/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /** * @file * General maze generator. * @author * peterm@langmuir.eecs.berkeley.edu */ /* 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 #include #include #include /** Contains free walls in the map. */ typedef struct free_walls_struct { int *wall_x_list; /**< X coordinates of free spots for walls. */ int *wall_y_list; /**< Y coordinates of free spots for walls. */ int wall_free_size; /**< Number of items in wall_x_list and wall_y_list. */ } free_walls_struct; static void fill_maze_full(char **maze, int x, int y, int xsize, int ysize, free_walls_struct *); static void fill_maze_sparse(char **maze, int x, int y, int xsize, int ysize, free_walls_struct *); static void make_wall_free_list(int xsize, int ysize, free_walls_struct *); static void pop_wall_point(int *x, int *y, free_walls_struct *); static int find_free_point(char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize); /** * 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. * @param xsize * @param ysize * wanted map size. * @param option * if 0, maze will be sparse (sizeable rooms), else totally filled. * @return * a char** array with # and . for closed and open respectively. * a char value of 0 represents a blank space: a '#' is * a wall. */ char **maze_gen(int xsize, int ysize, int option) { int i, j; struct free_walls_struct free_walls; /* allocate that array, set it up */ char **maze = (char **)calloc(sizeof(char *), xsize); for (i = 0; i < xsize; i++) { maze[i] = (char *)calloc(sizeof(char), ysize); } /* write the outer walls */ for (i = 0; i < xsize; i++) maze[i][0] = maze[i][ysize-1] = '#'; for (j = 0; j < ysize; j++) maze[0][j] = maze[xsize-1][j] = '#'; /* find how many free wall spots there are */ free_walls.wall_free_size = 2*(xsize-4)+2*(ysize-4); free_walls.wall_x_list = NULL; free_walls.wall_y_list = NULL; make_wall_free_list(xsize, ysize, &free_walls); /* return the empty maze */ if (free_walls.wall_free_size <= 0) return maze; /* recursively generate the walls of the maze */ /* first pop a random starting point */ while (free_walls.wall_free_size > 0) { pop_wall_point(&i, &j, &free_walls); if (option) fill_maze_full(maze, i, j, xsize, ysize, &free_walls); else fill_maze_sparse(maze, i, j, xsize, ysize, &free_walls); } /* clean up our intermediate data structures. */ free(free_walls.wall_x_list); free(free_walls.wall_y_list); return maze; } /** * Inits the list of points where we can put walls on. * 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. * @param xsize * @param ysize * size of the map. * @param free_walls * structure to initialise. free_walls_struct::wall_free_size must be initialised. */ static void make_wall_free_list(int xsize, int ysize, free_walls_struct *free_walls) { int i, j, count; count = 0; /* entries already placed in the free list */ /*allocate it*/ if (free_walls->wall_free_size < 0) return; free_walls->wall_x_list = (int *)calloc(sizeof(int), free_walls->wall_free_size); free_walls->wall_y_list = (int *)calloc(sizeof(int), free_walls->wall_free_size); /* top and bottom wall */ for (i = 2; i < xsize-2; i++) { free_walls->wall_x_list[count] = i; free_walls->wall_y_list[count] = 0; count++; free_walls->wall_x_list[count] = i; free_walls->wall_y_list[count] = ysize-1; count++; } /* left and right wall */ for (j = 2; j < ysize-2; j++) { free_walls->wall_x_list[count] = 0; free_walls->wall_y_list[count] = j; count++; free_walls->wall_x_list[count] = xsize-1; free_walls->wall_y_list[count] = j; count++; } } /** * Randomly returns one of the elements from the wall point list. * @param[out] x * @param[out] y * coordinates of the point. * @param free_walls * free walls list. */ static void pop_wall_point(int *x, int *y, free_walls_struct *free_walls) { int index = RANDOM()%free_walls->wall_free_size; *x = free_walls->wall_x_list[index]; *y = free_walls->wall_y_list[index]; /* write the last array point here */ free_walls->wall_x_list[index] = free_walls->wall_x_list[free_walls->wall_free_size-1]; free_walls->wall_y_list[index] = free_walls->wall_y_list[free_walls->wall_free_size-1]; free_walls->wall_free_size--; } /** * 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. * @param maze * current maze. * @param[out] x * @param[out] y * coordinates of the found point. * @param xc * @param yc * coordinates from where to look. * @param xsize * @param ysize * maze size. * @return * -1 if no free spot, 0 else. */ 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) { 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; count++; } } /* look down */ if (yc > 2 && xc > 2 && xc < xsize-2) { 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; count++; } } /* look right */ if (xc < xsize-2 && yc > 2 && yc < ysize-2) { 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; count++; } } /* look left */ if (xc > 2 && yc > 2 && yc < ysize-2) { 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; count++; } } if (count == 0) return -1; /* failed to find any clear points */ /* choose a random direction */ if (count > 1) count = RANDOM()%count; else count = 0; switch (dirlist[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. * * @param maze * maze. * @param x * @param y * where to put a wall. * @param xsize * @param ysize * maze size. * @param free_walls * free walls list. */ static void fill_maze_full(char **maze, int x, int y, int xsize, int ysize, free_walls_struct *free_walls) { int xc, yc; /* write a wall here */ maze[x][y] = '#'; /* decide if we're going to pick from the wall_free_list */ if (RANDOM()%4 && free_walls->wall_free_size > 0) { pop_wall_point(&xc, &yc, free_walls); fill_maze_full(maze, xc, yc, xsize, ysize, free_walls); } /* 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, free_walls); } } /** * Recursive routine which will fill much of the maze, but will leave * some free spots (possibly large) toward the center. * @param maze * maze. * @param x * @param y * where to put a wall. * @param xsize * @param ysize * maze size. * @param free_walls * free walls list. */ static void fill_maze_sparse(char **maze, int x, int y, int xsize, int ysize, free_walls_struct *free_walls) { int xc, yc; /* write a wall here */ maze[x][y] = '#'; /* decide if we're going to pick from the wall_free_list */ if (RANDOM()%4 && free_walls->wall_free_size > 0) { pop_wall_point(&xc, &yc, free_walls); fill_maze_sparse(maze, xc, yc, xsize, ysize, free_walls); } /* 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, free_walls); } }