xref: /netbsd/games/hunt/huntd/makemaze.c (revision bf9ec67e)
1 /*	$NetBSD: makemaze.c,v 1.2 1997/10/10 16:33:43 lukem Exp $	*/
2 /*
3  *  Hunt
4  *  Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
5  *  San Francisco, California
6  */
7 
8 #include <sys/cdefs.h>
9 #ifndef lint
10 __RCSID("$NetBSD: makemaze.c,v 1.2 1997/10/10 16:33:43 lukem Exp $");
11 #endif /* not lint */
12 
13 # include	"hunt.h"
14 
15 # define	ISCLEAR(y,x)	(Maze[y][x] == SPACE)
16 # define	ODD(n)		((n) & 01)
17 
18 static	int	candig __P((int, int));
19 static	void	dig __P((int, int));
20 static	void	dig_maze __P((int, int));
21 static	void	remap __P((void));
22 
23 void
24 makemaze()
25 {
26 	char	*sp;
27 	int	y, x;
28 
29 	/*
30 	 * fill maze with walls
31 	 */
32 	sp = &Maze[0][0];
33 	while (sp < &Maze[HEIGHT - 1][WIDTH])
34 		*sp++ = DOOR;
35 
36 	x = rand_num(WIDTH / 2) * 2 + 1;
37 	y = rand_num(HEIGHT / 2) * 2 + 1;
38 	dig_maze(x, y);
39 	remap();
40 }
41 
42 # define	NPERM	24
43 # define	NDIR	4
44 
45 int	dirs[NPERM][NDIR] = {
46 		{0,1,2,3},	{3,0,1,2},	{0,2,3,1},	{0,3,2,1},
47 		{1,0,2,3},	{2,3,0,1},	{0,2,1,3},	{2,3,1,0},
48 		{1,0,3,2},	{1,2,0,3},	{3,1,2,0},	{2,0,3,1},
49 		{1,3,0,2},	{0,3,1,2},	{1,3,2,0},	{2,0,1,3},
50 		{0,1,3,2},	{3,1,0,2},	{2,1,0,3},	{1,2,3,0},
51 		{2,1,3,0},	{3,0,2,1},	{3,2,0,1},	{3,2,1,0}
52 	};
53 
54 int	incr[NDIR][2] = {
55 		{0, 1}, {1, 0}, {0, -1}, {-1, 0}
56 	};
57 
58 static void
59 dig(y, x)
60 	int	y, x;
61 {
62 	int	*dp;
63 	int	*ip;
64 	int	ny, nx;
65 	int	*endp;
66 
67 	Maze[y][x] = SPACE;			/* Clear this spot */
68 	dp = dirs[rand_num(NPERM)];
69 	endp = &dp[NDIR];
70 	while (dp < endp) {
71 		ip = &incr[*dp++][0];
72 		ny = y + *ip++;
73 		nx = x + *ip;
74 		if (candig(ny, nx))
75 			dig(ny, nx);
76 	}
77 }
78 
79 /*
80  * candig:
81  *	Is it legal to clear this spot?
82  */
83 static int
84 candig(y, x)
85 	int	y, x;
86 {
87 	int	i;
88 
89 	if (ODD(x) && ODD(y))
90 		return FALSE;		/* can't touch ODD spots */
91 
92 	if (y < UBOUND || y >= DBOUND)
93 		return FALSE;		/* Beyond vertical bounds, NO */
94 	if (x < LBOUND || x >= RBOUND)
95 		return FALSE;		/* Beyond horizontal bounds, NO */
96 
97 	if (ISCLEAR(y, x))
98 		return FALSE;		/* Already clear, NO */
99 
100 	i = ISCLEAR(y, x + 1);
101 	i += ISCLEAR(y, x - 1);
102 	if (i > 1)
103 		return FALSE;		/* Introduces cycle, NO */
104 	i += ISCLEAR(y + 1, x);
105 	if (i > 1)
106 		return FALSE;		/* Introduces cycle, NO */
107 	i += ISCLEAR(y - 1, x);
108 	if (i > 1)
109 		return FALSE;		/* Introduces cycle, NO */
110 
111 	return TRUE;			/* OK */
112 }
113 
114 void
115 dig_maze(x, y)
116 	int	x, y;
117 {
118 	int	tx, ty;
119 	int	i, j;
120 	int	order[4];
121 #define	MNORTH	0x1
122 #define	MSOUTH	0x2
123 #define	MEAST	0x4
124 #define	MWEST	0x8
125 
126 	tx = ty = 0;
127 	Maze[y][x] = SPACE;
128 	order[0] = MNORTH;
129 	for (i = 1; i < 4; i++) {
130 		j = rand_num(i + 1);
131 		order[i] = order[j];
132 		order[j] = 0x1 << i;
133 	}
134 	for (i = 0; i < 4; i++) {
135 		switch (order[i]) {
136 		  case MNORTH:
137 			tx = x;
138 			ty = y - 2;
139 			break;
140 		  case MSOUTH:
141 			tx = x;
142 			ty = y + 2;
143 			break;
144 		  case MEAST:
145 			tx = x + 2;
146 			ty = y;
147 			break;
148 		  case MWEST:
149 			tx = x - 2;
150 			ty = y;
151 			break;
152 		}
153 		if (tx < 0 || ty < 0 || tx >= WIDTH || ty >= HEIGHT)
154 			continue;
155 		if (Maze[ty][tx] == SPACE)
156 			continue;
157 		Maze[(y + ty) / 2][(x + tx) / 2] = SPACE;
158 		dig_maze(tx, ty);
159 	}
160 }
161 
162 void
163 remap()
164 {
165 	int	y, x;
166 	char	*sp;
167 	int	stat;
168 
169 	for (y = 0; y < HEIGHT; y++)
170 		for (x = 0; x < WIDTH; x++) {
171 			sp = &Maze[y][x];
172 			if (*sp == SPACE)
173 				continue;
174 			stat = 0;
175 			if (y - 1 >= 0 && Maze[y - 1][x] != SPACE)
176 				stat |= NORTH;
177 			if (y + 1 < HEIGHT && Maze[y + 1][x] != SPACE)
178 				stat |= SOUTH;
179 			if (x + 1 < WIDTH && Maze[y][x + 1] != SPACE)
180 				stat |= EAST;
181 			if (x - 1 >= 0 && Maze[y][x - 1] != SPACE)
182 				stat |= WEST;
183 			switch (stat) {
184 			  case WEST | EAST:
185 			  case EAST:
186 			  case WEST:
187 				*sp = WALL1;
188 				break;
189 			  case NORTH | SOUTH:
190 			  case NORTH:
191 			  case SOUTH:
192 				*sp = WALL2;
193 				break;
194 			  case 0:
195 # ifdef RANDOM
196 				*sp = DOOR;
197 # endif
198 # ifdef REFLECT
199 				*sp = rand_num(2) ? WALL4 : WALL5;
200 # endif
201 				break;
202 			  default:
203 				*sp = WALL3;
204 				break;
205 			}
206 		}
207 	memcpy(Orig_maze, Maze, sizeof Maze);
208 }
209