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 |
4 | 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 |
5 | 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. |
6 | |
5 | |
… | |
… | |
14 | |
13 | |
15 | /* we need to maintain a list of wall points to generate |
14 | /* we need to maintain a list of wall points to generate |
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> |
|
|
20 | #include <global.h> |
18 | #include <global.h> |
|
|
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 | |
|
|
25 | |
|
|
26 | /* this include solely, and only, is needed for the definition of RANDOM */ |
|
|
27 | |
|
|
28 | |
|
|
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 | static int *wall_x_list = 0; |
33 | int *wall_y_list=0; |
26 | static int *wall_y_list = 0; |
34 | int wall_free_size=0; |
27 | static int wall_free_size = 0; |
35 | |
28 | |
36 | /* heuristically, we need to change wall_chance based on the size of |
29 | /* heuristically, we need to change wall_chance based on the size of |
37 | the maze. */ |
30 | the maze. */ |
38 | |
31 | |
39 | int wall_chance; |
32 | static int wall_chance; |
|
|
33 | |
|
|
34 | /* the free wall points are those outer points which aren't corners or |
|
|
35 | near corners, and don't have a maze wall growing out of them already. */ |
|
|
36 | static void |
|
|
37 | make_wall_free_list (int xsize, int ysize) |
|
|
38 | { |
|
|
39 | int i, j, count; |
|
|
40 | |
|
|
41 | count = 0; /* entries already placed in the free list */ |
|
|
42 | /*allocate it */ |
|
|
43 | if (wall_free_size < 0) |
|
|
44 | return; |
|
|
45 | |
|
|
46 | wall_x_list = (int *)calloc (sizeof (int), wall_free_size); |
|
|
47 | wall_y_list = (int *)calloc (sizeof (int), wall_free_size); |
|
|
48 | |
|
|
49 | /* top and bottom wall */ |
|
|
50 | for (i = 2; i < xsize - 2; i++) |
|
|
51 | { |
|
|
52 | wall_x_list[count] = i; |
|
|
53 | wall_y_list[count] = 0; |
|
|
54 | count++; |
|
|
55 | wall_x_list[count] = i; |
|
|
56 | wall_y_list[count] = ysize - 1; |
|
|
57 | count++; |
|
|
58 | } |
|
|
59 | |
|
|
60 | /* left and right wall */ |
|
|
61 | for (j = 2; j < ysize - 2; j++) |
|
|
62 | { |
|
|
63 | wall_x_list[count] = 0; |
|
|
64 | wall_y_list[count] = j; |
|
|
65 | count++; |
|
|
66 | wall_x_list[count] = xsize - 1; |
|
|
67 | wall_y_list[count] = j; |
|
|
68 | count++; |
|
|
69 | } |
|
|
70 | } |
|
|
71 | |
|
|
72 | /* randomly returns one of the elements from the wall point list */ |
|
|
73 | static void |
|
|
74 | pop_wall_point (int *x, int *y) |
|
|
75 | { |
|
|
76 | int index = rmg_rndm (wall_free_size); |
|
|
77 | |
|
|
78 | *x = wall_x_list[index]; |
|
|
79 | *y = wall_y_list[index]; |
|
|
80 | /* write the last array point here */ |
|
|
81 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
|
|
82 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
|
|
83 | wall_free_size--; |
|
|
84 | } |
|
|
85 | |
|
|
86 | /* find free point: randomly look for a square adjacent to this one where |
|
|
87 | we can place a new block without closing a path. We may only look |
|
|
88 | up, down, right, or left. */ |
|
|
89 | static int |
|
|
90 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
|
|
91 | { |
|
|
92 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
|
|
93 | int dirlist[4]; |
|
|
94 | int count = 0; /* # elements in dirlist */ |
|
|
95 | |
|
|
96 | /* look up */ |
|
|
97 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
|
|
98 | { |
|
|
99 | int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; |
|
|
100 | |
|
|
101 | cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; |
|
|
102 | |
|
|
103 | if (cleartest == 0) |
|
|
104 | dirlist[count++] = 1; |
|
|
105 | } |
|
|
106 | |
|
|
107 | /* look down */ |
|
|
108 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
|
|
109 | { |
|
|
110 | int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; |
|
|
111 | |
|
|
112 | cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; |
|
|
113 | |
|
|
114 | if (cleartest == 0) |
|
|
115 | dirlist[count++] = 2; |
|
|
116 | } |
|
|
117 | |
|
|
118 | /* look right */ |
|
|
119 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
|
|
120 | { |
|
|
121 | int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; |
|
|
122 | |
|
|
123 | cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; |
|
|
124 | |
|
|
125 | if (cleartest == 0) |
|
|
126 | dirlist[count++] = 3; |
|
|
127 | } |
|
|
128 | |
|
|
129 | /* look left */ |
|
|
130 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
|
|
131 | { |
|
|
132 | int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; |
|
|
133 | |
|
|
134 | cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; |
|
|
135 | |
|
|
136 | if (cleartest == 0) |
|
|
137 | dirlist[count++] = 4; |
|
|
138 | } |
|
|
139 | |
|
|
140 | if (count == 0) |
|
|
141 | return -1; /* failed to find any clear points */ |
|
|
142 | |
|
|
143 | /* choose a random direction */ |
|
|
144 | switch (dirlist [rmg_rndm (count)]) |
|
|
145 | { |
|
|
146 | case 1: /* up */ |
|
|
147 | *y = yc + 1; |
|
|
148 | *x = xc; |
|
|
149 | break; |
|
|
150 | |
|
|
151 | case 2: /* down */ |
|
|
152 | *y = yc - 1; |
|
|
153 | *x = xc; |
|
|
154 | break; |
|
|
155 | |
|
|
156 | case 3: /* right */ |
|
|
157 | *y = yc; |
|
|
158 | *x = xc + 1; |
|
|
159 | break; |
|
|
160 | |
|
|
161 | case 4: /* left */ |
|
|
162 | *x = xc - 1; |
|
|
163 | *y = yc; |
|
|
164 | break; |
|
|
165 | |
|
|
166 | default: /* ??? */ |
|
|
167 | return -1; |
|
|
168 | |
|
|
169 | } |
|
|
170 | |
|
|
171 | return 1; |
|
|
172 | } |
|
|
173 | |
|
|
174 | /* recursive routine which will fill every available space in the maze |
|
|
175 | with walls*/ |
|
|
176 | static void |
|
|
177 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
|
|
178 | { |
|
|
179 | int xc, yc; |
|
|
180 | |
|
|
181 | /* write a wall here */ |
|
|
182 | maze[x][y] = '#'; |
|
|
183 | |
|
|
184 | /* decide if we're going to pick from the wall_free_list */ |
|
|
185 | if (rmg_rndm (4) && wall_free_size > 0) |
|
|
186 | { |
|
|
187 | pop_wall_point (&xc, &yc); |
|
|
188 | fill_maze_full (maze, xc, yc, xsize, ysize); |
|
|
189 | } |
|
|
190 | |
|
|
191 | /* change the if to a while for a complete maze. */ |
|
|
192 | while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
|
|
193 | fill_maze_full (maze, xc, yc, xsize, ysize); |
|
|
194 | } |
|
|
195 | |
|
|
196 | /* recursive routine which will fill much of the maze, but will leave |
|
|
197 | some free spots (possibly large) toward the center.*/ |
|
|
198 | static void |
|
|
199 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
|
|
200 | { |
|
|
201 | int xc, yc; |
|
|
202 | |
|
|
203 | /* write a wall here */ |
|
|
204 | maze[x][y] = '#'; |
|
|
205 | |
|
|
206 | /* decide if we're going to pick from the wall_free_list */ |
|
|
207 | if (rmg_rndm (4) && wall_free_size > 0) |
|
|
208 | { |
|
|
209 | pop_wall_point (&xc, &yc); |
|
|
210 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
|
|
211 | } |
|
|
212 | |
|
|
213 | /* change the if to a while for a complete maze. */ |
|
|
214 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
|
|
215 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
|
|
216 | } |
40 | |
217 | |
41 | /* the outsize interface routine: accepts sizes, returns a char |
218 | /* the outsize interface routine: accepts sizes, returns a char |
42 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
219 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
43 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
220 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
|
|
221 | void |
|
|
222 | maze_gen (Layout maze, int option) |
|
|
223 | { |
|
|
224 | maze->clear (); |
|
|
225 | maze->border (); |
44 | |
226 | |
45 | char **maze_gen(int xsize, int ysize,int option) { |
|
|
46 | int i,j; |
|
|
47 | |
|
|
48 | /* allocate that array, set it up */ |
|
|
49 | char **maze = (char **)calloc(sizeof(char*),xsize); |
|
|
50 | for(i=0;i<xsize;i++) { |
|
|
51 | maze[i] = (char *) calloc(sizeof(char),ysize); |
|
|
52 | } |
|
|
53 | |
|
|
54 | /* write the outer walls */ |
|
|
55 | for(i=0;i<xsize;i++) |
|
|
56 | maze[i][0] = maze[i][ysize-1] = '#'; |
|
|
57 | for(j=0;j<ysize;j++) |
|
|
58 | maze[0][j] = maze[xsize-1][j] = '#'; |
|
|
59 | |
|
|
60 | |
|
|
61 | /* find how many free wall spots there are */ |
227 | /* find how many free wall spots there are */ |
62 | wall_free_size = 2 * (xsize-4) + 2*(ysize-4 ); |
228 | wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
63 | |
229 | |
64 | make_wall_free_list(xsize,ysize); |
230 | make_wall_free_list (maze->w, maze->h); |
65 | |
231 | |
66 | /* return the empty maze */ |
232 | /* return the empty maze */ |
67 | if(wall_free_size <=0 ) return maze; |
233 | if (wall_free_size <= 0) |
|
|
234 | return; |
68 | |
235 | |
69 | /* recursively generate the walls of the maze */ |
236 | /* recursively generate the walls of the maze */ |
70 | /* first pop a random starting point */ |
237 | /* first pop a random starting point */ |
71 | while(wall_free_size > 0) { |
238 | while (wall_free_size > 0) |
|
|
239 | { |
|
|
240 | int i, j; |
|
|
241 | |
72 | pop_wall_point(&i,&j); |
242 | pop_wall_point (&i, &j); |
73 | if(option) fill_maze_full(maze,i,j,xsize,ysize); |
243 | |
74 | else fill_maze_sparse(maze,i,j,xsize,ysize); |
244 | if (option) |
|
|
245 | fill_maze_full (maze, i, j, maze->w, maze->h); |
|
|
246 | else |
|
|
247 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
75 | } |
248 | } |
76 | |
249 | |
77 | /* clean up our intermediate data structures. */ |
250 | /* clean up our intermediate data structures. */ |
78 | |
251 | |
79 | free(wall_x_list); |
252 | free (wall_x_list); |
80 | free(wall_y_list); |
253 | free (wall_y_list); |
81 | |
|
|
82 | return maze; |
|
|
83 | } |
254 | } |
84 | |
255 | |
85 | |
|
|
86 | |
|
|
87 | /* 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. */ |
|
|
89 | |
|
|
90 | void make_wall_free_list(int xsize, int ysize) { |
|
|
91 | int i,j,count; |
|
|
92 | |
|
|
93 | count = 0; /* entries already placed in the free list */ |
|
|
94 | /*allocate it*/ |
|
|
95 | if(wall_free_size < 0) return; |
|
|
96 | wall_x_list = (int *) calloc(sizeof(int),wall_free_size); |
|
|
97 | wall_y_list = (int *) calloc(sizeof(int),wall_free_size); |
|
|
98 | |
|
|
99 | |
|
|
100 | /* top and bottom wall */ |
|
|
101 | for(i = 2; i<xsize-2; i++) { |
|
|
102 | wall_x_list[count] = i; |
|
|
103 | wall_y_list[count] = 0; |
|
|
104 | count++; |
|
|
105 | wall_x_list[count] = i; |
|
|
106 | wall_y_list[count] = ysize-1; |
|
|
107 | count++; |
|
|
108 | } |
|
|
109 | |
|
|
110 | /* left and right wall */ |
|
|
111 | for(j = 2; j<ysize-2; j++) { |
|
|
112 | wall_x_list[count] = 0; |
|
|
113 | wall_y_list[count] = j; |
|
|
114 | count++; |
|
|
115 | wall_x_list[count] = xsize-1; |
|
|
116 | wall_y_list[count] = j; |
|
|
117 | count++; |
|
|
118 | } |
|
|
119 | } |
|
|
120 | |
|
|
121 | |
|
|
122 | |
|
|
123 | /* randomly returns one of the elements from the wall point list */ |
|
|
124 | |
|
|
125 | void pop_wall_point(int *x,int *y) { |
|
|
126 | int index = RANDOM() % wall_free_size; |
|
|
127 | *x = wall_x_list[index]; |
|
|
128 | *y = wall_y_list[index]; |
|
|
129 | /* write the last array point here */ |
|
|
130 | wall_x_list[index]=wall_x_list[wall_free_size-1]; |
|
|
131 | wall_y_list[index]=wall_y_list[wall_free_size-1]; |
|
|
132 | wall_free_size--; |
|
|
133 | } |
|
|
134 | |
|
|
135 | |
|
|
136 | |
|
|
137 | /* find free point: randomly look for a square adjacent to this one where |
|
|
138 | we can place a new block without closing a path. We may only look |
|
|
139 | up, down, right, or left. */ |
|
|
140 | |
|
|
141 | int find_free_point(char **maze,int *x, int *y,int xc,int yc, int xsize, int ysize) { |
|
|
142 | |
|
|
143 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
|
|
144 | int dirlist[4]; |
|
|
145 | int count = 0; /* # elements in dirlist */ |
|
|
146 | |
|
|
147 | /* look up */ |
|
|
148 | if(yc < ysize-2 && xc > 2 && xc < xsize-2) /* it is valid to look up */ |
|
|
149 | { |
|
|
150 | int cleartest = (int) maze[xc][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 | |
|
|
155 | if(cleartest == 0) { |
|
|
156 | dirlist[count] = 1; |
|
|
157 | count++; |
|
|
158 | } |
|
|
159 | } |
|
|
160 | |
|
|
161 | |
|
|
162 | /* look down */ |
|
|
163 | if(yc > 2 && xc > 2 && xc < xsize-2) /* it is valid to look down */ |
|
|
164 | { |
|
|
165 | int cleartest = (int) maze[xc][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 | |
|
|
170 | if(cleartest == 0) { |
|
|
171 | dirlist[count] = 2; |
|
|
172 | count++; |
|
|
173 | } |
|
|
174 | } |
|
|
175 | |
|
|
176 | |
|
|
177 | /* look right */ |
|
|
178 | if(xc < xsize- 2 && yc > 2 && yc < ysize-2) /* it is valid to look left */ |
|
|
179 | { |
|
|
180 | int cleartest = (int) maze[xc+1][yc] + (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 | |
|
|
185 | if(cleartest == 0) { |
|
|
186 | dirlist[count] = 3; |
|
|
187 | count++; |
|
|
188 | } |
|
|
189 | } |
|
|
190 | |
|
|
191 | |
|
|
192 | /* look left */ |
|
|
193 | if(xc > 2 && yc > 2 && yc < ysize-2) /* it is valid to look down */ |
|
|
194 | { |
|
|
195 | int cleartest = (int) maze[xc-1][yc] + (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 | |
|
|
200 | if(cleartest == 0) { |
|
|
201 | dirlist[count] = 4; |
|
|
202 | count++; |
|
|
203 | } |
|
|
204 | } |
|
|
205 | |
|
|
206 | if(count==0) return -1; /* failed to find any clear points */ |
|
|
207 | |
|
|
208 | /* choose a random direction */ |
|
|
209 | if(count > 1) count = RANDOM() % count; |
|
|
210 | else count=0; |
|
|
211 | switch(dirlist[count]) { |
|
|
212 | case 1: /* up */ |
|
|
213 | { |
|
|
214 | *y = yc +1; |
|
|
215 | *x = xc; |
|
|
216 | break; |
|
|
217 | }; |
|
|
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; |
|
|
242 | } |
|
|
243 | |
|
|
244 | /* recursive routine which will fill every available space in the maze |
|
|
245 | with walls*/ |
|
|
246 | |
|
|
247 | void fill_maze_full(char **maze, int x, int y, int xsize, int ysize ) { |
|
|
248 | int xc,yc; |
|
|
249 | |
|
|
250 | /* write a wall here */ |
|
|
251 | maze[x][y] = '#'; |
|
|
252 | |
|
|
253 | /* decide if we're going to pick from the wall_free_list */ |
|
|
254 | if(RANDOM()%4 && wall_free_size > 0) { |
|
|
255 | pop_wall_point(&xc,&yc); |
|
|
256 | fill_maze_full(maze,xc,yc,xsize,ysize); |
|
|
257 | } |
|
|
258 | |
|
|
259 | /* change the if to a while for a complete maze. */ |
|
|
260 | while(find_free_point(maze,&xc,&yc,x,y,xsize,ysize)!=-1) { |
|
|
261 | fill_maze_full(maze,xc,yc,xsize,ysize); |
|
|
262 | } |
|
|
263 | } |
|
|
264 | |
|
|
265 | |
|
|
266 | /* recursive routine which will fill much of the maze, but will leave |
|
|
267 | some free spots (possibly large) toward the center.*/ |
|
|
268 | |
|
|
269 | void fill_maze_sparse(char **maze, int x, int y, int xsize, int ysize ) { |
|
|
270 | int xc,yc; |
|
|
271 | |
|
|
272 | /* write a wall here */ |
|
|
273 | maze[x][y] = '#'; |
|
|
274 | |
|
|
275 | /* decide if we're going to pick from the wall_free_list */ |
|
|
276 | if(RANDOM()%4 && wall_free_size > 0) { |
|
|
277 | pop_wall_point(&xc,&yc); |
|
|
278 | fill_maze_sparse(maze,xc,yc,xsize,ysize); |
|
|
279 | } |
|
|
280 | |
|
|
281 | /* change the if to a while for a complete maze. */ |
|
|
282 | if(find_free_point(maze,&xc,&yc,x,y,xsize,ysize)!=-1) { |
|
|
283 | fill_maze_sparse(maze,xc,yc,xsize,ysize); |
|
|
284 | } |
|
|
285 | } |
|
|
286 | |
|
|
287 | |
|
|
288 | |
|
|
289 | |
|
|
290 | |
|
|
291 | |
|
|
292 | |
|
|
293 | |
|
|