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1 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
2 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
2 | blocked maze with the property that there is only one path from one spot |
3 | blocked maze with the property that there is only one path from one spot |
3 | to any other, and there is always a path from one spot to any other. |
4 | to any other, and there is always a path from one spot to any other. |
4 | |
5 | |
5 | input: xsize, ysize; |
6 | input: xsize, ysize; |
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12 | |
13 | |
13 | /* we need to maintain a list of wall points to generate |
14 | /* we need to maintain a list of wall points to generate |
14 | reasonable mazes: a straightforward recursive random walk maze |
15 | reasonable mazes: a straightforward recursive random walk maze |
15 | generator would generate a map with a trivial circle-the-outer-wall solution */ |
16 | generator would generate a map with a trivial circle-the-outer-wall solution */ |
16 | |
17 | |
17 | #include <stdio.h> |
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18 | #include <global.h> |
18 | #include <global.h> |
19 | |
19 | |
20 | /*#include <random_map.h>*/ |
20 | #include "random_map.h" |
21 | #include <maze_gen.h> |
21 | #include "rproto.h" |
22 | #include <time.h> |
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23 | |
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24 | |
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25 | /* this include solely, and only, is needed for the definition of RANDOM */ |
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26 | |
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27 | |
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28 | |
22 | |
29 | /* 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 |
30 | as parameters every time. */ |
24 | as parameters every time. */ |
31 | int *wall_x_list = 0; |
25 | int *wall_x_list = 0; |
32 | int *wall_y_list = 0; |
26 | int *wall_y_list = 0; |
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39 | |
33 | |
40 | /* the outsize interface routine: accepts sizes, returns a char |
34 | /* the outsize interface routine: accepts sizes, returns a char |
41 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
35 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
42 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
36 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
43 | |
37 | |
44 | char ** |
38 | Maze |
45 | maze_gen (int xsize, int ysize, int option) |
39 | maze_gen (int xsize, int ysize, int option) |
46 | { |
40 | { |
47 | int i, j; |
41 | int i, j; |
48 | |
42 | |
49 | /* allocate that array, set it up */ |
43 | Maze maze (xsize, ysize); |
50 | char **maze = (char **) calloc (sizeof (char *), xsize); |
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51 | |
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52 | for (i = 0; i < xsize; i++) |
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53 | { |
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54 | maze[i] = (char *) calloc (sizeof (char), ysize); |
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55 | } |
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56 | |
44 | |
57 | /* write the outer walls */ |
45 | /* write the outer walls */ |
58 | for (i = 0; i < xsize; i++) |
46 | for (i = 0; i < xsize; i++) maze[i][0] = maze[i][ysize - 1] = '#'; |
59 | maze[i][0] = maze[i][ysize - 1] = '#'; |
47 | for (j = 0; j < ysize; j++) maze[0][j] = maze[xsize - 1][j] = '#'; |
60 | for (j = 0; j < ysize; j++) |
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61 | maze[0][j] = maze[xsize - 1][j] = '#'; |
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62 | |
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63 | |
48 | |
64 | /* find how many free wall spots there are */ |
49 | /* find how many free wall spots there are */ |
65 | wall_free_size = 2 * (xsize - 4) + 2 * (ysize - 4); |
50 | wall_free_size = 2 * (xsize - 4) + 2 * (ysize - 4); |
66 | |
51 | |
67 | make_wall_free_list (xsize, ysize); |
52 | make_wall_free_list (xsize, ysize); |
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73 | /* recursively generate the walls of the maze */ |
58 | /* recursively generate the walls of the maze */ |
74 | /* first pop a random starting point */ |
59 | /* first pop a random starting point */ |
75 | while (wall_free_size > 0) |
60 | while (wall_free_size > 0) |
76 | { |
61 | { |
77 | pop_wall_point (&i, &j); |
62 | pop_wall_point (&i, &j); |
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63 | |
78 | if (option) |
64 | if (option) |
79 | fill_maze_full (maze, i, j, xsize, ysize); |
65 | fill_maze_full (maze, i, j, xsize, ysize); |
80 | else |
66 | else |
81 | fill_maze_sparse (maze, i, j, xsize, ysize); |
67 | fill_maze_sparse (maze, i, j, xsize, ysize); |
82 | } |
68 | } |
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87 | free (wall_y_list); |
73 | free (wall_y_list); |
88 | |
74 | |
89 | return maze; |
75 | return maze; |
90 | } |
76 | } |
91 | |
77 | |
92 | |
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93 | |
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94 | /* the free wall points are those outer points which aren't corners or |
78 | /* the free wall points are those outer points which aren't corners or |
95 | near corners, and don't have a maze wall growing out of them already. */ |
79 | near corners, and don't have a maze wall growing out of them already. */ |
96 | |
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97 | void |
80 | void |
98 | make_wall_free_list (int xsize, int ysize) |
81 | make_wall_free_list (int xsize, int ysize) |
99 | { |
82 | { |
100 | int i, j, count; |
83 | int i, j, count; |
101 | |
84 | |
102 | count = 0; /* entries already placed in the free list */ |
85 | count = 0; /* entries already placed in the free list */ |
103 | /*allocate it */ |
86 | /*allocate it */ |
104 | if (wall_free_size < 0) |
87 | if (wall_free_size < 0) |
105 | return; |
88 | return; |
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89 | |
106 | wall_x_list = (int *) calloc (sizeof (int), wall_free_size); |
90 | wall_x_list = (int *)calloc (sizeof (int), wall_free_size); |
107 | wall_y_list = (int *) calloc (sizeof (int), wall_free_size); |
91 | wall_y_list = (int *)calloc (sizeof (int), wall_free_size); |
108 | |
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109 | |
92 | |
110 | /* top and bottom wall */ |
93 | /* top and bottom wall */ |
111 | for (i = 2; i < xsize - 2; i++) |
94 | for (i = 2; i < xsize - 2; i++) |
112 | { |
95 | { |
113 | wall_x_list[count] = i; |
96 | wall_x_list[count] = i; |
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128 | wall_y_list[count] = j; |
111 | wall_y_list[count] = j; |
129 | count++; |
112 | count++; |
130 | } |
113 | } |
131 | } |
114 | } |
132 | |
115 | |
133 | |
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134 | |
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135 | /* randomly returns one of the elements from the wall point list */ |
116 | /* randomly returns one of the elements from the wall point list */ |
136 | |
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137 | void |
117 | void |
138 | pop_wall_point (int *x, int *y) |
118 | pop_wall_point (int *x, int *y) |
139 | { |
119 | { |
140 | int index = RANDOM () % wall_free_size; |
120 | int index = rndm (wall_free_size); |
141 | |
121 | |
142 | *x = wall_x_list[index]; |
122 | *x = wall_x_list[index]; |
143 | *y = wall_y_list[index]; |
123 | *y = wall_y_list[index]; |
144 | /* write the last array point here */ |
124 | /* write the last array point here */ |
145 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
125 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
146 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
126 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
147 | wall_free_size--; |
127 | wall_free_size--; |
148 | } |
128 | } |
149 | |
129 | |
150 | |
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151 | |
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152 | /* find free point: randomly look for a square adjacent to this one where |
130 | /* find free point: randomly look for a square adjacent to this one where |
153 | we can place a new block without closing a path. We may only look |
131 | we can place a new block without closing a path. We may only look |
154 | up, down, right, or left. */ |
132 | up, down, right, or left. */ |
155 | |
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156 | int |
133 | int |
157 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
134 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
158 | { |
135 | { |
159 | |
136 | |
160 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
137 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
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223 | if (count == 0) |
200 | if (count == 0) |
224 | return -1; /* failed to find any clear points */ |
201 | return -1; /* failed to find any clear points */ |
225 | |
202 | |
226 | /* choose a random direction */ |
203 | /* choose a random direction */ |
227 | if (count > 1) |
204 | if (count > 1) |
228 | count = RANDOM () % count; |
205 | count = rndm (count); |
229 | else |
206 | else |
230 | count = 0; |
207 | count = 0; |
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208 | |
231 | switch (dirlist[count]) |
209 | switch (dirlist[count]) |
232 | { |
210 | { |
233 | case 1: /* up */ |
211 | case 1: /* up */ |
234 | { |
212 | { |
235 | *y = yc + 1; |
213 | *y = yc + 1; |
236 | *x = xc; |
214 | *x = xc; |
237 | break; |
215 | break; |
238 | }; |
216 | }; |
239 | case 2: /* down */ |
217 | case 2: /* down */ |
240 | { |
218 | { |
241 | *y = yc - 1; |
219 | *y = yc - 1; |
242 | *x = xc; |
220 | *x = xc; |
243 | break; |
221 | break; |
244 | }; |
222 | }; |
245 | case 3: /* right */ |
223 | case 3: /* right */ |
246 | { |
224 | { |
247 | *y = yc; |
225 | *y = yc; |
248 | *x = xc + 1; |
226 | *x = xc + 1; |
249 | break; |
227 | break; |
250 | } |
228 | } |
251 | case 4: /* left */ |
229 | case 4: /* left */ |
252 | { |
230 | { |
253 | *x = xc - 1; |
231 | *x = xc - 1; |
254 | *y = yc; |
232 | *y = yc; |
255 | break; |
233 | break; |
256 | } |
234 | } |
257 | default: /* ??? */ |
235 | default: /* ??? */ |
258 | { |
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259 | return -1; |
236 | return -1; |
260 | } |
237 | |
261 | } |
238 | } |
262 | return 1; |
239 | return 1; |
263 | } |
240 | } |
264 | |
241 | |
265 | /* recursive routine which will fill every available space in the maze |
242 | /* recursive routine which will fill every available space in the maze |
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272 | |
249 | |
273 | /* write a wall here */ |
250 | /* write a wall here */ |
274 | maze[x][y] = '#'; |
251 | maze[x][y] = '#'; |
275 | |
252 | |
276 | /* decide if we're going to pick from the wall_free_list */ |
253 | /* decide if we're going to pick from the wall_free_list */ |
277 | if (RANDOM () % 4 && wall_free_size > 0) |
254 | if (rndm (4) && wall_free_size > 0) |
278 | { |
255 | { |
279 | pop_wall_point (&xc, &yc); |
256 | pop_wall_point (&xc, &yc); |
280 | fill_maze_full (maze, xc, yc, xsize, ysize); |
257 | fill_maze_full (maze, xc, yc, xsize, ysize); |
281 | } |
258 | } |
282 | |
259 | |
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285 | { |
262 | { |
286 | fill_maze_full (maze, xc, yc, xsize, ysize); |
263 | fill_maze_full (maze, xc, yc, xsize, ysize); |
287 | } |
264 | } |
288 | } |
265 | } |
289 | |
266 | |
290 | |
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291 | /* recursive routine which will fill much of the maze, but will leave |
267 | /* recursive routine which will fill much of the maze, but will leave |
292 | some free spots (possibly large) toward the center.*/ |
268 | some free spots (possibly large) toward the center.*/ |
293 | |
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294 | void |
269 | void |
295 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
270 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
296 | { |
271 | { |
297 | int xc, yc; |
272 | int xc, yc; |
298 | |
273 | |
299 | /* write a wall here */ |
274 | /* write a wall here */ |
300 | maze[x][y] = '#'; |
275 | maze[x][y] = '#'; |
301 | |
276 | |
302 | /* decide if we're going to pick from the wall_free_list */ |
277 | /* decide if we're going to pick from the wall_free_list */ |
303 | if (RANDOM () % 4 && wall_free_size > 0) |
278 | if (rndm (4) && wall_free_size > 0) |
304 | { |
279 | { |
305 | pop_wall_point (&xc, &yc); |
280 | pop_wall_point (&xc, &yc); |
306 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
281 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
307 | } |
282 | } |
308 | |
283 | |
309 | /* change the if to a while for a complete maze. */ |
284 | /* change the if to a while for a complete maze. */ |
310 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
285 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
311 | { |
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312 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
286 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
313 | } |
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314 | } |
287 | } |