… | |
… | |
60 | { |
60 | { |
61 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
61 | for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
62 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
62 | for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
63 | } |
63 | } |
64 | |
64 | |
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65 | void |
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66 | LayoutData::fill_rand (int percent) |
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67 | { |
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68 | percent = lerp (percent, 0, 100, 0, 256); |
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69 | |
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70 | for (int x = w - 1; --x > 0; ) |
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71 | for (int y = h - 1; --y > 0; ) |
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72 | col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; |
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73 | } |
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74 | |
65 | ///////////////////////////////////////////////////////////////////////////// |
75 | ///////////////////////////////////////////////////////////////////////////// |
66 | |
76 | |
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77 | // erode by cellular automata |
67 | void |
78 | void |
68 | Layout::print () |
79 | LayoutData::erode_1_2 (int c1, int c2, int repeat) |
69 | { |
80 | { |
70 | for (int y = 0; y < ptr->h; y++) |
81 | LayoutData neu (w, h); |
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82 | |
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83 | while (repeat--) |
71 | { |
84 | { |
72 | for (int x = 0; x < ptr->w; x++) |
85 | for (int x = 0; x < w; ++x) |
73 | { |
86 | { |
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87 | coroapi::cede_to_tick (); |
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88 | |
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89 | for (int y = 0; y < h; ++y) |
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90 | { |
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91 | int n1 = 0, n2 = 0; |
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92 | |
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93 | // a 5x5 area, dx, dy, distance (1 == <= 1, 0 <= 2) |
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94 | static I8 dds[][3] = { |
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95 | { -2, -1, 0 }, |
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96 | { -2, 0, 0 }, |
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97 | { -2, 1, 0 }, |
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98 | |
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99 | { -1, -2, 0 }, |
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100 | { -1, -1, 1 }, |
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101 | { -1, 0, 1 }, |
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102 | { -1, 1, 1 }, |
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103 | { -1, 2, 0 }, |
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104 | |
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105 | { 0, -2, 0 }, |
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106 | { 0, -1, 1 }, |
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107 | { 0, 0, 1 }, |
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108 | { 0, 1, 1 }, |
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109 | { 0, 2, 0 }, |
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110 | |
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111 | { 1, -2, 0 }, |
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112 | { 1, -1, 1 }, |
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113 | { 1, 0, 1 }, |
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114 | { 1, 1, 1 }, |
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115 | { 1, 2, 0 }, |
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116 | |
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117 | { 2, -1, 0 }, |
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118 | { 2, 0, 0 }, |
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119 | { 2, 1, 0 }, |
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120 | }; |
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121 | |
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122 | for (int i = array_length (dds); i--; ) |
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123 | { |
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124 | int nx = x + dds [i][0]; |
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125 | int ny = y + dds [i][1]; |
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126 | |
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127 | if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) |
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128 | { |
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129 | n1 += dds [i][2]; |
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130 | n2++; |
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131 | } |
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132 | } |
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133 | |
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134 | neu [x][y] = n1 >= c1 || n2 <= c2 ? '#' : 0; |
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135 | } |
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136 | } |
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137 | |
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138 | swap (neu); |
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139 | } |
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140 | } |
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141 | |
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142 | ///////////////////////////////////////////////////////////////////////////// |
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143 | |
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144 | void |
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145 | LayoutData::print () |
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146 | { |
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147 | for (int y = 0; y < h; y++) |
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148 | { |
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149 | for (int x = 0; x < w; x++) |
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150 | { |
74 | U8 c = (U8)ptr->col[x][y]; |
151 | U8 c = (U8)col [x][y]; |
75 | |
152 | |
76 | if (!c) |
153 | if (!c) |
77 | c = ' '; |
154 | c = ' '; |
78 | else if (c < 10) |
155 | else if (c < 10) |
79 | c += '0'; |
156 | c += '0'; |
… | |
… | |
92 | ///////////////////////////////////////////////////////////////////////////// |
169 | ///////////////////////////////////////////////////////////////////////////// |
93 | // isolation remover - ensures single connected area |
170 | // isolation remover - ensures single connected area |
94 | |
171 | |
95 | typedef fixed_stack<point> pointlist; |
172 | typedef fixed_stack<point> pointlist; |
96 | |
173 | |
97 | static void |
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98 | room (Layout &layout, int xc, int yc) |
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99 | { |
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100 | layout->rect (xc - 2, yc - 2, xc + 3, yc + 3, 0); |
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101 | } |
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102 | |
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103 | static noinline void |
174 | static noinline void |
104 | push_flood_fill (Layout maze, Layout dist, pointlist &seeds, int x, int y) |
175 | push_flood_fill (LayoutData &maze, LayoutData &dist, pointlist &seeds, int x, int y) |
105 | { |
176 | { |
106 | if (maze [x][y]) |
177 | if (maze [x][y]) |
107 | return; |
178 | return; |
108 | |
179 | |
109 | while (y > 0 && !maze [x][y - 1]) |
180 | while (y > 0 && !maze [x][y - 1]) |
110 | --y; |
181 | --y; |
111 | |
182 | |
112 | int y0 = y; |
183 | int y0 = y; |
113 | |
184 | |
114 | while (y < maze->h && !maze [x][y]) |
185 | while (y < maze.h && !maze [x][y]) |
115 | { |
186 | { |
116 | seeds.push (point (x, y)); |
187 | seeds.push (point (x, y)); |
117 | |
188 | |
118 | maze [x][y] = 1; |
189 | maze [x][y] = 1; |
119 | dist [x][y] = 1; |
190 | dist [x][y] = 1; |
120 | ++y; |
191 | ++y; |
121 | } |
192 | } |
122 | |
193 | |
123 | while (--y >= y0) |
194 | while (--y >= y0) |
124 | { |
195 | { |
125 | if (x > 0) push_flood_fill (maze, dist, seeds, x - 1, y); |
196 | if (x > 0) push_flood_fill (maze, dist, seeds, x - 1, y); |
126 | if (x < maze->w - 1) push_flood_fill (maze, dist, seeds, x + 1, y); |
197 | if (x < maze.w - 1) push_flood_fill (maze, dist, seeds, x + 1, y); |
127 | } |
198 | } |
128 | } |
199 | } |
129 | |
200 | |
130 | static inline void |
201 | static inline void |
131 | make_tunnel (Layout maze, Layout dist, pointlist &seeds, int x, int y, U8 d) |
202 | make_tunnel (LayoutData &maze, LayoutData &dist, pointlist &seeds, int x, int y, U8 d) |
132 | { |
203 | { |
133 | for (;;) |
204 | for (;;) |
134 | { |
205 | { |
135 | seeds.push (point (x, y)); |
206 | seeds.push (point (x, y)); |
136 | |
207 | |
137 | maze [x][y] = 1; |
208 | maze [x][y] = 1; |
138 | dist [x][y] = 1; |
209 | dist [x][y] = 1; |
139 | |
210 | |
140 | if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
211 | if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
141 | --x; |
212 | --x; |
142 | else if (x < maze->w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) |
213 | else if (x < maze.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) |
143 | ++x; |
214 | ++x; |
144 | else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) |
215 | else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) |
145 | --y; |
216 | --y; |
146 | else if (y < maze->h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) |
217 | else if (y < maze.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) |
147 | ++y; |
218 | ++y; |
148 | else |
219 | else |
149 | break; |
220 | break; |
150 | |
221 | |
151 | d = dist [x][y]; |
222 | d = dist [x][y]; |
152 | } |
223 | } |
153 | } |
224 | } |
154 | |
225 | |
155 | static void |
226 | static void |
156 | isolation_remover (Layout maze, bool dirty) |
227 | isolation_remover (LayoutData &maze, bool dirty) |
157 | { |
228 | { |
158 | Layout dist (maze->w, maze->h); |
229 | LayoutData dist (maze.w, maze.h); |
159 | |
230 | |
160 | dist->fill (255); |
231 | dist.fill (255); |
161 | |
232 | |
162 | fixed_stack<point> seeds (maze->w * maze->h * 4); |
233 | fixed_stack<point> seeds (maze.w * maze.h * 4); |
163 | |
234 | |
164 | // phase 1, find seed |
235 | // phase 1, find seed |
165 | for (int x = 1; x < maze->w; ++x) |
236 | for (int x = 1; x < maze.w; ++x) |
166 | for (int y = 1; y < maze->h; ++y) |
237 | for (int y = 1; y < maze.h; ++y) |
167 | if (!maze [x][y]) |
238 | if (!maze [x][y]) |
168 | { |
239 | { |
|
|
240 | // found first free space - picking the first one gives |
|
|
241 | // us a slight bias for tunnels, but usually you won't |
|
|
242 | // notice that in-game |
169 | seeds.push (point (x, y)); |
243 | seeds.push (point (x, y)); |
170 | |
244 | |
171 | // phase 2, while we have seeds, if |
245 | // phase 2, while we have seeds, if |
172 | // seed is empty, floodfill, else grow |
246 | // seed is empty, floodfill, else grow |
173 | |
247 | |
174 | while (seeds.size) |
248 | while (seeds.size) |
175 | { |
249 | { |
|
|
250 | coroapi::cede_to_tick (); |
|
|
251 | |
176 | point p = seeds.remove (rmg_rndm (seeds.size)); |
252 | point p = seeds.remove (rmg_rndm (seeds.size)); |
177 | |
253 | |
178 | x = p.x; |
254 | x = p.x; |
179 | y = p.y; |
255 | y = p.y; |
180 | |
256 | |
… | |
… | |
191 | } |
267 | } |
192 | else |
268 | else |
193 | { |
269 | { |
194 | U8 d = U8 (dist [x][y]) + 1; |
270 | U8 d = U8 (dist [x][y]) + 1; |
195 | |
271 | |
196 | if (x < maze->w - 1 && U8 (dist [x + 1][y]) > d) |
272 | if (x < maze.w - 1 && U8 (dist [x + 1][y]) > d) |
197 | { |
273 | { |
198 | dist [x + 1][y] = d; |
274 | dist [x + 1][y] = d; |
199 | seeds.push (point (x + 1, y)); |
275 | seeds.push (point (x + 1, y)); |
200 | } |
276 | } |
201 | |
277 | |
202 | if (x > 0 && U8 (dist [x - 1][y]) > d) |
278 | if (x > 0 && U8 (dist [x - 1][y]) > d) |
203 | { |
279 | { |
204 | dist [x - 1][y] = d; |
280 | dist [x - 1][y] = d; |
205 | seeds.push (point (x - 1, y)); |
281 | seeds.push (point (x - 1, y)); |
206 | } |
282 | } |
207 | |
283 | |
208 | if (y < maze->h - 1 && U8 (dist [x][y + 1]) > d) |
284 | if (y < maze.h - 1 && U8 (dist [x][y + 1]) > d) |
209 | { |
285 | { |
210 | dist [x][y + 1] = d; |
286 | dist [x][y + 1] = d; |
211 | seeds.push (point (x, y + 1)); |
287 | seeds.push (point (x, y + 1)); |
212 | } |
288 | } |
213 | |
289 | |
214 | if (y > 0 && U8 (dist [x][y - 1]) > d) |
290 | if (y > 0 && U8 (dist [x][y - 1]) > d) |
215 | { |
291 | { |
216 | dist [x][y - 1] = d; |
292 | dist [x][y - 1] = d; |
217 | seeds.push (point (x, y - 1)); |
293 | seeds.push (point (x, y - 1)); |
218 | } |
294 | } |
219 | } |
295 | } |
… | |
… | |
221 | |
297 | |
222 | goto success; |
298 | goto success; |
223 | } |
299 | } |
224 | |
300 | |
225 | success: |
301 | success: |
226 | dist.free (); |
|
|
227 | |
302 | |
228 | // we mark free but visited floors as 1, undo this here |
303 | // we mark free but visited floors as 1, undo this here |
229 | for (int x = 0; x < maze->w; ++x) |
304 | for (int x = 0; x < maze.w; ++x) |
230 | for (int y = 0; y < maze->h; ++y) |
305 | for (int y = 0; y < maze.h; ++y) |
231 | if (maze [x][y] == 1) |
306 | if (maze [x][y] == 1) |
232 | maze [x][y] = 0; |
307 | maze [x][y] = 0; |
233 | } |
308 | } |
234 | |
309 | |
235 | void |
310 | void |
236 | LayoutData::isolation_remover (bool dirty) |
311 | LayoutData::isolation_remover (bool dirty) |
237 | { |
312 | { |
238 | Layout maze; |
|
|
239 | maze.ptr = this; |
|
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240 | ::isolation_remover (maze, dirty); |
313 | ::isolation_remover (*this, dirty); |
|
|
314 | } |
|
|
315 | |
|
|
316 | ///////////////////////////////////////////////////////////////////////////// |
|
|
317 | |
|
|
318 | // inspired mostly by http://www.jimrandomh.org/misc/caves.txt |
|
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319 | void |
|
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320 | LayoutData::gen_cave (int subtype) |
|
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321 | { |
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322 | switch (subtype) |
|
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323 | { |
|
|
324 | // a rough cave |
|
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325 | case 0: |
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326 | fill_rand (rmg_rndm (80, 95)); |
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327 | break; |
|
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328 | |
|
|
329 | // corridors |
|
|
330 | case 1: |
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|
331 | fill_rand (rmg_rndm (5, 40)); |
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332 | erode_1_2 (5, 2, 10); |
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333 | erode_1_2 (5, -1, 10); |
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334 | erode_1_2 (5, 2, 1); |
|
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335 | break; |
|
|
336 | |
|
|
337 | // somewhat open, roundish |
|
|
338 | case 2: |
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339 | fill_rand (45); |
|
|
340 | erode_1_2 (5, 0, 5); |
|
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341 | erode_1_2 (5, 1, 1); |
|
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342 | break; |
|
|
343 | |
|
|
344 | // wide open, some room-like structures |
|
|
345 | case 3: |
|
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346 | fill_rand (45); |
|
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347 | erode_1_2 (5, 2, 4); |
|
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348 | erode_1_2 (5, -1, 3); |
|
|
349 | break; |
|
|
350 | } |
|
|
351 | |
|
|
352 | border (); |
|
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353 | isolation_remover (); |
241 | } |
354 | } |
242 | |
355 | |
243 | #if 0 |
356 | #if 0 |
244 | static struct demo |
357 | static struct demo |
245 | { |
358 | { |
246 | demo () |
359 | demo () |
247 | { |
360 | { |
248 | Layout maze (40, 25); |
361 | Layout maze (40, 25); |
249 | rmg_rndm.seed (time (0)); |
362 | rmg_rndm.seed (time (0)); |
250 | |
363 | |
251 | for (int p = 80; p < 100; p += 1) { |
|
|
252 | maze->fill ('#'); |
|
|
253 | |
|
|
254 | #if 1 |
|
|
255 | for (int x = 1; x < maze->w - 1; ++x) |
|
|
256 | for (int y = 1; y < maze->h - 1; ++y) |
|
|
257 | maze [x][y] = rmg_rndm(100) < p ? '#' : 0; |
|
|
258 | #else |
|
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259 | room (maze, 5, 5); |
|
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260 | room (maze, 30,20); |
|
|
261 | room (maze, 10,20); |
|
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262 | room (maze, 20,10); |
|
|
263 | #endif |
|
|
264 | |
|
|
265 | isolation_remover (maze, 1); |
|
|
266 | maze.print (); |
|
|
267 | } |
|
|
268 | |
|
|
269 | #if 0 |
|
|
270 | for(int i=1;i<10;i) |
364 | for(int i=1;i<10;i) |
271 | { |
365 | { |
272 | maze_gen (maze, 1); |
366 | maze->gen_cave (3); |
273 | maze.print (); |
367 | maze->print (); |
274 | } |
368 | } |
275 | #endif |
369 | |
276 | exit (1); |
370 | exit (1); |
277 | } |
371 | } |
278 | } demo; |
372 | } demo; |
279 | #endif |
373 | #endif |