xref: /netbsd-src/games/hunt/huntd/makemaze.c (revision 1182a44c59cae4d586117d55eca24b4b8b173211)
1 /*	$NetBSD: makemaze.c,v 1.12 2021/05/02 12:50:45 rillig Exp $	*/
2 /*
3  * Copyright (c) 1983-2003, Regents of the University of California.
4  * All rights reserved.
5  *
6  * Redistribution and use in source and binary forms, with or without
7  * modification, are permitted provided that the following conditions are
8  * met:
9  *
10  * + Redistributions of source code must retain the above copyright
11  *   notice, this list of conditions and the following disclaimer.
12  * + Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  * + Neither the name of the University of California, San Francisco nor
16  *   the names of its contributors may be used to endorse or promote
17  *   products derived from this software without specific prior written
18  *   permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
21  * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
23  * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
24  * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
25  * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
26  * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
27  * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
28  * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
29  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
30  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 
33 #include <sys/cdefs.h>
34 #ifndef lint
35 __RCSID("$NetBSD: makemaze.c,v 1.12 2021/05/02 12:50:45 rillig Exp $");
36 #endif /* not lint */
37 
38 #include "hunt.h"
39 
40 #define ISCLEAR(y,x)	(Maze[y][x] == SPACE)
41 #define ODD(n)		((n) & 01)
42 
43 #if 0
44 
45 #define NPERM	24
46 #define NDIR	4
47 
48 static const int dirs[NPERM][NDIR] = {
49 	{0,1,2,3},	{3,0,1,2},	{0,2,3,1},	{0,3,2,1},
50 	{1,0,2,3},	{2,3,0,1},	{0,2,1,3},	{2,3,1,0},
51 	{1,0,3,2},	{1,2,0,3},	{3,1,2,0},	{2,0,3,1},
52 	{1,3,0,2},	{0,3,1,2},	{1,3,2,0},	{2,0,1,3},
53 	{0,1,3,2},	{3,1,0,2},	{2,1,0,3},	{1,2,3,0},
54 	{2,1,3,0},	{3,0,2,1},	{3,2,0,1},	{3,2,1,0}
55 };
56 
57 static const int incr[NDIR][2] = {
58 	{0, 1}, {1, 0}, {0, -1}, {-1, 0}
59 };
60 
61 
62 /*
63  * candig:
64  *	Is it legal to clear this spot?
65  */
66 static bool
67 candig(int y, int x)
68 {
69 	int i;
70 
71 	if (ODD(x) && ODD(y))
72 		return false;		/* can't touch ODD spots */
73 
74 	if (y < UBOUND || y >= DBOUND)
75 		return false;		/* Beyond vertical bounds, NO */
76 	if (x < LBOUND || x >= RBOUND)
77 		return false;		/* Beyond horizontal bounds, NO */
78 
79 	if (ISCLEAR(y, x))
80 		return false;		/* Already clear, NO */
81 
82 	i = ISCLEAR(y, x + 1);
83 	i += ISCLEAR(y, x - 1);
84 	if (i > 1)
85 		return false;		/* Introduces cycle, NO */
86 	i += ISCLEAR(y + 1, x);
87 	if (i > 1)
88 		return false;		/* Introduces cycle, NO */
89 	i += ISCLEAR(y - 1, x);
90 	if (i > 1)
91 		return false;		/* Introduces cycle, NO */
92 
93 	return true;			/* OK */
94 }
95 
96 static void
97 dig(int y, int x)
98 {
99 	const int *dp;
100 	const int *ip;
101 	int ny, nx;
102 	const int *endp;
103 
104 	Maze[y][x] = SPACE;			/* Clear this spot */
105 	dp = dirs[rand_num(NPERM)];
106 	endp = &dp[NDIR];
107 	while (dp < endp) {
108 		ip = &incr[*dp++][0];
109 		ny = y + *ip++;
110 		nx = x + *ip;
111 		if (candig(ny, nx))
112 			dig(ny, nx);
113 	}
114 }
115 #endif
116 
117 static void
dig_maze(int x,int y)118 dig_maze(int x, int y)
119 {
120 	int tx, ty;
121 	int i, j;
122 	int order[4];
123 #define MNORTH	0x1
124 #define MSOUTH	0x2
125 #define MEAST	0x4
126 #define MWEST	0x8
127 
128 	tx = ty = 0;
129 	Maze[y][x] = SPACE;
130 	order[0] = MNORTH;
131 	for (i = 1; i < 4; i++) {
132 		j = rand_num(i + 1);
133 		order[i] = order[j];
134 		order[j] = 0x1 << i;
135 	}
136 	for (i = 0; i < 4; i++) {
137 		switch (order[i]) {
138 		  case MNORTH:
139 			tx = x;
140 			ty = y - 2;
141 			break;
142 		  case MSOUTH:
143 			tx = x;
144 			ty = y + 2;
145 			break;
146 		  case MEAST:
147 			tx = x + 2;
148 			ty = y;
149 			break;
150 		  case MWEST:
151 			tx = x - 2;
152 			ty = y;
153 			break;
154 		}
155 		if (tx < 0 || ty < 0 || tx >= WIDTH || ty >= HEIGHT)
156 			continue;
157 		if (Maze[ty][tx] == SPACE)
158 			continue;
159 		Maze[(y + ty) / 2][(x + tx) / 2] = SPACE;
160 		dig_maze(tx, ty);
161 	}
162 }
163 
164 static void
remap(void)165 remap(void)
166 {
167 	int y, x;
168 	char *sp;
169 	int stat;
170 
171 	for (y = 0; y < HEIGHT; y++)
172 		for (x = 0; x < WIDTH; x++) {
173 			sp = &Maze[y][x];
174 			if (*sp == SPACE)
175 				continue;
176 			stat = 0;
177 			if (y - 1 >= 0 && Maze[y - 1][x] != SPACE)
178 				stat |= NORTH;
179 			if (y + 1 < HEIGHT && Maze[y + 1][x] != SPACE)
180 				stat |= SOUTH;
181 			if (x + 1 < WIDTH && Maze[y][x + 1] != SPACE)
182 				stat |= EAST;
183 			if (x - 1 >= 0 && Maze[y][x - 1] != SPACE)
184 				stat |= WEST;
185 			switch (stat) {
186 			  case WEST | EAST:
187 			  case EAST:
188 			  case WEST:
189 				*sp = WALL1;
190 				break;
191 			  case NORTH | SOUTH:
192 			  case NORTH:
193 			  case SOUTH:
194 				*sp = WALL2;
195 				break;
196 			  case 0:
197 #ifdef RANDOM
198 				*sp = DOOR;
199 #endif
200 #ifdef REFLECT
201 				*sp = rand_num(2) ? WALL4 : WALL5;
202 #endif
203 				break;
204 			  default:
205 				*sp = WALL3;
206 				break;
207 			}
208 		}
209 	memcpy(Orig_maze, Maze, sizeof Maze);
210 }
211 
212 void
makemaze(void)213 makemaze(void)
214 {
215 	char *sp;
216 	int y, x;
217 
218 	/*
219 	 * fill maze with walls
220 	 */
221 	sp = &Maze[0][0];
222 	while (sp < &Maze[HEIGHT - 1][WIDTH])
223 		*sp++ = DOOR;
224 
225 	x = rand_num(WIDTH / 2) * 2 + 1;
226 	y = rand_num(HEIGHT / 2) * 2 + 1;
227 	dig_maze(x, y);
228 	remap();
229 }
230