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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 1.12 by root, Thu May 8 14:20:19 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
156/* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ 130 /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */
157 int dirlist[4]; 131 int dirlist[4];
158 int count = 0; /* # elements in dirlist */ 132 int count = 0; /* # elements in dirlist */
159 133
160 /* look up */ 134 /* look up */
161 if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ 135 if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */
163 int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; 137 int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1];
164 138
165 cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; 139 cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2];
166 140
167 if (cleartest == 0) 141 if (cleartest == 0)
168 {
169 dirlist[count] = 1; 142 dirlist[count++] = 1;
170 count++;
171 }
172 } 143 }
173
174 144
175 /* look down */ 145 /* look down */
176 if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ 146 if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */
177 { 147 {
178 int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; 148 int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1];
179 149
180 cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; 150 cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2];
181 151
182 if (cleartest == 0) 152 if (cleartest == 0)
183 {
184 dirlist[count] = 2; 153 dirlist[count++] = 2;
185 count++;
186 }
187 } 154 }
188
189 155
190 /* look right */ 156 /* look right */
191 if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ 157 if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */
192 { 158 {
193 int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; 159 int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1];
194 160
195 cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; 161 cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1];
196 162
197 if (cleartest == 0) 163 if (cleartest == 0)
198 {
199 dirlist[count] = 3; 164 dirlist[count++] = 3;
200 count++;
201 }
202 } 165 }
203
204 166
205 /* look left */ 167 /* look left */
206 if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ 168 if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */
207 { 169 {
208 int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; 170 int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1];
209 171
210 cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; 172 cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1];
211 173
212 if (cleartest == 0) 174 if (cleartest == 0)
213 {
214 dirlist[count] = 4; 175 dirlist[count++] = 4;
215 count++;
216 }
217 } 176 }
218 177
219 if (count == 0) 178 if (count == 0)
220 return -1; /* failed to find any clear points */ 179 return -1; /* failed to find any clear points */
221 180
222 /* choose a random direction */ 181 /* choose a random direction */
223 if (count > 1)
224 count = rndm (count);
225 else
226 count = 0;
227
228 switch (dirlist[count]) 182 switch (dirlist [rmg_rndm (count)])
229 { 183 {
230 case 1: /* up */ 184 case 1: /* up */
231 {
232 *y = yc + 1; 185 *y = yc + 1;
233 *x = xc; 186 *x = xc;
234 break; 187 break;
235 }; 188
236 case 2: /* down */ 189 case 2: /* down */
237 {
238 *y = yc - 1; 190 *y = yc - 1;
239 *x = xc; 191 *x = xc;
240 break; 192 break;
241 }; 193
242 case 3: /* right */ 194 case 3: /* right */
243 {
244 *y = yc; 195 *y = yc;
245 *x = xc + 1; 196 *x = xc + 1;
246 break; 197 break;
247 } 198
248 case 4: /* left */ 199 case 4: /* left */
249 {
250 *x = xc - 1; 200 *x = xc - 1;
251 *y = yc; 201 *y = yc;
252 break; 202 break;
253 } 203
254 default: /* ??? */ 204 default: /* ??? */
255 {
256 return -1; 205 return -1;
257 } 206
258 } 207 }
208
259 return 1; 209 return 1;
260} 210}
261 211
262/* recursive routine which will fill every available space in the maze 212/* recursive routine which will fill every available space in the maze
263 with walls*/ 213 with walls*/
264
265void 214void
266fill_maze_full (char **maze, int x, int y, int xsize, int ysize) 215fill_maze_full (char **maze, int x, int y, int xsize, int ysize)
267{ 216{
268 int xc, yc; 217 int xc, yc;
269 218
270 /* write a wall here */ 219 /* write a wall here */
271 maze[x][y] = '#'; 220 maze[x][y] = '#';
272 221
273 /* decide if we're going to pick from the wall_free_list */ 222 /* decide if we're going to pick from the wall_free_list */
274 if (rndm (4) && wall_free_size > 0) 223 if (rmg_rndm (4) && wall_free_size > 0)
275 { 224 {
276 pop_wall_point (&xc, &yc); 225 pop_wall_point (&xc, &yc);
277 fill_maze_full (maze, xc, yc, xsize, ysize); 226 fill_maze_full (maze, xc, yc, xsize, ysize);
278 } 227 }
279 228
280 /* change the if to a while for a complete maze. */ 229 /* change the if to a while for a complete maze. */
281 while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) 230 while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1)
282 {
283 fill_maze_full (maze, xc, yc, xsize, ysize); 231 fill_maze_full (maze, xc, yc, xsize, ysize);
284 }
285} 232}
286
287 233
288/* recursive routine which will fill much of the maze, but will leave 234/* recursive routine which will fill much of the maze, but will leave
289 some free spots (possibly large) toward the center.*/ 235 some free spots (possibly large) toward the center.*/
290
291void 236void
292fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) 237fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize)
293{ 238{
294 int xc, yc; 239 int xc, yc;
295 240
296 /* write a wall here */ 241 /* write a wall here */
297 maze[x][y] = '#'; 242 maze[x][y] = '#';
298 243
299 /* decide if we're going to pick from the wall_free_list */ 244 /* decide if we're going to pick from the wall_free_list */
300 if (rndm (4) && wall_free_size > 0) 245 if (rmg_rndm (4) && wall_free_size > 0)
301 { 246 {
302 pop_wall_point (&xc, &yc); 247 pop_wall_point (&xc, &yc);
303 fill_maze_sparse (maze, xc, yc, xsize, ysize); 248 fill_maze_sparse (maze, xc, yc, xsize, ysize);
304 } 249 }
305 250
306 /* change the if to a while for a complete maze. */ 251 /* change the if to a while for a complete maze. */
307 if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) 252 if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1)
308 {
309 fill_maze_sparse (maze, xc, yc, xsize, ysize); 253 fill_maze_sparse (maze, xc, yc, xsize, ysize);
310 }
311} 254}
255

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