 4: /* left */ |
254 | { |
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255 | *x = xc - 1; |
176 | *x = xc - 1; |
256 | *y = yc; |
177 | *y = yc; |
257 | break; |
178 | break; |
258 | } |
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259 | default: /* ??? */ |
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260 | { |
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261 | return -1; |
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262 | } |
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263 | } |
179 | } |
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180 | |
264 | return 1; |
181 | return 1; |
265 | } |
182 | } |
266 | |
183 | |
267 | /* recursive routine which will fill every available space in the maze |
184 | /* recursive routine which will fill every available space in the maze |
268 | with walls*/ |
185 | with walls*/ |
269 | |
186 | static void |
270 | void |
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271 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
187 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
272 | { |
188 | { |
273 | int xc, yc; |
189 | int xc, yc; |
274 | |
190 | |
275 | /* write a wall here */ |
191 | /* write a wall here */ |
276 | maze[x][y] = '#'; |
192 | maze[x][y] = '#'; |
277 | |
193 | |
278 | /* decide if we're going to pick from the wall_free_list */ |
194 | /* decide if we're going to pick from the wall_free_list */ |
279 | if (RANDOM () % 4 && wall_free_size > 0) |
195 | if (rmg_rndm (4) && wall_free_size > 0) |
280 | { |
196 | { |
281 | pop_wall_point (&xc, &yc); |
197 | pop_wall_point (&xc, &yc); |
282 | fill_maze_full (maze, xc, yc, xsize, ysize); |
198 | fill_maze_full (maze, xc, yc, xsize, ysize); |
283 | } |
199 | } |
284 | |
200 | |
285 | /* change the if to a while for a complete maze. */ |
201 | /* change the while to an if for a sparse maze. */ |
286 | while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
202 | while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
287 | { |
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288 | fill_maze_full (maze, xc, yc, xsize, ysize); |
203 | fill_maze_full (maze, xc, yc, xsize, ysize); |
289 | } |
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290 | } |
204 | } |
291 | |
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292 | |
205 | |
293 | /* recursive routine which will fill much of the maze, but will leave |
206 | /* recursive routine which will fill much of the maze, but will leave |
294 | some free spots (possibly large) toward the center.*/ |
207 | some free spots (possibly large) toward the center.*/ |
295 | |
208 | static void |
296 | void |
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297 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
209 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
298 | { |
210 | { |
299 | int xc, yc; |
211 | int xc, yc; |
300 | |
212 | |
301 | /* write a wall here */ |
213 | /* write a wall here */ |
302 | maze[x][y] = '#'; |
214 | maze[x][y] = '#'; |
303 | |
215 | |
304 | /* decide if we're going to pick from the wall_free_list */ |
216 | /* decide if we're going to pick from the wall_free_list */ |
305 | if (RANDOM () % 4 && wall_free_size > 0) |
217 | if (rmg_rndm (4) && wall_free_size > 0) |
306 | { |
218 | { |
307 | pop_wall_point (&xc, &yc); |
219 | pop_wall_point (&xc, &yc); |
308 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
220 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
309 | } |
221 | } |
310 | |
222 | |
311 | /* change the if to a while for a complete maze. */ |
223 | /* change the if to a while for a complete maze. */ |
312 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
224 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
313 | { |
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314 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
225 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
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226 | } |
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227 | |
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228 | /* the outsize interface routine: accepts sizes, returns a char |
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229 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
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230 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
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231 | void |
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232 | maze_gen (Layout maze, int full) |
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233 | { |
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234 | maze->clear (); |
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235 | maze->border (); |
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236 | |
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237 | /* find how many free wall spots there are */ |
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238 | wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
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239 | |
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240 | make_wall_free_list (maze->w, maze->h); |
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241 | |
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242 | /* return the empty maze */ |
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243 | if (wall_free_size <= 0) |
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244 | return; |
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245 | |
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246 | /* recursively generate the walls of the maze */ |
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247 | /* first pop a random starting point */ |
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248 | while (wall_free_size > 0) |
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249 | { |
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250 | int i, j; |
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251 | |
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252 | pop_wall_point (&i, &j); |
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253 | |
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254 | if (full) |
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255 | fill_maze_full (maze, i, j, maze->w, maze->h); |
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256 | else |
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257 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
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258 | } |
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259 | |
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260 | /* clean up our intermediate data structures. */ |
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261 | |
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262 | free (wall_x_list); |
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263 | free (wall_y_list); |
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264 | } |
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265 | |
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266 | #if 0 |
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267 | static struct demo |
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268 | { |
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269 | demo () |
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270 | { |
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271 | Layout layout (30, 30); |
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272 | rmg_rndm.seed (time (0)); |
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273 | |
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274 | for(int i=1;i<10;++i) |
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275 | { |
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276 | maze_gen (layout, 1); |
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277 | layout.print (); |
315 | } |
278 | } |
316 | } |
279 | exit (1); |
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280 | } |
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281 | } demo; |
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282 | #endif |