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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) Crossfire Development Team (restored, original file without copyright notice) |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* peterm@langmuir.eecs.berkeley.edu: this function generates a random |
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blocked maze with the property that there is only one path from one spot |
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to any other, and there is always a path from one spot to any other. |
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|
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input: xsize, ysize; |
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output: a char** array with # and . for closed and open respectively. |
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|
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a char value of 0 represents a blank space: a '#' is |
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a wall. |
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|
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*/ |
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|
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/* we need to maintain a list of wall points to generate |
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reasonable mazes: a straightforward recursive random walk maze |
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generator would generate a map with a trivial circle-the-outer-wall solution */ |
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|
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#include <vector> |
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|
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#include <global.h> |
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|
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#include "random_map.h" |
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#include "rproto.h" |
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|
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struct point |
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{ |
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short x; |
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short y; |
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|
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point () |
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{ |
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} |
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|
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point (int x, int y) |
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: x(x), y(y) |
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{ |
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} |
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}; |
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|
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/* global variables that everyone needs: don't want to pass them in |
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as parameters every time. */ |
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static point *seed_list; |
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static int seed_max, seed_size; |
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static int xsize, ysize; |
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static char **maze; |
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|
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static void |
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push (point p) |
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{ |
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assert (seed_size < seed_max); |
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|
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seed_list [seed_size++] = p; |
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|
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maze [p.x][p.y] = '#'; |
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} |
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|
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/* the free wall points are those outer points which aren't corners or |
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near corners, and don't have a maze wall growing out of them already. */ |
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static void |
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push_walls () |
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{ |
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/* top and bottom wall */ |
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for (int x = 2; x < xsize - 2; x++) |
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{ |
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push (point (x, 0)); |
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push (point (x, ysize - 1)); |
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} |
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|
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/* left and right wall */ |
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for (int y = 2; y < ysize - 2; y++) |
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{ |
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push (point ( 0, y)); |
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push (point (xsize - 1, y)); |
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} |
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} |
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|
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/* randomly returns one of the elements from the wall point list */ |
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static point |
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pop_rand () |
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{ |
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int index = rmg_rndm (seed_size); |
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|
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point p = seed_list [index]; |
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|
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/* write the last array point here */ |
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seed_list [index] = seed_list [--seed_size]; |
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|
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return p; |
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} |
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|
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/* find free point: randomly look for a square adjacent to this one where |
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we can place a new block without closing a path. We may only look |
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up, down, right, or left. */ |
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static int |
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find_free_point (point &p, point pc) |
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{ |
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/* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
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int dirlist[4]; |
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int count = 0; /* # elements in dirlist */ |
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|
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int xc = pc.x; |
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int yc = pc.y; |
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|
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/* look up */ |
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if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
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{ |
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int cleartest = maze[xc][yc + 1] + maze[xc - 1][yc + 1] + maze[xc + 1][yc + 1] |
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+ maze[xc][yc + 2] + maze[xc - 1][yc + 2] + maze[xc + 1][yc + 2]; |
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|
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if (cleartest == 0) |
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dirlist[count++] = 1; |
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} |
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|
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/* look down */ |
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if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
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{ |
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int cleartest = maze[xc][yc - 1] + maze[xc - 1][yc - 1] + maze[xc + 1][yc - 1] |
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+ maze[xc][yc - 2] + maze[xc - 1][yc - 2] + maze[xc + 1][yc - 2]; |
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|
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if (cleartest == 0) |
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dirlist[count++] = 2; |
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} |
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|
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/* look right */ |
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if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
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{ |
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int cleartest = maze[xc + 1][yc] + maze[xc + 1][yc - 1] + maze[xc + 1][yc + 1] |
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+ maze[xc + 2][yc] + maze[xc + 2][yc - 1] + maze[xc + 2][yc + 1]; |
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|
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if (cleartest == 0) |
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dirlist[count++] = 3; |
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} |
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|
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/* look left */ |
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if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
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{ |
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int cleartest = maze[xc - 1][yc] + maze[xc - 1][yc - 1] + maze[xc - 1][yc + 1] |
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+ maze[xc - 2][yc] + maze[xc - 2][yc - 1] + maze[xc - 2][yc + 1]; |
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|
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if (cleartest == 0) |
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dirlist[count++] = 4; |
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} |
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|
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if (count == 0) |
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return -1; /* failed to find any clear points */ |
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|
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/* choose a random direction */ |
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switch (dirlist [rmg_rndm (count)]) |
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{ |
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case 1: /* up */ |
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p.x = xc; |
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p.y = yc + 1; |
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break; |
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|
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case 2: /* down */ |
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p.x = xc; |
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p.y = yc - 1; |
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break; |
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|
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case 3: /* right */ |
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p.x = xc + 1; |
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p.y = yc; |
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break; |
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|
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case 4: /* left */ |
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p.x = xc - 1; |
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p.y = yc; |
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break; |
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} |
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|
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return 1; |
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} |
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|
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/* the outsize interface routine: accepts sizes, returns a char |
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** maze. option is a flag for either a sparse or a full maze. Sparse |
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mazes have sizable rooms. option = 3=full, 2=braided, 1=sparse, 0=rooms.*/ |
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void |
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maze_gen (Layout maze, int subtype) |
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{ |
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xsize = maze->w; |
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ysize = maze->h; |
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::maze = maze; |
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|
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maze->clear (); |
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maze->border (); |
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|
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if (xsize < 4 || ysize < 4) |
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return; |
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|
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seed_max = xsize * ysize; |
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seed_size = 0; |
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seed_list = salloc<point> (seed_max); |
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|
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if (subtype > 0) |
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push_walls (); |
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|
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if (subtype == 0 || subtype == 2) |
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for (int i = (xsize + ysize) / 2; i; --i) |
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push (point (rmg_rndm (1, xsize - 2), rmg_rndm (1, ysize - 2))); |
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|
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bool full = subtype == 3; |
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|
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/* recursively generate the walls of the maze */ |
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/* first pop a random starting point */ |
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while (seed_size) |
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{ |
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point p = pop_rand (); |
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|
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for (;;) |
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{ |
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point pc; |
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|
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maze [p.x][p.y] = '#'; |
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|
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if (find_free_point (pc, p) < 0) |
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break; |
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|
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if (full) |
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push (p); |
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|
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if (!rmg_rndm (8)) |
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{ |
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if (!full) |
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push (pc); |
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|
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break; |
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} |
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|
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p = pc; |
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} |
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} |
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|
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/* clean up our intermediate data structures. */ |
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sfree (seed_list, seed_max); |
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} |
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|
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#if 0 |
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static struct demo |
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{ |
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demo () |
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{ |
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Layout layout (30, 30); |
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rmg_rndm.seed (time (0)); |
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|
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for(int i=1;i<10;++i) |
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{ |
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maze_gen (layout, 3); |
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layout.print (); |
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} |
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exit (1); |
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} |
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} demo; |
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#endif |