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makemaze.c revision 1.1
      1  1.1  mrg /*
      2  1.1  mrg  *  Hunt
      3  1.1  mrg  *  Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
      4  1.1  mrg  *  San Francisco, California
      5  1.1  mrg  */
      6  1.1  mrg 
      7  1.1  mrg # include	"hunt.h"
      8  1.1  mrg 
      9  1.1  mrg # define	ISCLEAR(y,x)	(Maze[y][x] == SPACE)
     10  1.1  mrg # define	ODD(n)		((n) & 01)
     11  1.1  mrg 
     12  1.1  mrg makemaze()
     13  1.1  mrg {
     14  1.1  mrg 	register char	*sp;
     15  1.1  mrg 	register int	y, x;
     16  1.1  mrg 
     17  1.1  mrg 	/*
     18  1.1  mrg 	 * fill maze with walls
     19  1.1  mrg 	 */
     20  1.1  mrg 	sp = &Maze[0][0];
     21  1.1  mrg 	while (sp < &Maze[HEIGHT - 1][WIDTH])
     22  1.1  mrg 		*sp++ = DOOR;
     23  1.1  mrg 
     24  1.1  mrg 	x = rand_num(WIDTH / 2) * 2 + 1;
     25  1.1  mrg 	y = rand_num(HEIGHT / 2) * 2 + 1;
     26  1.1  mrg 	dig_maze(x, y);
     27  1.1  mrg 	remap();
     28  1.1  mrg }
     29  1.1  mrg 
     30  1.1  mrg # define	NPERM	24
     31  1.1  mrg # define	NDIR	4
     32  1.1  mrg 
     33  1.1  mrg int	dirs[NPERM][NDIR] = {
     34  1.1  mrg 		{0,1,2,3},	{3,0,1,2},	{0,2,3,1},	{0,3,2,1},
     35  1.1  mrg 		{1,0,2,3},	{2,3,0,1},	{0,2,1,3},	{2,3,1,0},
     36  1.1  mrg 		{1,0,3,2},	{1,2,0,3},	{3,1,2,0},	{2,0,3,1},
     37  1.1  mrg 		{1,3,0,2},	{0,3,1,2},	{1,3,2,0},	{2,0,1,3},
     38  1.1  mrg 		{0,1,3,2},	{3,1,0,2},	{2,1,0,3},	{1,2,3,0},
     39  1.1  mrg 		{2,1,3,0},	{3,0,2,1},	{3,2,0,1},	{3,2,1,0}
     40  1.1  mrg 	};
     41  1.1  mrg 
     42  1.1  mrg int	incr[NDIR][2] = {
     43  1.1  mrg 		{0, 1}, {1, 0}, {0, -1}, {-1, 0}
     44  1.1  mrg 	};
     45  1.1  mrg 
     46  1.1  mrg dig(y, x)
     47  1.1  mrg int	y, x;
     48  1.1  mrg {
     49  1.1  mrg 	register int	*dp;
     50  1.1  mrg 	register int	*ip;
     51  1.1  mrg 	register int	ny, nx;
     52  1.1  mrg 	register int	*endp;
     53  1.1  mrg 
     54  1.1  mrg 	Maze[y][x] = SPACE;			/* Clear this spot */
     55  1.1  mrg 	dp = dirs[rand_num(NPERM)];
     56  1.1  mrg 	endp = &dp[NDIR];
     57  1.1  mrg 	while (dp < endp) {
     58  1.1  mrg 		ip = &incr[*dp++][0];
     59  1.1  mrg 		ny = y + *ip++;
     60  1.1  mrg 		nx = x + *ip;
     61  1.1  mrg 		if (candig(ny, nx))
     62  1.1  mrg 			dig(ny, nx);
     63  1.1  mrg 	}
     64  1.1  mrg }
     65  1.1  mrg 
     66  1.1  mrg /*
     67  1.1  mrg  * candig:
     68  1.1  mrg  *	Is it legal to clear this spot?
     69  1.1  mrg  */
     70  1.1  mrg candig(y, x)
     71  1.1  mrg register int	y, x;
     72  1.1  mrg {
     73  1.1  mrg 	register int	i;
     74  1.1  mrg 
     75  1.1  mrg 	if (ODD(x) && ODD(y))
     76  1.1  mrg 		return FALSE;		/* can't touch ODD spots */
     77  1.1  mrg 
     78  1.1  mrg 	if (y < UBOUND || y >= DBOUND)
     79  1.1  mrg 		return FALSE;		/* Beyond vertical bounds, NO */
     80  1.1  mrg 	if (x < LBOUND || x >= RBOUND)
     81  1.1  mrg 		return FALSE;		/* Beyond horizontal bounds, NO */
     82  1.1  mrg 
     83  1.1  mrg 	if (ISCLEAR(y, x))
     84  1.1  mrg 		return FALSE;		/* Already clear, NO */
     85  1.1  mrg 
     86  1.1  mrg 	i = ISCLEAR(y, x + 1);
     87  1.1  mrg 	i += ISCLEAR(y, x - 1);
     88  1.1  mrg 	if (i > 1)
     89  1.1  mrg 		return FALSE;		/* Introduces cycle, NO */
     90  1.1  mrg 	i += ISCLEAR(y + 1, x);
     91  1.1  mrg 	if (i > 1)
     92  1.1  mrg 		return FALSE;		/* Introduces cycle, NO */
     93  1.1  mrg 	i += ISCLEAR(y - 1, x);
     94  1.1  mrg 	if (i > 1)
     95  1.1  mrg 		return FALSE;		/* Introduces cycle, NO */
     96  1.1  mrg 
     97  1.1  mrg 	return TRUE;			/* OK */
     98  1.1  mrg }
     99  1.1  mrg 
    100  1.1  mrg dig_maze(x, y)
    101  1.1  mrg int	x, y;
    102  1.1  mrg {
    103  1.1  mrg 	register int	tx, ty;
    104  1.1  mrg 	register int	i, j;
    105  1.1  mrg 	int		order[4];
    106  1.1  mrg #define	MNORTH	0x1
    107  1.1  mrg #define	MSOUTH	0x2
    108  1.1  mrg #define	MEAST	0x4
    109  1.1  mrg #define	MWEST	0x8
    110  1.1  mrg 
    111  1.1  mrg 	Maze[y][x] = SPACE;
    112  1.1  mrg 	order[0] = MNORTH;
    113  1.1  mrg 	for (i = 1; i < 4; i++) {
    114  1.1  mrg 		j = rand_num(i + 1);
    115  1.1  mrg 		order[i] = order[j];
    116  1.1  mrg 		order[j] = 0x1 << i;
    117  1.1  mrg 	}
    118  1.1  mrg 	for (i = 0; i < 4; i++) {
    119  1.1  mrg 		switch (order[i]) {
    120  1.1  mrg 		  case MNORTH:
    121  1.1  mrg 			tx = x;
    122  1.1  mrg 			ty = y - 2;
    123  1.1  mrg 			break;
    124  1.1  mrg 		  case MSOUTH:
    125  1.1  mrg 			tx = x;
    126  1.1  mrg 			ty = y + 2;
    127  1.1  mrg 			break;
    128  1.1  mrg 		  case MEAST:
    129  1.1  mrg 			tx = x + 2;
    130  1.1  mrg 			ty = y;
    131  1.1  mrg 			break;
    132  1.1  mrg 		  case MWEST:
    133  1.1  mrg 			tx = x - 2;
    134  1.1  mrg 			ty = y;
    135  1.1  mrg 			break;
    136  1.1  mrg 		}
    137  1.1  mrg 		if (tx < 0 || ty < 0 || tx >= WIDTH || ty >= HEIGHT)
    138  1.1  mrg 			continue;
    139  1.1  mrg 		if (Maze[ty][tx] == SPACE)
    140  1.1  mrg 			continue;
    141  1.1  mrg 		Maze[(y + ty) / 2][(x + tx) / 2] = SPACE;
    142  1.1  mrg 		dig_maze(tx, ty);
    143  1.1  mrg 	}
    144  1.1  mrg }
    145  1.1  mrg 
    146  1.1  mrg remap()
    147  1.1  mrg {
    148  1.1  mrg 	register int	y, x;
    149  1.1  mrg 	register char	*sp;
    150  1.1  mrg 	register int	stat;
    151  1.1  mrg 
    152  1.1  mrg 	for (y = 0; y < HEIGHT; y++)
    153  1.1  mrg 		for (x = 0; x < WIDTH; x++) {
    154  1.1  mrg 			sp = &Maze[y][x];
    155  1.1  mrg 			if (*sp == SPACE)
    156  1.1  mrg 				continue;
    157  1.1  mrg 			stat = 0;
    158  1.1  mrg 			if (y - 1 >= 0 && Maze[y - 1][x] != SPACE)
    159  1.1  mrg 				stat |= NORTH;
    160  1.1  mrg 			if (y + 1 < HEIGHT && Maze[y + 1][x] != SPACE)
    161  1.1  mrg 				stat |= SOUTH;
    162  1.1  mrg 			if (x + 1 < WIDTH && Maze[y][x + 1] != SPACE)
    163  1.1  mrg 				stat |= EAST;
    164  1.1  mrg 			if (x - 1 >= 0 && Maze[y][x - 1] != SPACE)
    165  1.1  mrg 				stat |= WEST;
    166  1.1  mrg 			switch (stat) {
    167  1.1  mrg 			  case WEST | EAST:
    168  1.1  mrg 			  case EAST:
    169  1.1  mrg 			  case WEST:
    170  1.1  mrg 				*sp = WALL1;
    171  1.1  mrg 				break;
    172  1.1  mrg 			  case NORTH | SOUTH:
    173  1.1  mrg 			  case NORTH:
    174  1.1  mrg 			  case SOUTH:
    175  1.1  mrg 				*sp = WALL2;
    176  1.1  mrg 				break;
    177  1.1  mrg 			  case 0:
    178  1.1  mrg # ifdef RANDOM
    179  1.1  mrg 				*sp = DOOR;
    180  1.1  mrg # endif
    181  1.1  mrg # ifdef REFLECT
    182  1.1  mrg 				*sp = rand_num(2) ? WALL4 : WALL5;
    183  1.1  mrg # endif
    184  1.1  mrg 				break;
    185  1.1  mrg 			  default:
    186  1.1  mrg 				*sp = WALL3;
    187  1.1  mrg 				break;
    188  1.1  mrg 			}
    189  1.1  mrg 		}
    190  1.1  mrg 	memcpy(Orig_maze, Maze, sizeof Maze);
    191  1.1  mrg }
    192