/* peterm@langmuir.eecs.berkeley.edu: this function generates a random blocked maze with the property that there is only one path from one spot to any other, and there is always a path from one spot to any other. input: xsize, ysize; output: a char** array with # and . for closed and open respectively. a char value of 0 represents a blank space: a '#' is a wall. */ /* we need to maintain a list of wall points to generate reasonable mazes: a straightforward recursive random walk maze generator would generate a map with a trivial circle-the-outer-wall solution */ #include #include "random_map.h" #include "rproto.h" /* global variables that everyone needs: don't want to pass them in as parameters every time. */ static int *wall_x_list = 0; static int *wall_y_list = 0; static int wall_free_size = 0; /* the free wall points are those outer points which aren't corners or near corners, and don't have a maze wall growing out of them already. */ static void make_wall_free_list (int xsize, int ysize) { int i, j, count; count = 0; /* entries already placed in the free list */ /*allocate it */ if (wall_free_size < 0) return; wall_x_list = (int *)calloc (sizeof (int), wall_free_size); wall_y_list = (int *)calloc (sizeof (int), wall_free_size); /* top and bottom wall */ for (i = 2; i < xsize - 2; i++) { wall_x_list[count] = i; wall_y_list[count] = 0; count++; wall_x_list[count] = i; wall_y_list[count] = ysize - 1; count++; } /* left and right wall */ for (j = 2; j < ysize - 2; j++) { wall_x_list[count] = 0; wall_y_list[count] = j; count++; wall_x_list[count] = xsize - 1; wall_y_list[count] = j; count++; } } /* randomly returns one of the elements from the wall point list */ static void pop_wall_point (int *x, int *y) { int index = rmg_rndm (wall_free_size); *x = wall_x_list[index]; *y = wall_y_list[index]; /* write the last array point here */ wall_x_list[index] = wall_x_list[wall_free_size - 1]; wall_y_list[index] = wall_y_list[wall_free_size - 1]; wall_free_size--; } /* find free point: randomly look for a square adjacent to this one where we can place a new block without closing a path. We may only look up, down, right, or left. */ static int find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) { /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ int dirlist[4]; int count = 0; /* # elements in dirlist */ /* look up */ if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ { int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; if (cleartest == 0) dirlist[count++] = 1; } /* look down */ if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ { int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; if (cleartest == 0) dirlist[count++] = 2; } /* look right */ if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ { int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; if (cleartest == 0) dirlist[count++] = 3; } /* look left */ if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ { int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; if (cleartest == 0) dirlist[count++] = 4; } if (count == 0) return -1; /* failed to find any clear points */ /* choose a random direction */ switch (dirlist [rmg_rndm (count)]) { case 1: /* up */ *y = yc + 1; *x = xc; break; case 2: /* down */ *y = yc - 1; *x = xc; break; case 3: /* right */ *y = yc; *x = xc + 1; break; case 4: /* left */ *x = xc - 1; *y = yc; break; default: /* ??? */ return -1; } return 1; } /* recursive routine which will fill every available space in the maze with walls*/ static void fill_maze_full (char **maze, int x, int y, int xsize, int ysize) { int xc, yc; /* write a wall here */ maze[x][y] = '#'; /* decide if we're going to pick from the wall_free_list */ if (rmg_rndm (4) && wall_free_size > 0) { pop_wall_point (&xc, &yc); fill_maze_full (maze, xc, yc, xsize, ysize); } /* change the if to a while for a complete maze. */ while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) fill_maze_full (maze, xc, yc, xsize, ysize); } /* recursive routine which will fill much of the maze, but will leave some free spots (possibly large) toward the center.*/ static void fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) { int xc, yc; /* write a wall here */ maze[x][y] = '#'; /* decide if we're going to pick from the wall_free_list */ if (rmg_rndm (4) && wall_free_size > 0) { pop_wall_point (&xc, &yc); fill_maze_sparse (maze, xc, yc, xsize, ysize); } /* change the if to a while for a complete maze. */ if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) fill_maze_sparse (maze, xc, yc, xsize, ysize); } /* the outsize interface routine: accepts sizes, returns a char ** maze. option is a flag for either a sparse or a full maze. Sparse mazes have sizable rooms. option = 1, full, 0, sparse.*/ void maze_gen (Layout maze, int option) { maze->clear (); maze->border (); /* find how many free wall spots there are */ wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); make_wall_free_list (maze->w, maze->h); /* return the empty maze */ if (wall_free_size <= 0) return; /* recursively generate the walls of the maze */ /* first pop a random starting point */ while (wall_free_size > 0) { int i, j; pop_wall_point (&i, &j); if (option) fill_maze_full (maze, i, j, maze->w, maze->h); else fill_maze_sparse (maze, i, j, maze->w, maze->h); } /* clean up our intermediate data structures. */ free (wall_x_list); free (wall_y_list); }