ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/random_maps/maze_gen.C
(Generate patch)

Comparing deliantra/server/random_maps/maze_gen.C (file contents):
Revision 1.11 by root, Sun May 4 14:12:37 2008 UTC vs.
Revision 1.27 by root, Sat Apr 23 04:56:52 2011 UTC

1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 1994-2004 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
40#include <vector>
41
18#include <global.h> 42#include <global.h>
19 43
20#include "random_map.h" 44#include <rmg.h>
21#include "rproto.h" 45#include "rproto.h"
22 46
23/* global variables that everyone needs: don't want to pass them in 47/* global variables that everyone needs: don't want to pass them in
24 as parameters every time. */ 48 as parameters every time. */
25int *wall_x_list = 0; 49static fixed_stack<point> seeds;
26int *wall_y_list = 0; 50static int xsize, ysize;
27int wall_free_size = 0; 51static char **maze;
28 52
29/* heuristically, we need to change wall_chance based on the size of 53static void
30 the maze. */ 54push (point p)
31
32int wall_chance;
33
34/* the outsize interface routine: accepts sizes, returns a char
35** maze. option is a flag for either a sparse or a full maze. Sparse
36mazes have sizable rooms. option = 1, full, 0, sparse.*/
37void
38maze_gen (Layout maze, int option)
39{ 55{
40 maze->clear (); 56 seeds.push (p);
41 maze->border (); 57 maze [p.x][p.y] = '#';
58}
42 59
43 /* find how many free wall spots there are */ 60/* randomly returns one of the elements from the wall point list */
44 wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); 61static point
45 62pop_rand ()
46 make_wall_free_list (maze->w, maze->h); 63{
47 64 return seeds.remove (rmg_rndm (seeds.size));
48 /* return the empty maze */
49 if (wall_free_size <= 0)
50 return;
51
52 /* recursively generate the walls of the maze */
53 /* first pop a random starting point */
54 while (wall_free_size > 0)
55 {
56 int i, j;
57
58 pop_wall_point (&i, &j);
59
60 if (option)
61 fill_maze_full (maze, i, j, maze->w, maze->h);
62 else
63 fill_maze_sparse (maze, i, j, maze->w, maze->h);
64 }
65
66 /* clean up our intermediate data structures. */
67
68 free (wall_x_list);
69 free (wall_y_list);
70} 65}
71 66
72/* the free wall points are those outer points which aren't corners or 67/* 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. */ 68 near corners, and don't have a maze wall growing out of them already. */
74void 69static void
75make_wall_free_list (int xsize, int ysize) 70push_walls ()
76{ 71{
77 int i, j, count;
78
79 count = 0; /* entries already placed in the free list */
80 /*allocate it */
81 if (wall_free_size < 0)
82 return;
83
84 wall_x_list = (int *)calloc (sizeof (int), wall_free_size);
85 wall_y_list = (int *)calloc (sizeof (int), wall_free_size);
86
87 /* top and bottom wall */ 72 /* top and bottom wall */
88 for (i = 2; i < xsize - 2; i++) 73 for (int x = 2; x < xsize - 2; x++)
89 { 74 {
90 wall_x_list[count] = i; 75 push (point (x, 0));
91 wall_y_list[count] = 0; 76 push (point (x, ysize - 1));
92 count++;
93 wall_x_list[count] = i;
94 wall_y_list[count] = ysize - 1;
95 count++;
96 } 77 }
97 78
98 /* left and right wall */ 79 /* left and right wall */
99 for (j = 2; j < ysize - 2; j++) 80 for (int y = 2; y < ysize - 2; y++)
100 {
101 wall_x_list[count] = 0;
102 wall_y_list[count] = j;
103 count++;
104 wall_x_list[count] = xsize - 1;
105 wall_y_list[count] = j;
106 count++;
107 } 81 {
108} 82 push (point ( 0, y));
109 83 push (point (xsize - 1, y));
110/* randomly returns one of the elements from the wall point list */ 84 }
111void
112pop_wall_point (int *x, int *y)
113{
114 int index = rmg_rndm (wall_free_size);
115
116 *x = wall_x_list[index];
117 *y = wall_y_list[index];
118 /* write the last array point here */
119 wall_x_list[index] = wall_x_list[wall_free_size - 1];
120 wall_y_list[index] = wall_y_list[wall_free_size - 1];
121 wall_free_size--;
122} 85}
123 86
124/* find free point: randomly look for a square adjacent to this one where 87/* find free point: randomly look for a square adjacent to this one where
125we can place a new block without closing a path. We may only look 88we can place a new block without closing a path. We may only look
126up, down, right, or left. */ 89up, down, right, or left. */
127int 90static int
128find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) 91find_free_point (point &p, point pc)
129{ 92{
130
131/* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ 93 /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */
132 int dirlist[4]; 94 int dirlist[4];
133 int count = 0; /* # elements in dirlist */ 95 int count = 0; /* # elements in dirlist */
134 96
97 int xc = pc.x;
98 int yc = pc.y;
99
135 /* look up */ 100 /* look up */
136 if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ 101 if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */
137 { 102 {
138 int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; 103 int cleartest = maze[xc][yc + 1] + maze[xc - 1][yc + 1] + maze[xc + 1][yc + 1]
139
140 cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; 104 + maze[xc][yc + 2] + maze[xc - 1][yc + 2] + maze[xc + 1][yc + 2];
141 105
142 if (cleartest == 0) 106 if (cleartest == 0)
143 {
144 dirlist[count] = 1; 107 dirlist[count++] = 1;
145 count++;
146 }
147 } 108 }
148 109
149 /* look down */ 110 /* look down */
150 if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ 111 if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */
151 { 112 {
152 int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; 113 int cleartest = maze[xc][yc - 1] + maze[xc - 1][yc - 1] + maze[xc + 1][yc - 1]
153
154 cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; 114 + maze[xc][yc - 2] + maze[xc - 1][yc - 2] + maze[xc + 1][yc - 2];
155 115
156 if (cleartest == 0) 116 if (cleartest == 0)
157 {
158 dirlist[count] = 2; 117 dirlist[count++] = 2;
159 count++;
160 }
161 } 118 }
162 119
163 /* look right */ 120 /* look right */
164 if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ 121 if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */
165 { 122 {
166 int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; 123 int cleartest = maze[xc + 1][yc] + maze[xc + 1][yc - 1] + maze[xc + 1][yc + 1]
167
168 cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; 124 + maze[xc + 2][yc] + maze[xc + 2][yc - 1] + maze[xc + 2][yc + 1];
169 125
170 if (cleartest == 0) 126 if (cleartest == 0)
171 {
172 dirlist[count] = 3; 127 dirlist[count++] = 3;
173 count++;
174 }
175 } 128 }
176 129
177 /* look left */ 130 /* look left */
178 if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ 131 if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */
179 { 132 {
180 int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; 133 int cleartest = maze[xc - 1][yc] + maze[xc - 1][yc - 1] + maze[xc - 1][yc + 1]
181
182 cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; 134 + maze[xc - 2][yc] + maze[xc - 2][yc - 1] + maze[xc - 2][yc + 1];
183 135
184 if (cleartest == 0) 136 if (cleartest == 0)
185 {
186 dirlist[count] = 4; 137 dirlist[count++] = 4;
187 count++;
188 }
189 } 138 }
190 139
191 if (count == 0) 140 if (count == 0)
192 return -1; /* failed to find any clear points */ 141 return -1; /* failed to find any clear points */
193 142
194 /* choose a random direction */ 143 /* choose a random direction */
195 if (count > 1)
196 count = rmg_rndm (count);
197 else
198 count = 0;
199
200 switch (dirlist[count]) 144 switch (dirlist [rmg_rndm (count)])
201 { 145 {
202 case 1: /* up */ 146 case 1: /* up */
147 p.x = xc;
148 p.y = yc + 1;
149 break;
150
151 case 2: /* down */
152 p.x = xc;
153 p.y = yc - 1;
154 break;
155
156 case 3: /* right */
157 p.x = xc + 1;
158 p.y = yc;
159 break;
160
161 case 4: /* left */
162 p.x = xc - 1;
163 p.y = yc;
164 break;
165 }
166
167 return 1;
168}
169
170/* the outsize interface routine: accepts sizes, returns a char
171** maze. option is a flag for either a sparse or a full maze. Sparse
172mazes have sizable rooms. option = 3=full, 2=braided, 1=sparse, 0=rooms.*/
173void
174maze_gen (layout &maze, int subtype)
175{
176 xsize = maze.w;
177 ysize = maze.h;
178 ::maze = maze;
179
180 maze.clear ();
181 maze.border ();
182
183 if (xsize < 4 || ysize < 4)
184 return;
185
186 seeds.reset (xsize * ysize);
187
188 if (subtype > 0)
189 push_walls ();
190
191 if (subtype == 0 || subtype == 2)
192 for (int i = (xsize + ysize) / 2; i; --i)
193 push (point (rmg_rndm (1, xsize - 2), rmg_rndm (1, ysize - 2)));
194
195 bool full = subtype == 3;
196
197 /* recursively generate the walls of the maze */
198 /* first pop a random starting point */
199 while (seeds.size)
200 {
201 point p = pop_rand ();
202
203 for (;;)
203 { 204 {
204 *y = yc + 1; 205 point pc;
205 *x = xc; 206
207 maze [p.x][p.y] = '#';
208
209 if (find_free_point (pc, p) < 0)
206 break; 210 break;
207 }; 211
208 case 2: /* down */ 212 if (full)
213 push (p);
214
215 if (!rmg_rndm (8))
209 { 216 {
210 *y = yc - 1; 217 if (!full)
211 *x = xc; 218 push (pc);
219
212 break; 220 break;
213 }; 221 }
214 case 3: /* right */ 222
215 {
216 *y = yc; 223 p = pc;
217 *x = xc + 1;
218 break;
219 } 224 }
220 case 4: /* left */
221 {
222 *x = xc - 1;
223 *y = yc;
224 break;
225 }
226 default: /* ??? */
227 return -1;
228
229 }
230 return 1;
231}
232
233/* recursive routine which will fill every available space in the maze
234 with walls*/
235void
236fill_maze_full (char **maze, int x, int y, int xsize, int ysize)
237{
238 int xc, yc;
239
240 /* write a wall here */
241 maze[x][y] = '#';
242
243 /* decide if we're going to pick from the wall_free_list */
244 if (rmg_rndm (4) && wall_free_size > 0)
245 { 225 }
246 pop_wall_point (&xc, &yc);
247 fill_maze_full (maze, xc, yc, xsize, ysize);
248 }
249 226
250 /* change the if to a while for a complete maze. */ 227 seeds.free ();
251 while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1)
252 {
253 fill_maze_full (maze, xc, yc, xsize, ysize);
254 }
255} 228}
256 229
257/* recursive routine which will fill much of the maze, but will leave
258 some free spots (possibly large) toward the center.*/
259void
260fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize)
261{
262 int xc, yc;
263
264 /* write a wall here */
265 maze[x][y] = '#';
266
267 /* decide if we're going to pick from the wall_free_list */
268 if (rmg_rndm (4) && wall_free_size > 0)
269 {
270 pop_wall_point (&xc, &yc);
271 fill_maze_sparse (maze, xc, yc, xsize, ysize);
272 }
273
274 /* change the if to a while for a complete maze. */
275 if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1)
276 fill_maze_sparse (maze, xc, yc, xsize, ysize);
277}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines