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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 | |
… | |
… | |
20 | #include "random_map.h" |
42 | #include "random_map.h" |
21 | #include "rproto.h" |
43 | #include "rproto.h" |
22 | |
44 | |
23 | /* 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 |
24 | as parameters every time. */ |
46 | as parameters every time. */ |
25 | int *wall_x_list = 0; |
47 | static int *wall_x_list = 0; |
26 | int *wall_y_list = 0; |
48 | static int *wall_y_list = 0; |
27 | int wall_free_size = 0; |
49 | static int wall_free_size = 0; |
28 | |
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29 | /* heuristically, we need to change wall_chance based on the size of |
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30 | the maze. */ |
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31 | |
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32 | int wall_chance; |
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33 | |
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34 | /* the outsize interface routine: accepts sizes, returns a char |
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35 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
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36 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
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37 | void |
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38 | maze_gen (Maze maze, int option) |
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39 | { |
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40 | maze->clear (); |
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41 | maze->border (); |
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42 | |
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43 | /* find how many free wall spots there are */ |
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44 | wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
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45 | |
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46 | make_wall_free_list (maze->w, maze->h); |
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47 | |
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48 | /* return the empty maze */ |
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49 | if (wall_free_size <= 0) |
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50 | return; |
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51 | |
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52 | /* recursively generate the walls of the maze */ |
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53 | /* first pop a random starting point */ |
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54 | while (wall_free_size > 0) |
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55 | { |
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56 | int i, j; |
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57 | |
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58 | pop_wall_point (&i, &j); |
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59 | |
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60 | if (option) |
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61 | fill_maze_full (maze, i, j, maze->w, maze->h); |
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62 | else |
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63 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
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64 | } |
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65 | |
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66 | /* clean up our intermediate data structures. */ |
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67 | |
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68 | free (wall_x_list); |
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69 | free (wall_y_list); |
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70 | } |
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71 | |
50 | |
72 | /* 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 |
73 | 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. */ |
74 | void |
53 | static void |
75 | make_wall_free_list (int xsize, int ysize) |
54 | make_wall_free_list (int xsize, int ysize) |
76 | { |
55 | { |
77 | int i, j, count; |
56 | int i, j, count; |
78 | |
57 | |
79 | count = 0; /* entries already placed in the free list */ |
58 | count = 0; /* entries already placed in the free list */ |
… | |
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106 | count++; |
85 | count++; |
107 | } |
86 | } |
108 | } |
87 | } |
109 | |
88 | |
110 | /* randomly returns one of the elements from the wall point list */ |
89 | /* randomly returns one of the elements from the wall point list */ |
111 | void |
90 | static void |
112 | pop_wall_point (int *x, int *y) |
91 | pop_wall_point (int *x, int *y) |
113 | { |
92 | { |
114 | int index = rndm (wall_free_size); |
93 | int index = rmg_rndm (wall_free_size); |
115 | |
94 | |
116 | *x = wall_x_list[index]; |
95 | *x = wall_x_list[index]; |
117 | *y = wall_y_list[index]; |
96 | *y = wall_y_list[index]; |
118 | /* write the last array point here */ |
97 | /* write the last array point here */ |
119 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
98 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
… | |
… | |
122 | } |
101 | } |
123 | |
102 | |
124 | /* 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 |
125 | we can place a new block without closing a path. We may only look |
104 | we can place a new block without closing a path. We may only look |
126 | up, down, right, or left. */ |
105 | up, down, right, or left. */ |
127 | int |
106 | static int |
128 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
107 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
129 | { |
108 | { |
130 | |
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131 | /* 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 */ |
132 | int dirlist[4]; |
110 | int dirlist[4]; |
133 | int count = 0; /* # elements in dirlist */ |
111 | int count = 0; /* # elements in dirlist */ |
134 | |
112 | |
135 | /* look up */ |
113 | /* look up */ |
136 | 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 */ |
… | |
… | |
138 | 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]; |
139 | |
117 | |
140 | 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]; |
141 | |
119 | |
142 | if (cleartest == 0) |
120 | if (cleartest == 0) |
143 | { |
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144 | dirlist[count] = 1; |
121 | dirlist[count++] = 1; |
145 | count++; |
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146 | } |
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147 | } |
122 | } |
148 | |
123 | |
149 | /* look down */ |
124 | /* look down */ |
150 | 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 */ |
151 | { |
126 | { |
152 | 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]; |
153 | |
128 | |
154 | 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]; |
155 | |
130 | |
156 | if (cleartest == 0) |
131 | if (cleartest == 0) |
157 | { |
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158 | dirlist[count] = 2; |
132 | dirlist[count++] = 2; |
159 | count++; |
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160 | } |
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161 | } |
133 | } |
162 | |
134 | |
163 | /* look right */ |
135 | /* look right */ |
164 | 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 */ |
165 | { |
137 | { |
166 | 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]; |
167 | |
139 | |
168 | 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]; |
169 | |
141 | |
170 | if (cleartest == 0) |
142 | if (cleartest == 0) |
171 | { |
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172 | dirlist[count] = 3; |
143 | dirlist[count++] = 3; |
173 | count++; |
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174 | } |
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175 | } |
144 | } |
176 | |
145 | |
177 | /* look left */ |
146 | /* look left */ |
178 | 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 */ |
179 | { |
148 | { |
180 | 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]; |
181 | |
150 | |
182 | 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]; |
183 | |
152 | |
184 | if (cleartest == 0) |
153 | if (cleartest == 0) |
185 | { |
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186 | dirlist[count] = 4; |
154 | dirlist[count++] = 4; |
187 | count++; |
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188 | } |
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189 | } |
155 | } |
190 | |
156 | |
191 | if (count == 0) |
157 | if (count == 0) |
192 | return -1; /* failed to find any clear points */ |
158 | return -1; /* failed to find any clear points */ |
193 | |
159 | |
194 | /* choose a random direction */ |
160 | /* choose a random direction */ |
195 | if (count > 1) |
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196 | count = rndm (count); |
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197 | else |
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198 | count = 0; |
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199 | |
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200 | switch (dirlist[count]) |
161 | switch (dirlist [rmg_rndm (count)]) |
201 | { |
162 | { |
202 | case 1: /* up */ |
163 | case 1: /* up */ |
203 | { |
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204 | *y = yc + 1; |
164 | *y = yc + 1; |
205 | *x = xc; |
165 | *x = xc; |
206 | break; |
166 | break; |
207 | }; |
167 | |
208 | case 2: /* down */ |
168 | case 2: /* down */ |
209 | { |
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210 | *y = yc - 1; |
169 | *y = yc - 1; |
211 | *x = xc; |
170 | *x = xc; |
212 | break; |
171 | break; |
213 | }; |
172 | |
214 | case 3: /* right */ |
173 | case 3: /* right */ |
215 | { |
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216 | *y = yc; |
174 | *y = yc; |
217 | *x = xc + 1; |
175 | *x = xc + 1; |
218 | break; |
176 | break; |
219 | } |
177 | |
220 | case 4: /* left */ |
178 | case 4: /* left */ |
221 | { |
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222 | *x = xc - 1; |
179 | *x = xc - 1; |
223 | *y = yc; |
180 | *y = yc; |
224 | break; |
181 | break; |
225 | } |
182 | |
226 | default: /* ??? */ |
183 | default: /* ??? */ |
227 | return -1; |
184 | return -1; |
228 | |
185 | |
229 | } |
186 | } |
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187 | |
230 | return 1; |
188 | return 1; |
231 | } |
189 | } |
232 | |
190 | |
233 | /* recursive routine which will fill every available space in the maze |
191 | /* recursive routine which will fill every available space in the maze |
234 | with walls*/ |
192 | with walls*/ |
235 | void |
193 | static void |
236 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
194 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
237 | { |
195 | { |
238 | int xc, yc; |
196 | int xc, yc; |
239 | |
197 | |
240 | /* write a wall here */ |
198 | /* write a wall here */ |
241 | maze[x][y] = '#'; |
199 | maze[x][y] = '#'; |
242 | |
200 | |
243 | /* 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 */ |
244 | if (rndm (4) && wall_free_size > 0) |
202 | if (rmg_rndm (4) && wall_free_size > 0) |
245 | { |
203 | { |
246 | pop_wall_point (&xc, &yc); |
204 | pop_wall_point (&xc, &yc); |
247 | fill_maze_full (maze, xc, yc, xsize, ysize); |
205 | fill_maze_full (maze, xc, yc, xsize, ysize); |
248 | } |
206 | } |
249 | |
207 | |
250 | /* change the if to a while for a complete maze. */ |
208 | /* change the if to a while for a complete maze. */ |
251 | 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) |
252 | { |
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253 | fill_maze_full (maze, xc, yc, xsize, ysize); |
210 | fill_maze_full (maze, xc, yc, xsize, ysize); |
254 | } |
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255 | } |
211 | } |
256 | |
212 | |
257 | /* 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 |
258 | some free spots (possibly large) toward the center.*/ |
214 | some free spots (possibly large) toward the center.*/ |
259 | void |
215 | static void |
260 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
216 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
261 | { |
217 | { |
262 | int xc, yc; |
218 | int xc, yc; |
263 | |
219 | |
264 | /* write a wall here */ |
220 | /* write a wall here */ |
265 | maze[x][y] = '#'; |
221 | maze[x][y] = '#'; |
266 | |
222 | |
267 | /* 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 */ |
268 | if (rndm (4) && wall_free_size > 0) |
224 | if (rmg_rndm (4) && wall_free_size > 0) |
269 | { |
225 | { |
270 | pop_wall_point (&xc, &yc); |
226 | pop_wall_point (&xc, &yc); |
271 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
227 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
272 | } |
228 | } |
273 | |
229 | |
274 | /* change the if to a while for a complete maze. */ |
230 | /* change the if to a while for a complete maze. */ |
275 | 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) |
276 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
232 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
277 | } |
233 | } |
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234 | |
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235 | /* the outsize interface routine: accepts sizes, returns a char |
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236 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
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237 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
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238 | void |
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239 | maze_gen (Layout maze, int option) |
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240 | { |
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241 | maze->clear (); |
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242 | maze->border (); |
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243 | |
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244 | /* find how many free wall spots there are */ |
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245 | wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
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246 | |
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247 | make_wall_free_list (maze->w, maze->h); |
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248 | |
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249 | /* return the empty maze */ |
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250 | if (wall_free_size <= 0) |
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251 | return; |
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252 | |
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253 | /* recursively generate the walls of the maze */ |
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254 | /* first pop a random starting point */ |
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255 | while (wall_free_size > 0) |
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256 | { |
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257 | int i, j; |
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258 | |
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259 | pop_wall_point (&i, &j); |
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260 | |
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261 | if (option) |
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262 | fill_maze_full (maze, i, j, maze->w, maze->h); |
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263 | else |
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264 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
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265 | } |
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266 | |
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267 | /* clean up our intermediate data structures. */ |
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268 | |
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269 | free (wall_x_list); |
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270 | free (wall_y_list); |
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271 | } |
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272 | |