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205 lines
4.7 KiB
205 lines
4.7 KiB
#include "pch.c"
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#pragma hdrstop
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/*
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Maze generation based on Kruskal's algorithm
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Consider all possible paths as sets of connected cells. Initially
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all cells are unconnected and all walls are present. Pick a wall
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at random and determine if the cells on either side of the wall are
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connected by any possible path. If they are, try again. If not,
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knock out the wall and union the two path sets together.
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*/
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#include <stdlib.h>
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#include <memory.h>
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#include "genmaze.h"
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typedef struct _MazeCell
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{
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/* Pointer to the head of the set of cells reachable from this one.
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Easily identifies an entire set for comparison */
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struct _MazeCell *set;
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/* Pointer to the next cell in this connected set */
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struct _MazeCell *next;
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} MazeCell;
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typedef struct _MazeWall
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{
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BYTE wall;
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int x, y;
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} MazeWall;
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/*
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Union two connection sets together by setting all elements in one
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to the set of the other and then appending it to the end of the
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set list
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*/
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static void ConnectSets(MazeCell *set, MazeCell *add)
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{
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/* Locate end of set */
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while (set->next != NULL)
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{
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set = set->next;
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}
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/* Change to point to head of set */
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add = add->set;
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/* Append new cells */
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set->next = add;
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/* Change new cells' set identity */
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while (add != NULL)
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{
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add->set = set->set;
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add = add->next;
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}
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}
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/*
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Determine whether the two cells are already connected. With the
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existing data structures this is a trivial comparison of set
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identities
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*/
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#define SetsAreConnected(a, b) \
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((a)->set == (b)->set)
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/* Locate a cell in a known array */
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#define CellAt(x, y) (cells+(x)+(y)*width)
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/* Locate a cell in the output array */
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#define MazeAt(x, y) (maze+(x)+(y)*(width+1))
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/*
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Generate a maze by deleting walls at random
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Width and height are the counts of cells
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Result is stored in the walls array, formatted as (width+1)*(height+1)
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cells with MAZE_WALL_HORZ | MAZE_WALL_VERT set appropriately.
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X coordinates are one byte apart, so maze is treated like
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maze[height+1][width+1]
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*/
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BOOL GenerateMaze(int width, int height, BYTE *maze)
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{
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MazeCell *cells;
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MazeWall *walls;
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int ncells;
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int nwalls;
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int i, x, y;
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MazeCell *ca, *cb;
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MazeWall *w, wt;
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ncells = width*height;
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cells = (MazeCell *)malloc(sizeof(MazeCell)*ncells);
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if (cells == NULL)
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{
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return FALSE;
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}
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nwalls = (width-1)*height+(height-1)*width;
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walls = (MazeWall *)malloc(sizeof(MazeWall)*nwalls);
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if (walls == NULL)
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{
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free(cells);
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return FALSE;
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}
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/* Initialize all cells to be unique sets */
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ca = cells;
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for (i = 0; i < ncells; i++)
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{
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ca->set = ca;
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ca->next = NULL;
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ca++;
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}
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/* Add all internal horizontal and vertical walls.
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All edge walls will be present in the final maze so
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they aren't considered here */
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w = walls;
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for (x = 1; x < width; x++)
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{
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for (y = 0; y < height; y++)
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{
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w->wall = MAZE_WALL_VERT;
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w->x = x;
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w->y = y;
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w++;
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}
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}
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for (y = 1; y < height; y++)
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{
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for (x = 0; x < width; x++)
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{
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w->wall = MAZE_WALL_HORZ;
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w->x = x;
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w->y = y;
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w++;
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}
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}
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/* Randomize the wall array */
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for (i = nwalls-1; i > 0; i--)
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{
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w = walls+(rand() % i);
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wt = *w;
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*w = walls[i];
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walls[i] = wt;
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}
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/* Now walk the random list of walls, knocking walls out to
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join cells together */
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w = walls;
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for (i = 0; i < nwalls; i++)
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{
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/* Determine the two cells separated by the current wall */
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ca = CellAt(w->x, w->y);
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if (w->wall == MAZE_WALL_HORZ)
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{
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cb = CellAt(w->x, w->y-1);
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}
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else
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{
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cb = CellAt(w->x-1, w->y);
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}
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/* If the two cells aren't connected, connect them by knocking
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out the wall */
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if (!SetsAreConnected(ca, cb))
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{
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ConnectSets(ca, cb);
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w->wall = 0;
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}
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w++;
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}
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/* Initialize output to empty */
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memset(maze, 0, sizeof(BYTE)*(width+1)*(height+1));
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/* Set all edge walls in the output */
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for (x = 0; x < width; x++)
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{
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*MazeAt(x, 0) |= MAZE_WALL_HORZ;
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*MazeAt(x, height) |= MAZE_WALL_HORZ;
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}
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for (y = 0; y < height; y++)
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{
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*MazeAt(0, y) |= MAZE_WALL_VERT;
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*MazeAt(width, y) |= MAZE_WALL_VERT;
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}
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/* Copy remaining walls into the output array */
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w = walls;
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for (i = 0; i < nwalls; i++)
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{
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*MazeAt(w->x, w->y) |= w->wall;
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w++;
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}
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free(cells);
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free(walls);
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return TRUE;
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}
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