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Comparing deliantra/server/random_maps/maze_gen.C (file contents):
Revision 1.3 by root, Sun Sep 10 16:06:37 2006 UTC vs.
Revision 1.16 by root, Sat Nov 7 18:32:45 2009 UTC

1 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) Crossfire Development Team (restored, original file without copyright notice)
6 *
7 * Deliantra is free software: you can redistribute it and/or modify it under
8 * the terms of the Affero GNU General Public License as published by the
9 * Free Software Foundation, either version 3 of the License, or (at your
10 * option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the Affero GNU General Public License
18 * and the GNU General Public License along with this program. If not, see
19 * <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
2 23
3/* peterm@langmuir.eecs.berkeley.edu: this function generates a random 24/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
4blocked maze with the property that there is only one path from one spot 25blocked maze with the property that there is only one path from one spot
5to any other, and there is always a path from one spot to any other. 26to any other, and there is always a path from one spot to any other.
6 27
14 35
15/* we need to maintain a list of wall points to generate 36/* we need to maintain a list of wall points to generate
16 reasonable mazes: a straightforward recursive random walk maze 37 reasonable mazes: a straightforward recursive random walk maze
17 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 */
18 39
19#include <stdio.h>
20#include <global.h> 40#include <global.h>
21 41
22/*#include <random_map.h>*/ 42#include "random_map.h"
23#include <maze_gen.h> 43#include "rproto.h"
24#include <time.h>
25
26
27/* this include solely, and only, is needed for the definition of RANDOM */
28
29
30 44
31/* global variables that everyone needs: don't want to pass them in 45/* global variables that everyone needs: don't want to pass them in
32 as parameters every time. */ 46 as parameters every time. */
33int *wall_x_list = 0; 47static int *wall_x_list = 0;
34int *wall_y_list = 0; 48static int *wall_y_list = 0;
35int wall_free_size = 0; 49static int wall_free_size = 0;
36
37/* heuristically, we need to change wall_chance based on the size of
38 the maze. */
39
40int wall_chance;
41
42/* the outsize interface routine: accepts sizes, returns a char
43** maze. option is a flag for either a sparse or a full maze. Sparse
44mazes have sizable rooms. option = 1, full, 0, sparse.*/
45
46char **
47maze_gen (int xsize, int ysize, int option)
48{
49 int i, j;
50
51 /* allocate that array, set it up */
52 char **maze = (char **) calloc (sizeof (char *), xsize);
53
54 for (i = 0; i < xsize; i++)
55 {
56 maze[i] = (char *) calloc (sizeof (char), ysize);
57 }
58
59 /* write the outer walls */
60 for (i = 0; i < xsize; i++)
61 maze[i][0] = maze[i][ysize - 1] = '#';
62 for (j = 0; j < ysize; j++)
63 maze[0][j] = maze[xsize - 1][j] = '#';
64
65
66 /* find how many free wall spots there are */
67 wall_free_size = 2 * (xsize - 4) + 2 * (ysize - 4);
68
69 make_wall_free_list (xsize, ysize);
70
71 /* return the empty maze */
72 if (wall_free_size <= 0)
73 return maze;
74
75 /* recursively generate the walls of the maze */
76 /* first pop a random starting point */
77 while (wall_free_size > 0)
78 {
79 pop_wall_point (&i, &j);
80 if (option)
81 fill_maze_full (maze, i, j, xsize, ysize);
82 else
83 fill_maze_sparse (maze, i, j, xsize, ysize);
84 }
85
86 /* clean up our intermediate data structures. */
87
88 free (wall_x_list);
89 free (wall_y_list);
90
91 return maze;
92}
93
94
95 50
96/* the free wall points are those outer points which aren't corners or 51/* the free wall points are those outer points which aren't corners or
97 near corners, and don't have a maze wall growing out of them already. */ 52 near corners, and don't have a maze wall growing out of them already. */
98 53static void
99void
100make_wall_free_list (int xsize, int ysize) 54make_wall_free_list (int xsize, int ysize)
101{ 55{
102 int i, j, count; 56 int i, j, count;
103 57
104 count = 0; /* entries already placed in the free list */ 58 count = 0; /* entries already placed in the free list */
105 /*allocate it */ 59 /*allocate it */
106 if (wall_free_size < 0) 60 if (wall_free_size < 0)
107 return; 61 return;
62
108 wall_x_list = (int *) calloc (sizeof (int), wall_free_size); 63 wall_x_list = (int *)calloc (sizeof (int), wall_free_size);
109 wall_y_list = (int *) calloc (sizeof (int), wall_free_size); 64 wall_y_list = (int *)calloc (sizeof (int), wall_free_size);
110
111 65
112 /* top and bottom wall */ 66 /* top and bottom wall */
113 for (i = 2; i < xsize - 2; i++) 67 for (i = 2; i < xsize - 2; i++)
114 { 68 {
115 wall_x_list[count] = i; 69 wall_x_list[count] = i;
130 wall_y_list[count] = j; 84 wall_y_list[count] = j;
131 count++; 85 count++;
132 } 86 }
133} 87}
134 88
135
136
137/* randomly returns one of the elements from the wall point list */ 89/* randomly returns one of the elements from the wall point list */
138 90static void
139void
140pop_wall_point (int *x, int *y) 91pop_wall_point (int *x, int *y)
141{ 92{
142 int index = RANDOM () % wall_free_size; 93 int index = rmg_rndm (wall_free_size);
143 94
144 *x = wall_x_list[index]; 95 *x = wall_x_list[index];
145 *y = wall_y_list[index]; 96 *y = wall_y_list[index];
146 /* write the last array point here */ 97 /* write the last array point here */
147 wall_x_list[index] = wall_x_list[wall_free_size - 1]; 98 wall_x_list[index] = wall_x_list[wall_free_size - 1];
148 wall_y_list[index] = wall_y_list[wall_free_size - 1]; 99 wall_y_list[index] = wall_y_list[wall_free_size - 1];
149 wall_free_size--; 100 wall_free_size--;
150} 101}
151 102
152
153
154/* find free point: randomly look for a square adjacent to this one where 103/* find free point: randomly look for a square adjacent to this one where
155we can place a new block without closing a path. We may only look 104we can place a new block without closing a path. We may only look
156up, down, right, or left. */ 105up, down, right, or left. */
157 106static int
158int
159find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) 107find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize)
160{ 108{
161
162/* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ 109 /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */
163 int dirlist[4]; 110 int dirlist[4];
164 int count = 0; /* # elements in dirlist */ 111 int count = 0; /* # elements in dirlist */
165 112
166 /* look up */ 113 /* look up */
167 if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ 114 if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */
169 int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; 116 int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1];
170 117
171 cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; 118 cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2];
172 119
173 if (cleartest == 0) 120 if (cleartest == 0)
174 {
175 dirlist[count] = 1; 121 dirlist[count++] = 1;
176 count++;
177 }
178 } 122 }
179
180 123
181 /* look down */ 124 /* look down */
182 if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ 125 if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */
183 { 126 {
184 int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; 127 int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1];
185 128
186 cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; 129 cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2];
187 130
188 if (cleartest == 0) 131 if (cleartest == 0)
189 {
190 dirlist[count] = 2; 132 dirlist[count++] = 2;
191 count++;
192 }
193 } 133 }
194
195 134
196 /* look right */ 135 /* look right */
197 if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ 136 if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */
198 { 137 {
199 int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; 138 int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1];
200 139
201 cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; 140 cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1];
202 141
203 if (cleartest == 0) 142 if (cleartest == 0)
204 {
205 dirlist[count] = 3; 143 dirlist[count++] = 3;
206 count++;
207 }
208 } 144 }
209
210 145
211 /* look left */ 146 /* look left */
212 if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ 147 if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */
213 { 148 {
214 int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; 149 int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1];
215 150
216 cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; 151 cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1];
217 152
218 if (cleartest == 0) 153 if (cleartest == 0)
219 {
220 dirlist[count] = 4; 154 dirlist[count++] = 4;
221 count++;
222 }
223 } 155 }
224 156
225 if (count == 0) 157 if (count == 0)
226 return -1; /* failed to find any clear points */ 158 return -1; /* failed to find any clear points */
227 159
228 /* choose a random direction */ 160 /* choose a random direction */
229 if (count > 1)
230 count = RANDOM () % count;
231 else
232 count = 0;
233 switch (dirlist[count]) 161 switch (dirlist [rmg_rndm (count)])
234 { 162 {
235 case 1: /* up */ 163 case 1: /* up */
236 {
237 *y = yc + 1; 164 *y = yc + 1;
238 *x = xc; 165 *x = xc;
239 break; 166 break;
240 }; 167
241 case 2: /* down */ 168 case 2: /* down */
242 {
243 *y = yc - 1; 169 *y = yc - 1;
244 *x = xc; 170 *x = xc;
245 break; 171 break;
246 }; 172
247 case 3: /* right */ 173 case 3: /* right */
248 {
249 *y = yc; 174 *y = yc;
250 *x = xc + 1; 175 *x = xc + 1;
251 break; 176 break;
252 } 177
253 case 4: /* left */ 178 case 4: /* left */
254 {
255 *x = xc - 1; 179 *x = xc - 1;
256 *y = yc; 180 *y = yc;
257 break; 181 break;
258 } 182
259 default: /* ??? */ 183 default: /* ??? */
260 {
261 return -1; 184 return -1;
262 } 185
263 } 186 }
187
264 return 1; 188 return 1;
265} 189}
266 190
267/* recursive routine which will fill every available space in the maze 191/* recursive routine which will fill every available space in the maze
268 with walls*/ 192 with walls*/
269 193static void
270void
271fill_maze_full (char **maze, int x, int y, int xsize, int ysize) 194fill_maze_full (char **maze, int x, int y, int xsize, int ysize)
272{ 195{
273 int xc, yc; 196 int xc, yc;
274 197
275 /* write a wall here */ 198 /* write a wall here */
276 maze[x][y] = '#'; 199 maze[x][y] = '#';
277 200
278 /* decide if we're going to pick from the wall_free_list */ 201 /* decide if we're going to pick from the wall_free_list */
279 if (RANDOM () % 4 && wall_free_size > 0) 202 if (rmg_rndm (4) && wall_free_size > 0)
280 { 203 {
281 pop_wall_point (&xc, &yc); 204 pop_wall_point (&xc, &yc);
282 fill_maze_full (maze, xc, yc, xsize, ysize); 205 fill_maze_full (maze, xc, yc, xsize, ysize);
283 } 206 }
284 207
285 /* change the if to a while for a complete maze. */ 208 /* change the if to a while for a complete maze. */
286 while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) 209 while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1)
287 {
288 fill_maze_full (maze, xc, yc, xsize, ysize); 210 fill_maze_full (maze, xc, yc, xsize, ysize);
289 }
290} 211}
291
292 212
293/* recursive routine which will fill much of the maze, but will leave 213/* recursive routine which will fill much of the maze, but will leave
294 some free spots (possibly large) toward the center.*/ 214 some free spots (possibly large) toward the center.*/
295 215static void
296void
297fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) 216fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize)
298{ 217{
299 int xc, yc; 218 int xc, yc;
300 219
301 /* write a wall here */ 220 /* write a wall here */
302 maze[x][y] = '#'; 221 maze[x][y] = '#';
303 222
304 /* decide if we're going to pick from the wall_free_list */ 223 /* decide if we're going to pick from the wall_free_list */
305 if (RANDOM () % 4 && wall_free_size > 0) 224 if (rmg_rndm (4) && wall_free_size > 0)
306 { 225 {
307 pop_wall_point (&xc, &yc); 226 pop_wall_point (&xc, &yc);
308 fill_maze_sparse (maze, xc, yc, xsize, ysize); 227 fill_maze_sparse (maze, xc, yc, xsize, ysize);
309 } 228 }
310 229
311 /* change the if to a while for a complete maze. */ 230 /* change the if to a while for a complete maze. */
312 if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) 231 if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1)
313 {
314 fill_maze_sparse (maze, xc, yc, xsize, ysize); 232 fill_maze_sparse (maze, xc, yc, xsize, ysize);
233}
234
235/* the outsize interface routine: accepts sizes, returns a char
236** maze. option is a flag for either a sparse or a full maze. Sparse
237mazes have sizable rooms. option = 1, full, 0, sparse.*/
238void
239maze_gen (Layout maze, int option)
240{
241 maze->clear ();
242 maze->border ();
243
244 /* find how many free wall spots there are */
245 wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4);
246
247 make_wall_free_list (maze->w, maze->h);
248
249 /* return the empty maze */
250 if (wall_free_size <= 0)
251 return;
252
253 /* recursively generate the walls of the maze */
254 /* first pop a random starting point */
255 while (wall_free_size > 0)
315 } 256 {
257 int i, j;
258
259 pop_wall_point (&i, &j);
260
261 if (option)
262 fill_maze_full (maze, i, j, maze->w, maze->h);
263 else
264 fill_maze_sparse (maze, i, j, maze->w, maze->h);
265 }
266
267 /* clean up our intermediate data structures. */
268
269 free (wall_x_list);
270 free (wall_y_list);
316} 271}
272

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