| 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 | MazeGenerator::~MazeGenerator() | 
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| 87 | { | 
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| 88 | delete[] this->levelcode_; | 
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| 89 | delete[] this->maze_; | 
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| 90 | } | 
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| 91 |  | 
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| 92 | /** | 
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| 93 | @brief | 
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| 94 | Checks if Direction is valid (for Maze-Generator) | 
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| 95 | */ | 
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| 96 | bool MazeGenerator::isDirValid( eDirection Dir ) | 
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| 97 | { | 
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| 98 | int NewX = ptX_ + headingX_[ Dir ]; | 
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| 99 | int NewY = ptY_ + headingY_[ Dir ]; | 
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| 100 |  | 
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| 101 | if ( !Dir || NewX < 0 || NewY < 0 || NewX >= numCells_ || NewY >= numCells_ ) return false; | 
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| 102 |  | 
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| 103 | return !maze_[ NewX + numCells_ * NewY ]; | 
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| 104 | } | 
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| 105 |  | 
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| 106 | /** | 
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| 107 | @brief | 
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| 108 | Generates new Direction (for Maze-Generator) | 
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| 109 | */ | 
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| 110 | eDirection MazeGenerator::getDirection() | 
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| 111 | { | 
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| 112 | eDirection Dir = eDirection( 1 << randomInt4() ); | 
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| 113 |  | 
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| 114 | while ( true ) | 
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| 115 | { | 
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| 116 | for ( int x = 0; x < 4; x++ ) | 
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| 117 | { | 
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| 118 | if ( isDirValid( Dir ) ) { return eDirection( Dir ); } | 
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| 119 |  | 
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| 120 | Dir = eDirection( Dir << 1 ); | 
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| 121 |  | 
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| 122 | if ( Dir > eDirection_Left ) { Dir = eDirection_Up; } | 
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| 123 | } | 
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| 124 |  | 
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| 125 | Dir = eDirection( ( maze_[ cellIdx() ] & 0xf0 ) >> 4 ); | 
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| 126 |  | 
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| 127 | // nowhere to go | 
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| 128 | if ( !Dir ) return eDirection_Invalid; | 
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| 129 |  | 
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| 130 | ptX_ += headingX_[ Dir ]; | 
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| 131 | ptY_ += headingY_[ Dir ]; | 
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| 132 |  | 
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| 133 | Dir = eDirection( 1 << randomInt4() ); | 
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| 134 | } | 
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| 135 | } | 
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| 136 |  | 
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| 137 | /** | 
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| 138 | @brief | 
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| 139 | Generates a Maze (for Maze-Generator) | 
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| 140 | */ | 
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| 141 | void MazeGenerator::generateMaze() | 
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| 142 | { | 
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| 143 |  | 
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| 144 | for ( eDirection Dir = getDirection(); Dir != eDirection_Invalid; Dir = getDirection() ) | 
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| 145 | { | 
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| 146 | maze_[ cellIdx() ] |= Dir; | 
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| 147 |  | 
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| 148 | ptX_ += headingX_[ Dir ]; | 
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| 149 | ptY_ += headingY_[ Dir ]; | 
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| 150 |  | 
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| 151 | maze_[ cellIdx() ] = mask_[ Dir ]; | 
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| 152 | } | 
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| 153 | } | 
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| 154 |  | 
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| 155 | /** | 
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| 156 | @brief | 
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| 157 | Print Maze (for Debugging only) | 
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| 158 | */ | 
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| 159 | void MazeGenerator::mazeOut(){ | 
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| 160 | for ( int y = 0; y < numCells_; y++ ) | 
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| 161 | { | 
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| 162 | for ( int x = 0; x < numCells_; x++ ) | 
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| 163 | { | 
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| 164 | char v = maze_[ y * numCells_ + x ]; | 
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| 165 | orxout()<<"["; | 
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| 166 | if ( ( v & eDirection_Up    ) ) orxout()<<"U"; | 
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| 167 | else orxout()<<" "; | 
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| 168 | if ( ( v & eDirection_Right ) ) orxout()<<"R"; | 
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| 169 | else orxout()<<" "; | 
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| 170 | if ( ( v & eDirection_Down  ) ) orxout()<<" "; | 
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| 171 | else orxout()<<" "; | 
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| 172 | if ( ( v & eDirection_Left  ) ) orxout()<<" "; | 
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| 173 | else orxout()<<" "; | 
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| 174 | orxout()<<"]"; | 
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| 175 | } | 
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| 176 | orxout()<<endl; | 
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| 177 | } | 
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| 178 |  | 
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| 179 | } | 
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| 180 |  | 
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| 181 | /** | 
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| 182 | @brief | 
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| 183 | Print levelcode_ (for Debugging only) | 
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| 184 | */ | 
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| 185 | void MazeGenerator::levelOut(){ | 
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| 186 | for ( int y = 0; y < numCells_; y++ ) | 
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| 187 | { | 
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| 188 | for ( int x = 0; x < numCells_; x++ ) | 
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| 189 | { | 
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| 190 | orxout()<<"["; | 
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| 191 | if ( levelcode_[ y * numCells_ + x ] < 2) orxout()<<"U"; | 
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| 192 | else orxout()<<" "; | 
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| 193 | if ( levelcode_[ y * numCells_ + x ] % 2 == 0) orxout()<<"R"; | 
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| 194 | else orxout()<<" "; | 
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| 195 |  | 
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| 196 | orxout()<<" "; | 
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| 197 | orxout()<<" "; | 
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| 198 | orxout()<<"]"; | 
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| 199 | } | 
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| 200 | orxout()<<endl; | 
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| 201 | } | 
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| 202 | } | 
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| 203 |  | 
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| 204 | /** | 
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| 205 | @brief | 
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| 206 | Generate levelcode_ from Maze | 
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| 207 | */ | 
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| 208 | void MazeGenerator::renderMaze() | 
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| 209 | { | 
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| 210 | for ( int y = 0; y < numCells_; y++ ) | 
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| 211 | { | 
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| 212 | for ( int x = 0; x < numCells_; x++ ) | 
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| 213 | { | 
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| 214 | char v = maze_[ y * numCells_ + x ]; | 
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| 215 |  | 
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| 216 | if ( !( v & eDirection_Up    ) && y >0) levelcode_[ y * numCells_ + x ] |= 2; | 
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| 217 | if ( !( v & eDirection_Right ) && x <(numCells_-1)) levelcode_[ y * numCells_ + x ] |= 1; | 
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| 218 | } | 
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| 219 | } | 
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| 220 |  | 
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| 221 | // leave an empty space in the middle of the maze | 
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| 222 | int lowerBound = numCells_ / 2 - 2; | 
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| 223 | int upperBound = numCells_ / 2 + 2; | 
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| 224 | for ( int y = lowerBound; y < upperBound; y++ ) | 
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| 225 | { | 
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| 226 | for ( int x = lowerBound; x < upperBound; x++ ) | 
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| 227 | { | 
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| 228 |  | 
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| 229 | if(y == lowerBound && x != upperBound) | 
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| 230 | levelcode_[ y * numCells_ + x ] &= 2; | 
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| 231 | else if (x == upperBound && y != lowerBound) | 
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| 232 | levelcode_[ y * numCells_ + x ] &= 1; | 
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| 233 | else if(x != upperBound) | 
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| 234 | levelcode_[ y * numCells_ + x ] = 0; | 
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| 235 | } | 
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| 236 | } | 
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| 237 |  | 
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| 238 | } | 
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| 239 |  | 
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| 240 | // return the current index in maze_ | 
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| 241 | int MazeGenerator::cellIdx() | 
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| 242 | { | 
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| 243 | return ptX_ + numCells_ * ptY_; | 
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| 244 | } | 
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| 245 |  | 
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| 246 | int MazeGenerator::randomInt() | 
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| 247 | { | 
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| 248 | return (rand() % numCells_); | 
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| 249 | } | 
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| 250 |  | 
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| 251 | int MazeGenerator::randomInt4() | 
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| 252 | { | 
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| 253 | return (rand() % 4); | 
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| 254 | } | 
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| 255 | } | 
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