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Comparing deliantra/server/random_maps/maze_gen.C (file contents):
Revision 1.7 by root, Sat Jan 27 02:19:37 2007 UTC vs.
Revision 1.11 by root, Sun May 4 14:12:37 2008 UTC

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>
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>
24 22
25/* 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
26 as parameters every time. */ 24 as parameters every time. */
27int *wall_x_list = 0; 25int *wall_x_list = 0;
28int *wall_y_list = 0; 26int *wall_y_list = 0;
34int wall_chance; 32int wall_chance;
35 33
36/* the outsize interface routine: accepts sizes, returns a char 34/* the outsize interface routine: accepts sizes, returns a char
37** 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
38mazes have sizable rooms. option = 1, full, 0, sparse.*/ 36mazes have sizable rooms. option = 1, full, 0, sparse.*/
39 37void
40char ** 38maze_gen (Layout maze, int option)
41maze_gen (int xsize, int ysize, int option)
42{ 39{
43 int i, j; 40 maze->clear ();
44 41 maze->border ();
45 /* allocate that array, set it up */
46 char **maze = (char **) calloc (sizeof (char *), xsize);
47
48 for (i = 0; i < xsize; i++)
49 {
50 maze[i] = (char *) calloc (sizeof (char), ysize);
51 }
52
53 /* write the outer walls */
54 for (i = 0; i < xsize; i++)
55 maze[i][0] = maze[i][ysize - 1] = '#';
56 for (j = 0; j < ysize; j++)
57 maze[0][j] = maze[xsize - 1][j] = '#';
58
59 42
60 /* find how many free wall spots there are */ 43 /* find how many free wall spots there are */
61 wall_free_size = 2 * (xsize - 4) + 2 * (ysize - 4); 44 wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4);
62 45
63 make_wall_free_list (xsize, ysize); 46 make_wall_free_list (maze->w, maze->h);
64 47
65 /* return the empty maze */ 48 /* return the empty maze */
66 if (wall_free_size <= 0) 49 if (wall_free_size <= 0)
67 return maze; 50 return;
68 51
69 /* recursively generate the walls of the maze */ 52 /* recursively generate the walls of the maze */
70 /* first pop a random starting point */ 53 /* first pop a random starting point */
71 while (wall_free_size > 0) 54 while (wall_free_size > 0)
72 { 55 {
56 int i, j;
57
73 pop_wall_point (&i, &j); 58 pop_wall_point (&i, &j);
59
74 if (option) 60 if (option)
75 fill_maze_full (maze, i, j, xsize, ysize); 61 fill_maze_full (maze, i, j, maze->w, maze->h);
76 else 62 else
77 fill_maze_sparse (maze, i, j, xsize, ysize); 63 fill_maze_sparse (maze, i, j, maze->w, maze->h);
78 } 64 }
79 65
80 /* clean up our intermediate data structures. */ 66 /* clean up our intermediate data structures. */
81 67
82 free (wall_x_list); 68 free (wall_x_list);
83 free (wall_y_list); 69 free (wall_y_list);
84
85 return maze;
86} 70}
87
88
89 71
90/* 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
91 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. */
92
93void 74void
94make_wall_free_list (int xsize, int ysize) 75make_wall_free_list (int xsize, int ysize)
95{ 76{
96 int i, j, count; 77 int i, j, count;
97 78
98 count = 0; /* entries already placed in the free list */ 79 count = 0; /* entries already placed in the free list */
99 /*allocate it */ 80 /*allocate it */
100 if (wall_free_size < 0) 81 if (wall_free_size < 0)
101 return; 82 return;
83
102 wall_x_list = (int *) calloc (sizeof (int), wall_free_size); 84 wall_x_list = (int *)calloc (sizeof (int), wall_free_size);
103 wall_y_list = (int *) calloc (sizeof (int), wall_free_size); 85 wall_y_list = (int *)calloc (sizeof (int), wall_free_size);
104
105 86
106 /* top and bottom wall */ 87 /* top and bottom wall */
107 for (i = 2; i < xsize - 2; i++) 88 for (i = 2; i < xsize - 2; i++)
108 { 89 {
109 wall_x_list[count] = i; 90 wall_x_list[count] = i;
124 wall_y_list[count] = j; 105 wall_y_list[count] = j;
125 count++; 106 count++;
126 } 107 }
127} 108}
128 109
129
130
131/* randomly returns one of the elements from the wall point list */ 110/* randomly returns one of the elements from the wall point list */
132
133void 111void
134pop_wall_point (int *x, int *y) 112pop_wall_point (int *x, int *y)
135{ 113{
136 int index = rndm (wall_free_size); 114 int index = rmg_rndm (wall_free_size);
137 115
138 *x = wall_x_list[index]; 116 *x = wall_x_list[index];
139 *y = wall_y_list[index]; 117 *y = wall_y_list[index];
140 /* write the last array point here */ 118 /* write the last array point here */
141 wall_x_list[index] = wall_x_list[wall_free_size - 1]; 119 wall_x_list[index] = wall_x_list[wall_free_size - 1];
142 wall_y_list[index] = wall_y_list[wall_free_size - 1]; 120 wall_y_list[index] = wall_y_list[wall_free_size - 1];
143 wall_free_size--; 121 wall_free_size--;
144} 122}
145 123
146
147
148/* 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
149we can place a new block without closing a path. We may only look 125we can place a new block without closing a path. We may only look
150up, down, right, or left. */ 126up, down, right, or left. */
151
152int 127int
153find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) 128find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize)
154{ 129{
155 130
156/* 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 */
169 dirlist[count] = 1; 144 dirlist[count] = 1;
170 count++; 145 count++;
171 } 146 }
172 } 147 }
173 148
174
175 /* look down */ 149 /* look down */
176 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 */
177 { 151 {
178 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];
179 153
184 dirlist[count] = 2; 158 dirlist[count] = 2;
185 count++; 159 count++;
186 } 160 }
187 } 161 }
188 162
189
190 /* look right */ 163 /* look right */
191 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 */
192 { 165 {
193 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];
194 167
199 dirlist[count] = 3; 172 dirlist[count] = 3;
200 count++; 173 count++;
201 } 174 }
202 } 175 }
203 176
204
205 /* look left */ 177 /* look left */
206 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 */
207 { 179 {
208 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];
209 181
219 if (count == 0) 191 if (count == 0)
220 return -1; /* failed to find any clear points */ 192 return -1; /* failed to find any clear points */
221 193
222 /* choose a random direction */ 194 /* choose a random direction */
223 if (count > 1) 195 if (count > 1)
224 count = rndm (count); 196 count = rmg_rndm (count);
225 else 197 else
226 count = 0; 198 count = 0;
227 199
228 switch (dirlist[count]) 200 switch (dirlist[count])
229 { 201 {
250 *x = xc - 1; 222 *x = xc - 1;
251 *y = yc; 223 *y = yc;
252 break; 224 break;
253 } 225 }
254 default: /* ??? */ 226 default: /* ??? */
255 {
256 return -1; 227 return -1;
257 } 228
258 } 229 }
259 return 1; 230 return 1;
260} 231}
261 232
262/* recursive routine which will fill every available space in the maze 233/* recursive routine which will fill every available space in the maze
263 with walls*/ 234 with walls*/
264
265void 235void
266fill_maze_full (char **maze, int x, int y, int xsize, int ysize) 236fill_maze_full (char **maze, int x, int y, int xsize, int ysize)
267{ 237{
268 int xc, yc; 238 int xc, yc;
269 239
270 /* write a wall here */ 240 /* write a wall here */
271 maze[x][y] = '#'; 241 maze[x][y] = '#';
272 242
273 /* decide if we're going to pick from the wall_free_list */ 243 /* decide if we're going to pick from the wall_free_list */
274 if (rndm (4) && wall_free_size > 0) 244 if (rmg_rndm (4) && wall_free_size > 0)
275 { 245 {
276 pop_wall_point (&xc, &yc); 246 pop_wall_point (&xc, &yc);
277 fill_maze_full (maze, xc, yc, xsize, ysize); 247 fill_maze_full (maze, xc, yc, xsize, ysize);
278 } 248 }
279 249
282 { 252 {
283 fill_maze_full (maze, xc, yc, xsize, ysize); 253 fill_maze_full (maze, xc, yc, xsize, ysize);
284 } 254 }
285} 255}
286 256
287
288/* 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
289 some free spots (possibly large) toward the center.*/ 258 some free spots (possibly large) toward the center.*/
290
291void 259void
292fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) 260fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize)
293{ 261{
294 int xc, yc; 262 int xc, yc;
295 263
296 /* write a wall here */ 264 /* write a wall here */
297 maze[x][y] = '#'; 265 maze[x][y] = '#';
298 266
299 /* decide if we're going to pick from the wall_free_list */ 267 /* decide if we're going to pick from the wall_free_list */
300 if (rndm (4) && wall_free_size > 0) 268 if (rmg_rndm (4) && wall_free_size > 0)
301 { 269 {
302 pop_wall_point (&xc, &yc); 270 pop_wall_point (&xc, &yc);
303 fill_maze_sparse (maze, xc, yc, xsize, ysize); 271 fill_maze_sparse (maze, xc, yc, xsize, ysize);
304 } 272 }
305 273
306 /* change the if to a while for a complete maze. */ 274 /* change the if to a while for a complete maze. */
307 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)
308 {
309 fill_maze_sparse (maze, xc, yc, xsize, ysize); 276 fill_maze_sparse (maze, xc, yc, xsize, ysize);
310 }
311} 277}

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