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Comparing deliantra/server/random_maps/maze_gen.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.6 by root, Thu Jan 18 19:42:10 2007 UTC

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

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