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 |
*/ |
23 |
|
24 |
/* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
25 |
blocked maze with the property that there is only one path from one spot |
26 |
to any other, and there is always a path from one spot to any other. |
27 |
|
28 |
input: xsize, ysize; |
29 |
output: a char** array with # and . for closed and open respectively. |
30 |
|
31 |
a char value of 0 represents a blank space: a '#' is |
32 |
a wall. |
33 |
|
34 |
*/ |
35 |
|
36 |
/* we need to maintain a list of wall points to generate |
37 |
reasonable mazes: a straightforward recursive random walk maze |
38 |
generator would generate a map with a trivial circle-the-outer-wall solution */ |
39 |
|
40 |
#include <global.h> |
41 |
|
42 |
#include "random_map.h" |
43 |
#include "rproto.h" |
44 |
|
45 |
/* global variables that everyone needs: don't want to pass them in |
46 |
as parameters every time. */ |
47 |
static int *wall_x_list = 0; |
48 |
static int *wall_y_list = 0; |
49 |
static int wall_free_size = 0; |
50 |
|
51 |
/* the free wall points are those outer points which aren't corners or |
52 |
near corners, and don't have a maze wall growing out of them already. */ |
53 |
static void |
54 |
make_wall_free_list (int xsize, int ysize) |
55 |
{ |
56 |
int i, j, count; |
57 |
|
58 |
count = 0; /* entries already placed in the free list */ |
59 |
/*allocate it */ |
60 |
if (wall_free_size < 0) |
61 |
return; |
62 |
|
63 |
wall_x_list = (int *)calloc (sizeof (int), wall_free_size); |
64 |
wall_y_list = (int *)calloc (sizeof (int), wall_free_size); |
65 |
|
66 |
/* top and bottom wall */ |
67 |
for (i = 2; i < xsize - 2; i++) |
68 |
{ |
69 |
wall_x_list[count] = i; |
70 |
wall_y_list[count] = 0; |
71 |
count++; |
72 |
wall_x_list[count] = i; |
73 |
wall_y_list[count] = ysize - 1; |
74 |
count++; |
75 |
} |
76 |
|
77 |
/* left and right wall */ |
78 |
for (j = 2; j < ysize - 2; j++) |
79 |
{ |
80 |
wall_x_list[count] = 0; |
81 |
wall_y_list[count] = j; |
82 |
count++; |
83 |
wall_x_list[count] = xsize - 1; |
84 |
wall_y_list[count] = j; |
85 |
count++; |
86 |
} |
87 |
} |
88 |
|
89 |
/* randomly returns one of the elements from the wall point list */ |
90 |
static void |
91 |
pop_wall_point (int *x, int *y) |
92 |
{ |
93 |
int index = rmg_rndm (wall_free_size); |
94 |
|
95 |
*x = wall_x_list[index]; |
96 |
*y = wall_y_list[index]; |
97 |
/* write the last array point here */ |
98 |
wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
99 |
wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
100 |
wall_free_size--; |
101 |
} |
102 |
|
103 |
/* find free point: randomly look for a square adjacent to this one where |
104 |
we can place a new block without closing a path. We may only look |
105 |
up, down, right, or left. */ |
106 |
static int |
107 |
find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
108 |
{ |
109 |
/* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
110 |
int dirlist[4]; |
111 |
int count = 0; /* # elements in dirlist */ |
112 |
|
113 |
/* look up */ |
114 |
if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
115 |
{ |
116 |
int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; |
117 |
|
118 |
cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; |
119 |
|
120 |
if (cleartest == 0) |
121 |
dirlist[count++] = 1; |
122 |
} |
123 |
|
124 |
/* look down */ |
125 |
if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
126 |
{ |
127 |
int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; |
128 |
|
129 |
cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; |
130 |
|
131 |
if (cleartest == 0) |
132 |
dirlist[count++] = 2; |
133 |
} |
134 |
|
135 |
/* look right */ |
136 |
if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
137 |
{ |
138 |
int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; |
139 |
|
140 |
cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; |
141 |
|
142 |
if (cleartest == 0) |
143 |
dirlist[count++] = 3; |
144 |
} |
145 |
|
146 |
/* look left */ |
147 |
if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
148 |
{ |
149 |
int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; |
150 |
|
151 |
cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; |
152 |
|
153 |
if (cleartest == 0) |
154 |
dirlist[count++] = 4; |
155 |
} |
156 |
|
157 |
if (count == 0) |
158 |
return -1; /* failed to find any clear points */ |
159 |
|
160 |
/* choose a random direction */ |
161 |
switch (dirlist [rmg_rndm (count)]) |
162 |
{ |
163 |
case 1: /* up */ |
164 |
*y = yc + 1; |
165 |
*x = xc; |
166 |
break; |
167 |
|
168 |
case 2: /* down */ |
169 |
*y = yc - 1; |
170 |
*x = xc; |
171 |
break; |
172 |
|
173 |
case 3: /* right */ |
174 |
*y = yc; |
175 |
*x = xc + 1; |
176 |
break; |
177 |
|
178 |
case 4: /* left */ |
179 |
*x = xc - 1; |
180 |
*y = yc; |
181 |
break; |
182 |
|
183 |
default: /* ??? */ |
184 |
return -1; |
185 |
|
186 |
} |
187 |
|
188 |
return 1; |
189 |
} |
190 |
|
191 |
/* recursive routine which will fill every available space in the maze |
192 |
with walls*/ |
193 |
static void |
194 |
fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
195 |
{ |
196 |
int xc, yc; |
197 |
|
198 |
/* write a wall here */ |
199 |
maze[x][y] = '#'; |
200 |
|
201 |
/* decide if we're going to pick from the wall_free_list */ |
202 |
if (rmg_rndm (4) && wall_free_size > 0) |
203 |
{ |
204 |
pop_wall_point (&xc, &yc); |
205 |
fill_maze_full (maze, xc, yc, xsize, ysize); |
206 |
} |
207 |
|
208 |
/* change the if to a while for a complete maze. */ |
209 |
while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
210 |
fill_maze_full (maze, xc, yc, xsize, ysize); |
211 |
} |
212 |
|
213 |
/* recursive routine which will fill much of the maze, but will leave |
214 |
some free spots (possibly large) toward the center.*/ |
215 |
static void |
216 |
fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
217 |
{ |
218 |
int xc, yc; |
219 |
|
220 |
/* write a wall here */ |
221 |
maze[x][y] = '#'; |
222 |
|
223 |
/* decide if we're going to pick from the wall_free_list */ |
224 |
if (rmg_rndm (4) && wall_free_size > 0) |
225 |
{ |
226 |
pop_wall_point (&xc, &yc); |
227 |
fill_maze_sparse (maze, xc, yc, xsize, ysize); |
228 |
} |
229 |
|
230 |
/* change the if to a while for a complete maze. */ |
231 |
if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
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 |
237 |
mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
238 |
void |
239 |
maze_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) |
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); |
271 |
} |
272 |
|