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13 | |
13 | |
14 | /* we need to maintain a list of wall points to generate |
14 | /* we need to maintain a list of wall points to generate |
15 | reasonable mazes: a straightforward recursive random walk maze |
15 | reasonable mazes: a straightforward recursive random walk maze |
16 | 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 */ |
17 | |
17 | |
18 | #include <stdio.h> |
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19 | #include <global.h> |
18 | #include <global.h> |
20 | |
19 | |
21 | /*#include <random_map.h>*/ |
20 | #include "random_map.h" |
22 | #include <maze_gen.h> |
21 | #include "rproto.h" |
23 | #include <time.h> |
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24 | |
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25 | |
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26 | /* this include solely, and only, is needed for the definition of RANDOM */ |
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27 | |
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28 | |
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29 | |
22 | |
30 | /* 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 |
31 | as parameters every time. */ |
24 | as parameters every time. */ |
32 | int *wall_x_list = 0; |
25 | int *wall_x_list = 0; |
33 | int *wall_y_list = 0; |
26 | int *wall_y_list = 0; |
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39 | int wall_chance; |
32 | int wall_chance; |
40 | |
33 | |
41 | /* the outsize interface routine: accepts sizes, returns a char |
34 | /* the outsize interface routine: accepts sizes, returns a char |
42 | ** 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 |
43 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
36 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
44 | |
37 | void |
45 | char ** |
38 | maze_gen (Maze maze, int option) |
46 | maze_gen (int xsize, int ysize, int option) |
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47 | { |
39 | { |
48 | int i, j; |
40 | maze->clear (); |
49 | |
41 | maze->border (); |
50 | /* allocate that array, set it up */ |
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51 | char **maze = (char **) calloc (sizeof (char *), xsize); |
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52 | |
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53 | for (i = 0; i < xsize; i++) |
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54 | { |
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55 | maze[i] = (char *) calloc (sizeof (char), ysize); |
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56 | } |
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57 | |
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58 | /* write the outer walls */ |
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59 | for (i = 0; i < xsize; i++) |
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60 | maze[i][0] = maze[i][ysize - 1] = '#'; |
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61 | for (j = 0; j < ysize; j++) |
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62 | maze[0][j] = maze[xsize - 1][j] = '#'; |
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63 | |
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64 | |
42 | |
65 | /* find how many free wall spots there are */ |
43 | /* find how many free wall spots there are */ |
66 | wall_free_size = 2 * (xsize - 4) + 2 * (ysize - 4); |
44 | wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
67 | |
45 | |
68 | make_wall_free_list (xsize, ysize); |
46 | make_wall_free_list (maze->w, maze->h); |
69 | |
47 | |
70 | /* return the empty maze */ |
48 | /* return the empty maze */ |
71 | if (wall_free_size <= 0) |
49 | if (wall_free_size <= 0) |
72 | return maze; |
50 | return; |
73 | |
51 | |
74 | /* recursively generate the walls of the maze */ |
52 | /* recursively generate the walls of the maze */ |
75 | /* first pop a random starting point */ |
53 | /* first pop a random starting point */ |
76 | while (wall_free_size > 0) |
54 | while (wall_free_size > 0) |
77 | { |
55 | { |
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56 | int i, j; |
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57 | |
78 | pop_wall_point (&i, &j); |
58 | pop_wall_point (&i, &j); |
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59 | |
79 | if (option) |
60 | if (option) |
80 | fill_maze_full (maze, i, j, xsize, ysize); |
61 | fill_maze_full (maze, i, j, maze->w, maze->h); |
81 | else |
62 | else |
82 | fill_maze_sparse (maze, i, j, xsize, ysize); |
63 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
83 | } |
64 | } |
84 | |
65 | |
85 | /* clean up our intermediate data structures. */ |
66 | /* clean up our intermediate data structures. */ |
86 | |
67 | |
87 | free (wall_x_list); |
68 | free (wall_x_list); |
88 | free (wall_y_list); |
69 | free (wall_y_list); |
89 | |
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90 | return maze; |
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91 | } |
70 | } |
92 | |
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93 | |
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94 | |
71 | |
95 | /* the free wall points are those outer points which aren't corners or |
72 | /* the free wall points are those outer points which aren't corners or |
96 | near corners, and don't have a maze wall growing out of them already. */ |
73 | near corners, and don't have a maze wall growing out of them already. */ |
97 | |
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98 | void |
74 | void |
99 | make_wall_free_list (int xsize, int ysize) |
75 | make_wall_free_list (int xsize, int ysize) |
100 | { |
76 | { |
101 | int i, j, count; |
77 | int i, j, count; |
102 | |
78 | |
103 | count = 0; /* entries already placed in the free list */ |
79 | count = 0; /* entries already placed in the free list */ |
104 | /*allocate it */ |
80 | /*allocate it */ |
105 | if (wall_free_size < 0) |
81 | if (wall_free_size < 0) |
106 | return; |
82 | return; |
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83 | |
107 | wall_x_list = (int *) calloc (sizeof (int), wall_free_size); |
84 | wall_x_list = (int *)calloc (sizeof (int), wall_free_size); |
108 | wall_y_list = (int *) calloc (sizeof (int), wall_free_size); |
85 | wall_y_list = (int *)calloc (sizeof (int), wall_free_size); |
109 | |
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110 | |
86 | |
111 | /* top and bottom wall */ |
87 | /* top and bottom wall */ |
112 | for (i = 2; i < xsize - 2; i++) |
88 | for (i = 2; i < xsize - 2; i++) |
113 | { |
89 | { |
114 | wall_x_list[count] = i; |
90 | wall_x_list[count] = i; |
… | |
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129 | wall_y_list[count] = j; |
105 | wall_y_list[count] = j; |
130 | count++; |
106 | count++; |
131 | } |
107 | } |
132 | } |
108 | } |
133 | |
109 | |
134 | |
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135 | |
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136 | /* randomly returns one of the elements from the wall point list */ |
110 | /* randomly returns one of the elements from the wall point list */ |
137 | |
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138 | void |
111 | void |
139 | pop_wall_point (int *x, int *y) |
112 | pop_wall_point (int *x, int *y) |
140 | { |
113 | { |
141 | int index = RANDOM () % wall_free_size; |
114 | int index = rndm (wall_free_size); |
142 | |
115 | |
143 | *x = wall_x_list[index]; |
116 | *x = wall_x_list[index]; |
144 | *y = wall_y_list[index]; |
117 | *y = wall_y_list[index]; |
145 | /* write the last array point here */ |
118 | /* write the last array point here */ |
146 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
119 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
147 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
120 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
148 | wall_free_size--; |
121 | wall_free_size--; |
149 | } |
122 | } |
150 | |
123 | |
151 | |
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152 | |
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153 | /* find free point: randomly look for a square adjacent to this one where |
124 | /* find free point: randomly look for a square adjacent to this one where |
154 | we can place a new block without closing a path. We may only look |
125 | we can place a new block without closing a path. We may only look |
155 | up, down, right, or left. */ |
126 | up, down, right, or left. */ |
156 | |
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157 | int |
127 | int |
158 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
128 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
159 | { |
129 | { |
160 | |
130 | |
161 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
131 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
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174 | dirlist[count] = 1; |
144 | dirlist[count] = 1; |
175 | count++; |
145 | count++; |
176 | } |
146 | } |
177 | } |
147 | } |
178 | |
148 | |
179 | |
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180 | /* look down */ |
149 | /* look down */ |
181 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
150 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
182 | { |
151 | { |
183 | int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; |
152 | int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; |
184 | |
153 | |
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189 | dirlist[count] = 2; |
158 | dirlist[count] = 2; |
190 | count++; |
159 | count++; |
191 | } |
160 | } |
192 | } |
161 | } |
193 | |
162 | |
194 | |
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195 | /* look right */ |
163 | /* look right */ |
196 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
164 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
197 | { |
165 | { |
198 | int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; |
166 | int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; |
199 | |
167 | |
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204 | dirlist[count] = 3; |
172 | dirlist[count] = 3; |
205 | count++; |
173 | count++; |
206 | } |
174 | } |
207 | } |
175 | } |
208 | |
176 | |
209 | |
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210 | /* look left */ |
177 | /* look left */ |
211 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
178 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
212 | { |
179 | { |
213 | int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; |
180 | int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; |
214 | |
181 | |
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224 | if (count == 0) |
191 | if (count == 0) |
225 | return -1; /* failed to find any clear points */ |
192 | return -1; /* failed to find any clear points */ |
226 | |
193 | |
227 | /* choose a random direction */ |
194 | /* choose a random direction */ |
228 | if (count > 1) |
195 | if (count > 1) |
229 | count = RANDOM () % count; |
196 | count = rndm (count); |
230 | else |
197 | else |
231 | count = 0; |
198 | count = 0; |
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199 | |
232 | switch (dirlist[count]) |
200 | switch (dirlist[count]) |
233 | { |
201 | { |
234 | case 1: /* up */ |
202 | case 1: /* up */ |
235 | { |
203 | { |
236 | *y = yc + 1; |
204 | *y = yc + 1; |
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254 | *x = xc - 1; |
222 | *x = xc - 1; |
255 | *y = yc; |
223 | *y = yc; |
256 | break; |
224 | break; |
257 | } |
225 | } |
258 | default: /* ??? */ |
226 | default: /* ??? */ |
259 | { |
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260 | return -1; |
227 | return -1; |
261 | } |
228 | |
262 | } |
229 | } |
263 | return 1; |
230 | return 1; |
264 | } |
231 | } |
265 | |
232 | |
266 | /* recursive routine which will fill every available space in the maze |
233 | /* recursive routine which will fill every available space in the maze |
267 | with walls*/ |
234 | with walls*/ |
268 | |
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269 | void |
235 | void |
270 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
236 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
271 | { |
237 | { |
272 | int xc, yc; |
238 | int xc, yc; |
273 | |
239 | |
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286 | { |
252 | { |
287 | fill_maze_full (maze, xc, yc, xsize, ysize); |
253 | fill_maze_full (maze, xc, yc, xsize, ysize); |
288 | } |
254 | } |
289 | } |
255 | } |
290 | |
256 | |
291 | |
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292 | /* recursive routine which will fill much of the maze, but will leave |
257 | /* recursive routine which will fill much of the maze, but will leave |
293 | some free spots (possibly large) toward the center.*/ |
258 | some free spots (possibly large) toward the center.*/ |
294 | |
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295 | void |
259 | void |
296 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
260 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
297 | { |
261 | { |
298 | int xc, yc; |
262 | int xc, yc; |
299 | |
263 | |
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307 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
271 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
308 | } |
272 | } |
309 | |
273 | |
310 | /* change the if to a while for a complete maze. */ |
274 | /* change the if to a while for a complete maze. */ |
311 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
275 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
312 | { |
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313 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
276 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
314 | } |
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315 | } |
277 | } |