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Comparing deliantra/server/random_maps/maze_gen.C (file contents):
Revision 1.5 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.16 by root, Sat Nov 7 18:32:45 2009 UTC

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 */
1 23
2/* peterm@langmuir.eecs.berkeley.edu: this function generates a random 24/* peterm@langmuir.eecs.berkeley.edu: this function generates a random
3blocked 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
4to 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.
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
18#include <stdio.h>
19#include <global.h> 40#include <global.h>
20 41
21/*#include <random_map.h>*/ 42#include "random_map.h"
22#include <maze_gen.h> 43#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 44
30/* 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
31 as parameters every time. */ 46 as parameters every time. */
32int *wall_x_list = 0; 47static int *wall_x_list = 0;
33int *wall_y_list = 0; 48static int *wall_y_list = 0;
34int wall_free_size = 0; 49static int wall_free_size = 0;
35
36/* heuristically, we need to change wall_chance based on the size of
37 the maze. */
38
39int wall_chance;
40
41/* the outsize interface routine: accepts sizes, returns a char
42** maze. option is a flag for either a sparse or a full maze. Sparse
43mazes have sizable rooms. option = 1, full, 0, sparse.*/
44
45char **
46maze_gen (int xsize, int ysize, int option)
47{
48 int i, j;
49
50 /* allocate that array, set it up */
51 char **maze = (char **) calloc (sizeof (char *), xsize);
52
53 for (i = 0; i < xsize; i++)
54 {
55 maze[i] = (char *) calloc (sizeof (char), ysize);
56 }
57
58 /* write the outer walls */
59 for (i = 0; i < xsize; i++)
60 maze[i][0] = maze[i][ysize - 1] = '#';
61 for (j = 0; j < ysize; j++)
62 maze[0][j] = maze[xsize - 1][j] = '#';
63
64
65 /* find how many free wall spots there are */
66 wall_free_size = 2 * (xsize - 4) + 2 * (ysize - 4);
67
68 make_wall_free_list (xsize, ysize);
69
70 /* return the empty maze */
71 if (wall_free_size <= 0)
72 return maze;
73
74 /* recursively generate the walls of the maze */
75 /* first pop a random starting point */
76 while (wall_free_size > 0)
77 {
78 pop_wall_point (&i, &j);
79 if (option)
80 fill_maze_full (maze, i, j, xsize, ysize);
81 else
82 fill_maze_sparse (maze, i, j, xsize, ysize);
83 }
84
85 /* clean up our intermediate data structures. */
86
87 free (wall_x_list);
88 free (wall_y_list);
89
90 return maze;
91}
92
93
94 50
95/* 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
96 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. */
97 53static void
98void
99make_wall_free_list (int xsize, int ysize) 54make_wall_free_list (int xsize, int ysize)
100{ 55{
101 int i, j, count; 56 int i, j, count;
102 57
103 count = 0; /* entries already placed in the free list */ 58 count = 0; /* entries already placed in the free list */
104 /*allocate it */ 59 /*allocate it */
105 if (wall_free_size < 0) 60 if (wall_free_size < 0)
106 return; 61 return;
62
107 wall_x_list = (int *) calloc (sizeof (int), wall_free_size); 63 wall_x_list = (int *)calloc (sizeof (int), wall_free_size);
108 wall_y_list = (int *) calloc (sizeof (int), wall_free_size); 64 wall_y_list = (int *)calloc (sizeof (int), wall_free_size);
109
110 65
111 /* top and bottom wall */ 66 /* top and bottom wall */
112 for (i = 2; i < xsize - 2; i++) 67 for (i = 2; i < xsize - 2; i++)
113 { 68 {
114 wall_x_list[count] = i; 69 wall_x_list[count] = i;
129 wall_y_list[count] = j; 84 wall_y_list[count] = j;
130 count++; 85 count++;
131 } 86 }
132} 87}
133 88
134
135
136/* randomly returns one of the elements from the wall point list */ 89/* randomly returns one of the elements from the wall point list */
137 90static void
138void
139pop_wall_point (int *x, int *y) 91pop_wall_point (int *x, int *y)
140{ 92{
141 int index = RANDOM () % wall_free_size; 93 int index = rmg_rndm (wall_free_size);
142 94
143 *x = wall_x_list[index]; 95 *x = wall_x_list[index];
144 *y = wall_y_list[index]; 96 *y = wall_y_list[index];
145 /* write the last array point here */ 97 /* write the last array point here */
146 wall_x_list[index] = wall_x_list[wall_free_size - 1]; 98 wall_x_list[index] = wall_x_list[wall_free_size - 1];
147 wall_y_list[index] = wall_y_list[wall_free_size - 1]; 99 wall_y_list[index] = wall_y_list[wall_free_size - 1];
148 wall_free_size--; 100 wall_free_size--;
149} 101}
150 102
151
152
153/* 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
154we 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
155up, down, right, or left. */ 105up, down, right, or left. */
156 106static int
157int
158find_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)
159{ 108{
160
161/* 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 */
162 int dirlist[4]; 110 int dirlist[4];
163 int count = 0; /* # elements in dirlist */ 111 int count = 0; /* # elements in dirlist */
164 112
165 /* look up */ 113 /* look up */
166 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 */
168 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];
169 117
170 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];
171 119
172 if (cleartest == 0) 120 if (cleartest == 0)
173 {
174 dirlist[count] = 1; 121 dirlist[count++] = 1;
175 count++;
176 }
177 } 122 }
178
179 123
180 /* look down */ 124 /* look down */
181 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 */
182 { 126 {
183 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];
184 128
185 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];
186 130
187 if (cleartest == 0) 131 if (cleartest == 0)
188 {
189 dirlist[count] = 2; 132 dirlist[count++] = 2;
190 count++;
191 }
192 } 133 }
193
194 134
195 /* look right */ 135 /* look right */
196 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 */
197 { 137 {
198 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];
199 139
200 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];
201 141
202 if (cleartest == 0) 142 if (cleartest == 0)
203 {
204 dirlist[count] = 3; 143 dirlist[count++] = 3;
205 count++;
206 }
207 } 144 }
208
209 145
210 /* look left */ 146 /* look left */
211 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 */
212 { 148 {
213 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];
214 150
215 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];
216 152
217 if (cleartest == 0) 153 if (cleartest == 0)
218 {
219 dirlist[count] = 4; 154 dirlist[count++] = 4;
220 count++;
221 }
222 } 155 }
223 156
224 if (count == 0) 157 if (count == 0)
225 return -1; /* failed to find any clear points */ 158 return -1; /* failed to find any clear points */
226 159
227 /* choose a random direction */ 160 /* choose a random direction */
228 if (count > 1)
229 count = RANDOM () % count;
230 else
231 count = 0;
232 switch (dirlist[count]) 161 switch (dirlist [rmg_rndm (count)])
233 { 162 {
234 case 1: /* up */ 163 case 1: /* up */
235 {
236 *y = yc + 1; 164 *y = yc + 1;
237 *x = xc; 165 *x = xc;
238 break; 166 break;
239 }; 167
240 case 2: /* down */ 168 case 2: /* down */
241 {
242 *y = yc - 1; 169 *y = yc - 1;
243 *x = xc; 170 *x = xc;
244 break; 171 break;
245 }; 172
246 case 3: /* right */ 173 case 3: /* right */
247 {
248 *y = yc; 174 *y = yc;
249 *x = xc + 1; 175 *x = xc + 1;
250 break; 176 break;
251 } 177
252 case 4: /* left */ 178 case 4: /* left */
253 {
254 *x = xc - 1; 179 *x = xc - 1;
255 *y = yc; 180 *y = yc;
256 break; 181 break;
257 } 182
258 default: /* ??? */ 183 default: /* ??? */
259 {
260 return -1; 184 return -1;
261 } 185
262 } 186 }
187
263 return 1; 188 return 1;
264} 189}
265 190
266/* recursive routine which will fill every available space in the maze 191/* recursive routine which will fill every available space in the maze
267 with walls*/ 192 with walls*/
268 193static void
269void
270fill_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)
271{ 195{
272 int xc, yc; 196 int xc, yc;
273 197
274 /* write a wall here */ 198 /* write a wall here */
275 maze[x][y] = '#'; 199 maze[x][y] = '#';
276 200
277 /* 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 */
278 if (RANDOM () % 4 && wall_free_size > 0) 202 if (rmg_rndm (4) && wall_free_size > 0)
279 { 203 {
280 pop_wall_point (&xc, &yc); 204 pop_wall_point (&xc, &yc);
281 fill_maze_full (maze, xc, yc, xsize, ysize); 205 fill_maze_full (maze, xc, yc, xsize, ysize);
282 } 206 }
283 207
284 /* change the if to a while for a complete maze. */ 208 /* change the if to a while for a complete maze. */
285 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)
286 {
287 fill_maze_full (maze, xc, yc, xsize, ysize); 210 fill_maze_full (maze, xc, yc, xsize, ysize);
288 }
289} 211}
290
291 212
292/* 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
293 some free spots (possibly large) toward the center.*/ 214 some free spots (possibly large) toward the center.*/
294 215static void
295void
296fill_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)
297{ 217{
298 int xc, yc; 218 int xc, yc;
299 219
300 /* write a wall here */ 220 /* write a wall here */
301 maze[x][y] = '#'; 221 maze[x][y] = '#';
302 222
303 /* 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 */
304 if (RANDOM () % 4 && wall_free_size > 0) 224 if (rmg_rndm (4) && wall_free_size > 0)
305 { 225 {
306 pop_wall_point (&xc, &yc); 226 pop_wall_point (&xc, &yc);
307 fill_maze_sparse (maze, xc, yc, xsize, ysize); 227 fill_maze_sparse (maze, xc, yc, xsize, ysize);
308 } 228 }
309 229
310 /* change the if to a while for a complete maze. */ 230 /* change the if to a while for a complete maze. */
311 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)
312 {
313 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)
314 } 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);
315} 271}
272

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