1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Manuel Meier |
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24 | * Co-authors: |
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25 | * Cyrill Burgener |
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26 | * |
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27 | * Based on random-maze-generator by Sergey Kosarevsky, 2014 |
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28 | * https://github.com/corporateshark/random-maze-generator |
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29 | * |
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30 | */ |
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31 | |
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32 | /** |
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33 | @file MazeGenerator.cc |
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34 | @brief Implementation of the MazeGenerator class. Generates the maze. |
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35 | */ |
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36 | |
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37 | #include "MazeGenerator.h" |
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38 | |
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39 | #include <vector> |
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40 | |
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41 | #include "util/Output.h" |
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42 | #include "util/Math.h" |
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43 | |
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44 | namespace orxonox |
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45 | { |
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46 | MazeGenerator::MazeGenerator(int numCells) |
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47 | { |
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48 | this->numCells_ = numCells; |
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49 | |
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50 | //levelcode_ represents the pitch: It's a 10x10 field. |
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51 | // 1 represents a Wall on the right side of this square |
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52 | // 2 represents a Wall on the top of this square |
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53 | // 3 represents 2 and 1 at the same time |
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54 | // Note: the levelcode_ is generated from the Maze-Generator functions at the beginning of the game |
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55 | this->levelcode_ = new int[ numCells_*numCells_ ];; |
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56 | std::fill( levelcode_, levelcode_ + numCells_*numCells_, 0 ); |
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57 | |
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58 | this->maze_ = new unsigned char[ numCells_*numCells_ ]; |
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59 | std::fill( maze_, maze_ + numCells_*numCells_, 0 ); |
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60 | |
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61 | // current traversing position |
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62 | this->ptX_ = 0; |
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63 | this->ptY_ = 0; |
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64 | |
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65 | // 0 1 2 3 4 5 6 7 8 |
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66 | // U R D L |
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67 | int headingX[9] = { 0, 0,+1, 0, 0, 0, 0, 0,-1 }; |
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68 | int headingY[9] = { 0,-1, 0, 0,+1, 0, 0, 0, 0 }; |
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69 | int mask[9] = { |
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70 | 0, |
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71 | eDirection_Down | eDirection_Down << 4, |
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72 | eDirection_Left | eDirection_Left << 4, |
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73 | 0, |
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74 | eDirection_Up | eDirection_Up << 4, |
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75 | 0, |
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76 | 0, |
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77 | 0, |
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78 | eDirection_Right | eDirection_Right << 4 |
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79 | }; |
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80 | |
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81 | std::copy(headingX, headingX + 9, this->headingX_); |
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82 | std::copy(headingY, headingY + 9, this->headingY_); |
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83 | std::copy(mask, mask + 9, this->mask_); |
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84 | } |
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85 | |
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86 | /** |
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87 | @brief |
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88 | Checks if Direction is valid (for Maze-Generator) |
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89 | */ |
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90 | bool MazeGenerator::isDirValid( eDirection Dir ) |
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91 | { |
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92 | int NewX = ptX_ + headingX_[ Dir ]; |
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93 | int NewY = ptY_ + headingY_[ Dir ]; |
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94 | |
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95 | if ( !Dir || NewX < 0 || NewY < 0 || NewX >= numCells_ || NewY >= numCells_ ) return false; |
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96 | |
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97 | return !maze_[ NewX + numCells_ * NewY ]; |
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98 | } |
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99 | |
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100 | /** |
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101 | @brief |
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102 | Generates new Direction (for Maze-Generator) |
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103 | */ |
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104 | eDirection MazeGenerator::getDirection() |
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105 | { |
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106 | eDirection Dir = eDirection( 1 << randomInt4() ); |
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107 | |
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108 | while ( true ) |
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109 | { |
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110 | for ( int x = 0; x < 4; x++ ) |
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111 | { |
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112 | if ( isDirValid( Dir ) ) { return eDirection( Dir ); } |
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113 | |
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114 | Dir = eDirection( Dir << 1 ); |
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115 | |
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116 | if ( Dir > eDirection_Left ) { Dir = eDirection_Up; } |
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117 | } |
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118 | |
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119 | Dir = eDirection( ( maze_[ cellIdx() ] & 0xf0 ) >> 4 ); |
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120 | |
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121 | // nowhere to go |
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122 | if ( !Dir ) return eDirection_Invalid; |
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123 | |
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124 | ptX_ += headingX_[ Dir ]; |
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125 | ptY_ += headingY_[ Dir ]; |
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126 | |
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127 | Dir = eDirection( 1 << randomInt4() ); |
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128 | } |
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129 | } |
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130 | |
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131 | /** |
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132 | @brief |
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133 | Generates a Maze (for Maze-Generator) |
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134 | */ |
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135 | void MazeGenerator::generateMaze() |
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136 | { |
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137 | |
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138 | for ( eDirection Dir = getDirection(); Dir != eDirection_Invalid; Dir = getDirection() ) |
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139 | { |
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140 | maze_[ cellIdx() ] |= Dir; |
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141 | |
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142 | ptX_ += headingX_[ Dir ]; |
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143 | ptY_ += headingY_[ Dir ]; |
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144 | |
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145 | maze_[ cellIdx() ] = mask_[ Dir ]; |
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146 | } |
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147 | } |
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148 | |
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149 | /** |
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150 | @brief |
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151 | Print Maze (for Debugging only) |
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152 | */ |
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153 | void MazeGenerator::mazeOut(){ |
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154 | for ( int y = 0; y < numCells_; y++ ) |
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155 | { |
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156 | for ( int x = 0; x < numCells_; x++ ) |
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157 | { |
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158 | char v = maze_[ y * numCells_ + x ]; |
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159 | orxout()<<"["; |
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160 | if ( ( v & eDirection_Up ) ) orxout()<<"U"; |
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161 | else orxout()<<" "; |
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162 | if ( ( v & eDirection_Right ) ) orxout()<<"R"; |
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163 | else orxout()<<" "; |
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164 | if ( ( v & eDirection_Down ) ) orxout()<<" "; |
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165 | else orxout()<<" "; |
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166 | if ( ( v & eDirection_Left ) ) orxout()<<" "; |
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167 | else orxout()<<" "; |
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168 | orxout()<<"]"; |
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169 | } |
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170 | orxout()<<endl; |
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171 | } |
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172 | |
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173 | } |
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174 | |
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175 | /** |
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176 | @brief |
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177 | Print levelcode_ (for Debugging only) |
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178 | */ |
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179 | void MazeGenerator::levelOut(){ |
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180 | for ( int y = 0; y < numCells_; y++ ) |
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181 | { |
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182 | for ( int x = 0; x < numCells_; x++ ) |
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183 | { |
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184 | orxout()<<"["; |
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185 | if ( levelcode_[ y * numCells_ + x ] < 2) orxout()<<"U"; |
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186 | else orxout()<<" "; |
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187 | if ( levelcode_[ y * numCells_ + x ] % 2 == 0) orxout()<<"R"; |
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188 | else orxout()<<" "; |
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189 | |
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190 | orxout()<<" "; |
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191 | orxout()<<" "; |
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192 | orxout()<<"]"; |
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193 | } |
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194 | orxout()<<endl; |
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195 | } |
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196 | } |
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197 | |
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198 | /** |
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199 | @brief |
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200 | Generate levelcode_ from Maze |
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201 | */ |
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202 | void MazeGenerator::renderMaze() |
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203 | { |
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204 | for ( int y = 0; y < numCells_; y++ ) |
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205 | { |
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206 | for ( int x = 0; x < numCells_; x++ ) |
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207 | { |
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208 | char v = maze_[ y * numCells_ + x ]; |
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209 | |
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210 | if ( !( v & eDirection_Up ) && y >0) levelcode_[ y * numCells_ + x ] |= 2; |
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211 | if ( !( v & eDirection_Right ) && x <(numCells_-1)) levelcode_[ y * numCells_ + x ] |= 1; |
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212 | } |
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213 | } |
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214 | |
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215 | // leave an empty space in the middle of the maze |
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216 | int lowerBound = numCells_ / 2 - 2; |
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217 | int upperBound = numCells_ / 2 + 2; |
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218 | for ( int y = lowerBound; y < upperBound; y++ ) |
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219 | { |
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220 | for ( int x = lowerBound; x < upperBound; x++ ) |
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221 | { |
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222 | |
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223 | if(y == lowerBound && x != upperBound) |
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224 | levelcode_[ y * numCells_ + x ] &= 2; |
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225 | else if (x == upperBound && y != lowerBound) |
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226 | levelcode_[ y * numCells_ + x ] &= 1; |
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227 | else if(x != upperBound) |
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228 | levelcode_[ y * numCells_ + x ] = 0; |
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229 | } |
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230 | } |
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231 | |
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232 | } |
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233 | |
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234 | // return the current index in maze_ |
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235 | int MazeGenerator::cellIdx() |
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236 | { |
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237 | return ptX_ + numCells_ * ptY_; |
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238 | } |
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239 | |
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240 | int MazeGenerator::randomInt() |
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241 | { |
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242 | return (rand() % numCells_); |
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243 | } |
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244 | |
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245 | int MazeGenerator::randomInt4() |
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246 | { |
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247 | return (rand() % 4); |
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248 | } |
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249 | } |
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