BSD 4_4_Lite1 release
[unix-history] / usr / src / contrib / hunt / makemaze.c
/*
* Hunt
* Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
* San Francisco, California
*/
# include "hunt.h"
# define ISCLEAR(y,x) (Maze[y][x] == SPACE)
# define ODD(n) ((n) & 01)
makemaze()
{
register char *sp;
register 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}
};
dig(y, x)
int y, x;
{
register int *dp;
register int *ip;
register int ny, nx;
register 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?
*/
candig(y, x)
register int y, x;
{
register 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 */
}
dig_maze(x, y)
int x, y;
{
register int tx, ty;
register int i, j;
int order[4];
#define MNORTH 0x1
#define MSOUTH 0x2
#define MEAST 0x4
#define MWEST 0x8
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);
}
}
remap()
{
register int y, x;
register char *sp;
register int stat;
for (y = 0; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++) {
sp = &Maze[y][x];
if (*sp == SPACE)
continue;
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:
# ifdef RANDOM
*sp = DOOR;
# endif
# ifdef REFLECT
*sp = rand_num(2) ? WALL4 : WALL5;
# endif
break;
default:
*sp = WALL3;
break;
}
}
memcpy(Orig_maze, Maze, sizeof Maze);
}