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1 | /* |
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2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) Crossfire Development Team (restored, original file without copyright notice) |
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6 | * |
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7 | * Deliantra is free software: you can redistribute it and/or modify it under |
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8 | * the terms of the Affero GNU General Public License as published by the |
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9 | * Free Software Foundation, either version 3 of the License, or (at your |
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10 | * option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the Affero GNU General Public License |
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18 | * and the GNU General Public License along with this program. If not, see |
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19 | * <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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22 | */ |
1 | |
23 | |
2 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
24 | /* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
3 | blocked maze with the property that there is only one path from one spot |
25 | blocked maze with the property that there is only one path from one spot |
4 | to any other, and there is always a path from one spot to any other. |
26 | to any other, and there is always a path from one spot to any other. |
5 | |
27 | |
… | |
… | |
13 | |
35 | |
14 | /* we need to maintain a list of wall points to generate |
36 | /* we need to maintain a list of wall points to generate |
15 | reasonable mazes: a straightforward recursive random walk maze |
37 | reasonable mazes: a straightforward recursive random walk maze |
16 | generator would generate a map with a trivial circle-the-outer-wall solution */ |
38 | generator would generate a map with a trivial circle-the-outer-wall solution */ |
17 | |
39 | |
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40 | #include <vector> |
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41 | |
18 | #include <global.h> |
42 | #include <global.h> |
19 | |
43 | |
20 | #include "random_map.h" |
44 | #include "random_map.h" |
21 | #include "rproto.h" |
45 | #include "rproto.h" |
22 | |
46 | |
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47 | struct point |
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48 | { |
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49 | short x; |
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50 | short y; |
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51 | |
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52 | point () |
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53 | { |
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54 | } |
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55 | |
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56 | point (int x, int y) |
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57 | : x(x), y(y) |
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58 | { |
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59 | } |
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60 | }; |
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61 | |
23 | /* global variables that everyone needs: don't want to pass them in |
62 | /* global variables that everyone needs: don't want to pass them in |
24 | as parameters every time. */ |
63 | as parameters every time. */ |
25 | static int *wall_x_list = 0; |
64 | static point *seed_list; |
26 | static int *wall_y_list = 0; |
65 | static int seed_max, seed_size; |
27 | static int wall_free_size = 0; |
66 | static int xsize, ysize; |
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67 | static char **maze; |
28 | |
68 | |
29 | /* heuristically, we need to change wall_chance based on the size of |
69 | static void |
30 | the maze. */ |
70 | push (point p) |
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71 | { |
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72 | assert (seed_size < seed_max); |
31 | |
73 | |
32 | static int wall_chance; |
74 | seed_list [seed_size++] = p; |
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75 | |
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76 | maze [p.x][p.y] = '#'; |
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77 | } |
33 | |
78 | |
34 | /* the free wall points are those outer points which aren't corners or |
79 | /* 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. */ |
80 | near corners, and don't have a maze wall growing out of them already. */ |
36 | static void |
81 | static void |
37 | make_wall_free_list (int xsize, int ysize) |
82 | push_walls () |
38 | { |
83 | { |
39 | int i, j, count; |
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40 | |
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41 | count = 0; /* entries already placed in the free list */ |
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42 | /*allocate it */ |
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43 | if (wall_free_size < 0) |
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44 | return; |
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45 | |
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46 | wall_x_list = (int *)calloc (sizeof (int), wall_free_size); |
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47 | wall_y_list = (int *)calloc (sizeof (int), wall_free_size); |
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48 | |
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49 | /* top and bottom wall */ |
84 | /* top and bottom wall */ |
50 | for (i = 2; i < xsize - 2; i++) |
85 | for (int x = 2; x < xsize - 2; x++) |
51 | { |
86 | { |
52 | wall_x_list[count] = i; |
87 | push (point (x, 0)); |
53 | wall_y_list[count] = 0; |
88 | push (point (x, ysize - 1)); |
54 | count++; |
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55 | wall_x_list[count] = i; |
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56 | wall_y_list[count] = ysize - 1; |
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57 | count++; |
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58 | } |
89 | } |
59 | |
90 | |
60 | /* left and right wall */ |
91 | /* left and right wall */ |
61 | for (j = 2; j < ysize - 2; j++) |
92 | for (int y = 2; y < ysize - 2; y++) |
62 | { |
93 | { |
63 | wall_x_list[count] = 0; |
94 | push (point ( 0, y)); |
64 | wall_y_list[count] = j; |
95 | push (point (xsize - 1, y)); |
65 | count++; |
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66 | wall_x_list[count] = xsize - 1; |
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67 | wall_y_list[count] = j; |
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68 | count++; |
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69 | } |
96 | } |
70 | } |
97 | } |
71 | |
98 | |
72 | /* randomly returns one of the elements from the wall point list */ |
99 | /* randomly returns one of the elements from the wall point list */ |
73 | static void |
100 | static point |
74 | pop_wall_point (int *x, int *y) |
101 | pop_rand () |
75 | { |
102 | { |
76 | int index = rmg_rndm (wall_free_size); |
103 | int index = rmg_rndm (seed_size); |
77 | |
104 | |
78 | *x = wall_x_list[index]; |
105 | point p = seed_list [index]; |
79 | *y = wall_y_list[index]; |
106 | |
80 | /* write the last array point here */ |
107 | /* write the last array point here */ |
81 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
108 | seed_list [index] = seed_list [--seed_size]; |
82 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
109 | |
83 | wall_free_size--; |
110 | return p; |
84 | } |
111 | } |
85 | |
112 | |
86 | /* find free point: randomly look for a square adjacent to this one where |
113 | /* 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 |
114 | we can place a new block without closing a path. We may only look |
88 | up, down, right, or left. */ |
115 | up, down, right, or left. */ |
89 | static int |
116 | static int |
90 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
117 | find_free_point (point &p, point pc) |
91 | { |
118 | { |
92 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
119 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
93 | int dirlist[4]; |
120 | int dirlist[4]; |
94 | int count = 0; /* # elements in dirlist */ |
121 | int count = 0; /* # elements in dirlist */ |
95 | |
122 | |
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123 | int xc = pc.x; |
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124 | int yc = pc.y; |
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125 | |
96 | /* look up */ |
126 | /* look up */ |
97 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
127 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
98 | { |
128 | { |
99 | int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; |
129 | int cleartest = maze[xc][yc + 1] + maze[xc - 1][yc + 1] + maze[xc + 1][yc + 1] |
100 | |
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101 | cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; |
130 | + maze[xc][yc + 2] + maze[xc - 1][yc + 2] + maze[xc + 1][yc + 2]; |
102 | |
131 | |
103 | if (cleartest == 0) |
132 | if (cleartest == 0) |
104 | dirlist[count++] = 1; |
133 | dirlist[count++] = 1; |
105 | } |
134 | } |
106 | |
135 | |
107 | /* look down */ |
136 | /* look down */ |
108 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
137 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
109 | { |
138 | { |
110 | int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; |
139 | int cleartest = maze[xc][yc - 1] + maze[xc - 1][yc - 1] + maze[xc + 1][yc - 1] |
111 | |
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112 | cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; |
140 | + maze[xc][yc - 2] + maze[xc - 1][yc - 2] + maze[xc + 1][yc - 2]; |
113 | |
141 | |
114 | if (cleartest == 0) |
142 | if (cleartest == 0) |
115 | dirlist[count++] = 2; |
143 | dirlist[count++] = 2; |
116 | } |
144 | } |
117 | |
145 | |
118 | /* look right */ |
146 | /* look right */ |
119 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
147 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
120 | { |
148 | { |
121 | int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; |
149 | int cleartest = maze[xc + 1][yc] + maze[xc + 1][yc - 1] + maze[xc + 1][yc + 1] |
122 | |
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123 | cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; |
150 | + maze[xc + 2][yc] + maze[xc + 2][yc - 1] + maze[xc + 2][yc + 1]; |
124 | |
151 | |
125 | if (cleartest == 0) |
152 | if (cleartest == 0) |
126 | dirlist[count++] = 3; |
153 | dirlist[count++] = 3; |
127 | } |
154 | } |
128 | |
155 | |
129 | /* look left */ |
156 | /* look left */ |
130 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
157 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
131 | { |
158 | { |
132 | int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; |
159 | int cleartest = maze[xc - 1][yc] + maze[xc - 1][yc - 1] + maze[xc - 1][yc + 1] |
133 | |
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134 | cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; |
160 | + maze[xc - 2][yc] + maze[xc - 2][yc - 1] + maze[xc - 2][yc + 1]; |
135 | |
161 | |
136 | if (cleartest == 0) |
162 | if (cleartest == 0) |
137 | dirlist[count++] = 4; |
163 | dirlist[count++] = 4; |
138 | } |
164 | } |
139 | |
165 | |
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142 | |
168 | |
143 | /* choose a random direction */ |
169 | /* choose a random direction */ |
144 | switch (dirlist [rmg_rndm (count)]) |
170 | switch (dirlist [rmg_rndm (count)]) |
145 | { |
171 | { |
146 | case 1: /* up */ |
172 | case 1: /* up */ |
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173 | p.x = xc; |
147 | *y = yc + 1; |
174 | p.y = yc + 1; |
148 | *x = xc; |
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149 | break; |
175 | break; |
150 | |
176 | |
151 | case 2: /* down */ |
177 | case 2: /* down */ |
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178 | p.x = xc; |
152 | *y = yc - 1; |
179 | p.y = yc - 1; |
153 | *x = xc; |
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154 | break; |
180 | break; |
155 | |
181 | |
156 | case 3: /* right */ |
182 | case 3: /* right */ |
157 | *y = yc; |
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158 | *x = xc + 1; |
183 | p.x = xc + 1; |
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184 | p.y = yc; |
159 | break; |
185 | break; |
160 | |
186 | |
161 | case 4: /* left */ |
187 | case 4: /* left */ |
162 | *x = xc - 1; |
188 | p.x = xc - 1; |
163 | *y = yc; |
189 | p.y = yc; |
164 | break; |
190 | break; |
165 | |
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166 | default: /* ??? */ |
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167 | return -1; |
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168 | |
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169 | } |
191 | } |
170 | |
192 | |
171 | return 1; |
193 | return 1; |
172 | } |
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173 | |
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174 | /* recursive routine which will fill every available space in the maze |
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175 | with walls*/ |
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176 | static void |
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177 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
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178 | { |
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179 | int xc, yc; |
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180 | |
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181 | /* write a wall here */ |
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182 | maze[x][y] = '#'; |
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183 | |
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184 | /* decide if we're going to pick from the wall_free_list */ |
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185 | if (rmg_rndm (4) && wall_free_size > 0) |
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186 | { |
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187 | pop_wall_point (&xc, &yc); |
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188 | fill_maze_full (maze, xc, yc, xsize, ysize); |
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189 | } |
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190 | |
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191 | /* change the if to a while for a complete maze. */ |
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192 | while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
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193 | fill_maze_full (maze, xc, yc, xsize, ysize); |
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194 | } |
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195 | |
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196 | /* recursive routine which will fill much of the maze, but will leave |
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197 | some free spots (possibly large) toward the center.*/ |
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198 | static void |
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199 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
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200 | { |
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201 | int xc, yc; |
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202 | |
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203 | /* write a wall here */ |
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204 | maze[x][y] = '#'; |
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205 | |
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206 | /* decide if we're going to pick from the wall_free_list */ |
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207 | if (rmg_rndm (4) && wall_free_size > 0) |
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208 | { |
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209 | pop_wall_point (&xc, &yc); |
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210 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
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211 | } |
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212 | |
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213 | /* change the if to a while for a complete maze. */ |
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214 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
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215 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
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216 | } |
194 | } |
217 | |
195 | |
218 | /* the outsize interface routine: accepts sizes, returns a char |
196 | /* the outsize interface routine: accepts sizes, returns a char |
219 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
197 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
220 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
198 | mazes have sizable rooms. option = 3=full, 2=braided, 1=sparse, 0=rooms.*/ |
221 | void |
199 | void |
222 | maze_gen (Layout maze, int option) |
200 | maze_gen (Layout maze, int subtype) |
223 | { |
201 | { |
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202 | xsize = maze->w; |
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203 | ysize = maze->h; |
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204 | ::maze = maze; |
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205 | |
224 | maze->clear (); |
206 | maze->clear (); |
225 | maze->border (); |
207 | maze->border (); |
226 | |
208 | |
227 | /* find how many free wall spots there are */ |
209 | if (xsize < 4 || ysize < 4) |
228 | wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
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229 | |
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230 | make_wall_free_list (maze->w, maze->h); |
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231 | |
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232 | /* return the empty maze */ |
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233 | if (wall_free_size <= 0) |
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234 | return; |
210 | return; |
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211 | |
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212 | seed_max = xsize * ysize; |
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213 | seed_size = 0; |
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214 | seed_list = salloc<point> (seed_max); |
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215 | |
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216 | if (subtype > 0) |
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217 | push_walls (); |
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218 | |
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219 | if (subtype == 0 || subtype == 2) |
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220 | for (int i = (xsize + ysize) / 2; i; --i) |
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221 | push (point (rmg_rndm (1, xsize - 2), rmg_rndm (1, ysize - 2))); |
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222 | |
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223 | bool full = subtype == 3; |
235 | |
224 | |
236 | /* recursively generate the walls of the maze */ |
225 | /* recursively generate the walls of the maze */ |
237 | /* first pop a random starting point */ |
226 | /* first pop a random starting point */ |
238 | while (wall_free_size > 0) |
227 | while (seed_size) |
239 | { |
228 | { |
240 | int i, j; |
229 | point p = pop_rand (); |
241 | |
230 | |
242 | pop_wall_point (&i, &j); |
231 | for (;;) |
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232 | { |
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233 | point pc; |
243 | |
234 | |
244 | if (option) |
235 | maze [p.x][p.y] = '#'; |
245 | fill_maze_full (maze, i, j, maze->w, maze->h); |
236 | |
246 | else |
237 | if (find_free_point (pc, p) < 0) |
247 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
238 | break; |
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239 | |
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240 | if (full) |
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241 | push (p); |
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242 | |
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243 | if (!rmg_rndm (8)) |
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244 | { |
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245 | if (!full) |
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246 | push (pc); |
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247 | |
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248 | break; |
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249 | } |
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250 | |
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251 | p = pc; |
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252 | } |
248 | } |
253 | } |
249 | |
254 | |
250 | /* clean up our intermediate data structures. */ |
255 | /* clean up our intermediate data structures. */ |
251 | |
256 | sfree (seed_list, seed_max); |
252 | free (wall_x_list); |
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253 | free (wall_y_list); |
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254 | } |
257 | } |
255 | |
258 | |
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259 | #if 0 |
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260 | static struct demo |
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261 | { |
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262 | demo () |
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263 | { |
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264 | Layout layout (40, 25); |
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265 | rmg_rndm.seed (time (0)); |
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266 | |
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267 | for(int i=1;i<10;++i) |
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268 | { |
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269 | maze_gen (layout, 3); |
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270 | layout.print (); |
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271 | } |
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272 | exit (1); |
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273 | } |
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274 | } demo; |
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275 | #endif |