Difference between revisions of "Maze Generation"
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(changed the licensing to wtfpl; old one seemed too restrictive) |
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/* | /* This program is free software. It comes without any warranty, to | ||
* the extent permitted by applicable law. You can redistribute it | |||
* and/or modify it under the terms of the Do What The Fuck You Want | |||
* To Public License, Version 2, as published by Sam Hocevar. See | |||
* http://sam.zoy.org/wtfpl/COPYING for more details. */ | |||
// NOTE: Since I like the c99 style, I've written this piece of code in it | // NOTE: Since I like the c99 style, I've written this piece of code in it |
Revision as of 18:54, 18 November 2012
I, personally, like roguelikes that have levels entirely occupied by mazes.
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Here's a simple way to generate mazes:
1. Start from a cell and mark it 'visited'
2. Pick a direction.
3. If the nearest cell in that direction is 'unvisited' or you want to make a loop here, move to it.
4. Mark it 'visited'
5. Move until there is no space left.
6. Pick a random 'visited' cell.
7. Go to step 2 until you're satisfied with the maze.
Now here's the code (written in C):
/* This program is free software. It comes without any warranty, to * the extent permitted by applicable law. You can redistribute it * and/or modify it under the terms of the Do What The Fuck You Want * To Public License, Version 2, as published by Sam Hocevar. See * http://sam.zoy.org/wtfpl/COPYING for more details. */ // NOTE: Since I like the c99 style, I've written this piece of code in it // so compile with -std=c99! #include <stdio.h> #include <stdlib.h> #include <time.h> // a magic number! #define magic 666 // the map's width and height #define max_x 70 #define max_y 40 // distance from a cell to another (in map blocks) #define cellrad 2 // max map cells const int maxc_x=max_x/cellrad-1; const int maxc_y=max_y/cellrad-1; // the map and cell arrays int map[max_x][max_y]; int cell[max_x/cellrad-1][max_y/cellrad-1]; // just some counters int visited_cells=0,total_cells=0; // this function returns 1 if (x,y) is in the range 2...max_x/y-2, to prevent some nasty bugs int inrange(int x,int y) { if (x>2 && y>2 && x<max_x-2 && y<max_y-2) return 1; return 0; } // this function links two cells together void clink(int x1,int y1,int x2,int y2){ int cx=x1,cy=y1; while(cx!=x2){ if(x1>x2){cx--;}else{cx++;} if(inrange(cx,cy)==1) map[cx][cy]=0;} while(cy!=y2){ if(y1>y2){cy--;}else{cy++;} if(inrange(cx,cy)==1) map[cx][cy]=0;} } // this function counts the visited cells and the total cells void count_cells(void) { visited_cells=0; total_cells=0; for(int ix=0;ix<maxc_x;ix++){ for(int iy=0;iy<maxc_y;iy++){ total_cells++; if (cell[ix][iy]==1) visited_cells++; } } } // this is the main maze-generating function void mkmaze(void) { // some ints for random x, random y and random direction int rx=0,ry=0,rd=0; // c is used to count tries -- if there are too many tries, the main loop // jumps to the end of the function int c=0; // we fill the map with 'walls' for(int ix=0;ix<max_x;ix++){ for(int iy=0;iy<max_y;iy++){ map[ix][iy]=1; } } // and the cell array with 'unvisited' cells for(int ix=0;ix<maxc_x;ix++){ for(int iy=0;iy<maxc_y;iy++){ cell[ix][iy]=0; } } // we choose a random (x,y) pair, but here we use the center of the screen instead rx=maxc_x/2; ry=maxc_y/2; // we mark that cell 'visited' cell[rx][ry]=1; // we count the cells count_cells(); //and start the main loop! while( visited_cells < total_cells ){ // c is increased, and we check whether it is too big c++; if (c>magic) goto hell; // we choose a random direction rd=rand()%4; // and then dig! if (rd==0){ // up if (inrange(rx*cellrad,ry*cellrad-1)==1 && (cell[rx][ry-1]==0 || rand()%7==6)){ clink(rx*cellrad,ry*cellrad,rx*cellrad,(ry-1)*cellrad); ry--; }else{ while(1){ rx=rand()%maxc_x; ry=rand()%maxc_y; if (cell[rx][ry]==1) break; } } }else if (rd==1) { //down if (inrange(rx*cellrad,ry*cellrad+1)==1 && (cell[rx][ry+1]==0 || rand()%7==6)){ clink(rx*cellrad,ry*cellrad,rx*cellrad,(ry+1)*cellrad); ry++; }else{ while(1){ rx=rand()%maxc_x; ry=rand()%maxc_y; if (cell[rx][ry]==1) break; } } }else if (rd==2) { //left if (inrange(rx*cellrad-1,ry*cellrad)==1 && (cell[rx-1][ry]==0 || rand()%7==6)){ clink((rx-1)*cellrad,ry*cellrad,rx*cellrad,ry*cellrad); rx--; }else{ while(1){ rx=rand()%maxc_x; ry=rand()%maxc_y; if (cell[rx][ry]==1) break; } } }else if (rd==3) { //right if (inrange(rx*2+1,ry*2)==1 && (cell[rx+1][ry]==0 || rand()%7==6)){ clink(rx*cellrad,ry*cellrad,(rx+1)*cellrad,ry*cellrad); rx++; }else{ while(1){ rx=rand()%maxc_x; ry=rand()%maxc_y; if (cell[rx][ry]==1) break; } } } /* NOTE: the above code checks whether the to-be-dug cell is free. * If it isn't, and rand()%7==6, it links it anyway. This is used * to give the maze loops, change 7 and 6 as you want to get different * results */ // now we mark the reached cell 'visited' cell[rx][ry]=1; // and we put a 'floor' tile on the map, where the maze cell should be map[rx*cellrad][ry*cellrad]=0; // now we count the cells, so we can know how many cells we've visited. count_cells(); } // hell is a bad place. but we use it to put 'floor' tiles where we have a 'visited' cell hell: for(int ix=0;ix<maxc_x;ix++){ for(int iy=0;iy<maxc_y;iy++){ if (cell[ix][iy]==1) map[ix*cellrad][iy*cellrad]=0; } } } // now this is a simple function that shows us what we just dug. // it uses ANSI codes, so it may or may not work on your system void showmap(void) { printf("\033[2J\033[1;1f"); for(int iy=0;iy<max_y;iy++){ for(int ix=0;ix<max_x;ix++){ fprintf(stdout, "\033[%i;%if",iy,ix); switch(map[ix][iy]){ case 1: printf("#"); break; case 0: printf("."); break; default: printf("*"); break; } printf("\n"); } } printf("Done.\n"); } // and now the main function... int main(void) { // we get a random seed srand(time(0)); // we dig the maze mkmaze(); // we show the map showmap(); // and say 'goodbye' return 0; }
Feel free to improve it, but please mention what exactly you changed. --Deveah.