/* $OpenBSD: makemaze.c,v 1.3 1999/01/29 07:30:36 d Exp $ */ /* $NetBSD: makemaze.c,v 1.2 1997/10/10 16:33:43 lukem Exp $ */ /* * Hunt * Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold * San Francisco, California */ #include "hunt.h" #include "server.h" #include "conf.h" # define ISCLEAR(y,x) (Maze[y][x] == SPACE) # define ODD(n) ((n) & 01) static int candig __P((int, int)); static void dig __P((int, int)); static void dig_maze __P((int, int)); static void remap __P((void)); void makemaze() { char *sp; int y, x; /* * fill maze with walls */ sp = &Maze[0][0]; while (sp < &Maze[HEIGHT - 1][WIDTH]) *sp++ = DOOR; x = rand_num(WIDTH / 2) * 2 + 1; y = rand_num(HEIGHT / 2) * 2 + 1; dig_maze(x, y); remap(); } # define NPERM 24 # define NDIR 4 int dirs[NPERM][NDIR] = { {0,1,2,3}, {3,0,1,2}, {0,2,3,1}, {0,3,2,1}, {1,0,2,3}, {2,3,0,1}, {0,2,1,3}, {2,3,1,0}, {1,0,3,2}, {1,2,0,3}, {3,1,2,0}, {2,0,3,1}, {1,3,0,2}, {0,3,1,2}, {1,3,2,0}, {2,0,1,3}, {0,1,3,2}, {3,1,0,2}, {2,1,0,3}, {1,2,3,0}, {2,1,3,0}, {3,0,2,1}, {3,2,0,1}, {3,2,1,0} }; int incr[NDIR][2] = { {0, 1}, {1, 0}, {0, -1}, {-1, 0} }; static void dig(y, x) int y, x; { int *dp; int *ip; int ny, nx; int *endp; Maze[y][x] = SPACE; /* Clear this spot */ dp = dirs[rand_num(NPERM)]; endp = &dp[NDIR]; while (dp < endp) { ip = &incr[*dp++][0]; ny = y + *ip++; nx = x + *ip; if (candig(ny, nx)) dig(ny, nx); } } /* * candig: * Is it legal to clear this spot? */ static int candig(y, x) int y, x; { int i; if (ODD(x) && ODD(y)) return FALSE; /* can't touch ODD spots */ if (y < UBOUND || y >= DBOUND) return FALSE; /* Beyond vertical bounds, NO */ if (x < LBOUND || x >= RBOUND) return FALSE; /* Beyond horizontal bounds, NO */ if (ISCLEAR(y, x)) return FALSE; /* Already clear, NO */ i = ISCLEAR(y, x + 1); i += ISCLEAR(y, x - 1); if (i > 1) return FALSE; /* Introduces cycle, NO */ i += ISCLEAR(y + 1, x); if (i > 1) return FALSE; /* Introduces cycle, NO */ i += ISCLEAR(y - 1, x); if (i > 1) return FALSE; /* Introduces cycle, NO */ return TRUE; /* OK */ } static void dig_maze(x, y) int x, y; { int tx, ty; int i, j; int order[4]; #define MNORTH 0x1 #define MSOUTH 0x2 #define MEAST 0x4 #define MWEST 0x8 tx = ty = 0; Maze[y][x] = SPACE; order[0] = MNORTH; for (i = 1; i < 4; i++) { j = rand_num(i + 1); order[i] = order[j]; order[j] = 0x1 << i; } for (i = 0; i < 4; i++) { switch (order[i]) { case MNORTH: tx = x; ty = y - 2; break; case MSOUTH: tx = x; ty = y + 2; break; case MEAST: tx = x + 2; ty = y; break; case MWEST: tx = x - 2; ty = y; break; } if (tx < 0 || ty < 0 || tx >= WIDTH || ty >= HEIGHT) continue; if (Maze[ty][tx] == SPACE) continue; Maze[(y + ty) / 2][(x + tx) / 2] = SPACE; dig_maze(tx, ty); } } static void remap() { int y, x; char *sp; int stat; for (y = 0; y < HEIGHT; y++) for (x = 0; x < WIDTH; x++) { sp = &Maze[y][x]; if (*sp == SPACE) continue; /* Find occupied adjacent cells. */ stat = 0; if (y - 1 >= 0 && Maze[y - 1][x] != SPACE) stat |= NORTH; if (y + 1 < HEIGHT && Maze[y + 1][x] != SPACE) stat |= SOUTH; if (x + 1 < WIDTH && Maze[y][x + 1] != SPACE) stat |= EAST; if (x - 1 >= 0 && Maze[y][x - 1] != SPACE) stat |= WEST; switch (stat) { case WEST | EAST: case EAST: case WEST: *sp = WALL1; /* - */ break; case NORTH | SOUTH: case NORTH: case SOUTH: *sp = WALL2; /* | */ break; case 0: if (conf_random) *sp = DOOR; if (conf_reflect) *sp = rand_num(2) ? WALL4 : WALL5; break; default: *sp = WALL3; /* + */ break; } } memcpy(Orig_maze, Maze, sizeof Orig_maze); }