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Comparing deliantra/server/random_maps/layout.C (file contents):
Revision 1.7 by root, Fri Jul 2 15:03:57 2010 UTC vs.
Revision 1.17 by root, Sat Jul 3 13:14:35 2010 UTC

23 23
24#include <global.h> 24#include <global.h>
25#include <random_map.h> 25#include <random_map.h>
26#include <rproto.h> 26#include <rproto.h>
27 27
28void
29layout::alloc (int w, int h)
30{
31 assert (sizeof (cell) == 1);
32
33 this->w = w;
34 this->h = h;
35
36 // we store the layout in a single contiguous memory layout
37 // first part consists of pointers to each column, followed
38 // by the actual columns (not rows!)
39 size = (sizeof (cell *) + sizeof (cell) * h) * w;
40 data = (cell **)salloc<char> (size);
41
42 cell *p = (cell *)(data + w);
43
44 for (int x = 0; x < w; ++x)
45 data [x] = p + x * h;
46}
47
28layout::layout (int w, int h) 48layout::layout (int w, int h)
29: w(w), h(h)
30{ 49{
31 int size = (sizeof (char *) + sizeof (char) * h) * w; 50 alloc (w, h);
51}
32 52
53layout::layout (layout &copy)
54{
55 alloc (copy.w, copy.h);
56
57 memcpy (data [0], copy.data [0], sizeof (cell) * h * w);
58}
59
60layout::layout (layout &orig, int x1, int y1, int x2, int y2)
61{
62 w = x2 - x1;
63 h = y2 - y1;
64
65 // we only allocate space for the pointers
66 size = sizeof (cell *) * w;
33 col = (char **)salloc<char> (size); 67 data = (cell **)salloc<char> (size);
34 68
35 char *data = (char *)(col + w); 69 // and now we point back into the original layout
36
37 for (int x = w; x--; ) 70 for (int x = 0; x < w; ++x)
38 col [x] = data + x * h; 71 data [x] = orig.data [x + x1] + y1;
39} 72}
40 73
41layout::~layout () 74layout::~layout ()
42{ 75{
43 int size = (sizeof (char *) + sizeof (char) * h) * w;
44
45 sfree ((char *)col, size); 76 sfree ((char *)data, size);
46} 77}
47 78
48void 79void
49layout::fill (char fill) 80layout::fill (char fill)
50{ 81{
51 memset (col [0], fill, w * h); 82 //memset (data [0], fill, w * h); // only when contiguous :/
83 fill_rect (0, 0, w, h, fill);
52} 84}
53 85
54void 86void
55layout::rect (int x1, int y1, int x2, int y2, char fill) 87layout::rect (int x1, int y1, int x2, int y2, char fill)
56{ 88{
89 --x2;
90
91 memset (data [x1] + y1, fill, y2 - y1);
92 memset (data [x2] + y1, fill, y2 - y1);
93
94 while (++x1 < x2)
95 data [x1][y1] = data [x1][y2 - 1] = fill;
96}
97
98void
99layout::fill_rect (int x1, int y1, int x2, int y2, char fill)
100{
57 for (; x1 < x2; ++x1) 101 for (; x1 < x2; ++x1)
58 memset (col [x1] + y1, fill, y2 - y1); 102 memset (data [x1] + y1, fill, y2 - y1);
59} 103}
60 104
61void layout::border (char fill) 105void layout::border (char fill)
62{ 106{
63 for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; 107 rect (0, 0, w, h, fill);
64 for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill;
65} 108}
66 109
67void 110void
68layout::fill_rand (int percent) 111layout::fill_rand (int percent)
69{ 112{
70 percent = lerp (percent, 0, 100, 0, 256); 113 percent = lerp (percent, 0, 100, 0, 256);
71 114
72 for (int x = w - 1; --x > 0; ) 115 for (int x = w - 1; --x > 0; )
73 for (int y = h - 1; --y > 0; ) 116 for (int y = h - 1; --y > 0; )
74 col [x][y] = rmg_rndm (256) > percent ? 0 : '#'; 117 data [x][y] = rmg_rndm (256) > percent ? 0 : '#';
75} 118}
76 119
77///////////////////////////////////////////////////////////////////////////// 120/////////////////////////////////////////////////////////////////////////////
78 121
79// erode by cellular automata 122// erode by cellular automata
104 for (int i = array_length (dds); i--; ) 147 for (int i = array_length (dds); i--; )
105 { 148 {
106 int nx = x + dds [i][0]; 149 int nx = x + dds [i][0];
107 int ny = y + dds [i][1]; 150 int ny = y + dds [i][1];
108 151
109 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !col [nx][ny]) 152 if (!IN_RANGE_EXC (nx, 0, w) || !IN_RANGE_EXC (ny, 0, h) || !data [nx][ny])
110 { 153 {
111 n1 += dds [i][2]; 154 n1 += dds [i][2];
112 n2++; 155 n2++;
113 } 156 }
114 } 157 }
128{ 171{
129 for (int y = 0; y < h; y++) 172 for (int y = 0; y < h; y++)
130 { 173 {
131 for (int x = 0; x < w; x++) 174 for (int x = 0; x < w; x++)
132 { 175 {
133 U8 c = (U8)col [x][y]; 176 U8 c = (U8)data [x][y];
134 177
135 if (!c) 178 if (!c)
136 c = ' '; 179 c = ' ';
137 else if (c < 10) 180 else if (c < 10)
138 c += '0'; 181 c += '0';
151///////////////////////////////////////////////////////////////////////////// 194/////////////////////////////////////////////////////////////////////////////
152// isolation remover - ensures single connected area 195// isolation remover - ensures single connected area
153 196
154typedef fixed_stack<point> pointlist; 197typedef fixed_stack<point> pointlist;
155 198
156static noinline void 199static void noinline
157push_flood_fill (layout &dist, pointlist &seeds, int x, int y) 200push_flood_fill (layout &dist, pointlist &seeds, int x, int y)
158{ 201{
159 if (dist [x][y]) 202 if (dist [x][y])
160 return; 203 return;
161 204
172 ++y; 215 ++y;
173 } 216 }
174 217
175 while (--y >= y0) 218 while (--y >= y0)
176 { 219 {
177 if (x > 0) push_flood_fill (dist, seeds, x - 1, y); 220 if (x > 0 && !dist [x - 1][y]) push_flood_fill (dist, seeds, x - 1, y);
178 if (x < dist.w - 1) push_flood_fill (dist, seeds, x + 1, y); 221 if (x < dist.w - 1 && !dist [x + 1][y]) push_flood_fill (dist, seeds, x + 1, y);
179 } 222 }
180} 223}
181 224
182static inline void 225static inline void
183make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d) 226make_tunnel (layout &dist, pointlist &seeds, int x, int y, U8 d, int perturb)
184{ 227{
185 for (;;) 228 for (;;)
186 { 229 {
230 point neigh[4];
231 int ncnt = 0;
232
233 d += perturb > 1;
234
187 if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) 235 if (x > 0 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) neigh [ncnt++] = point (x - 1, y);
188 --x;
189 else if (x < dist.w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) 236 if (x < dist.w - 1 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) neigh [ncnt++] = point (x + 1, y);
190 ++x;
191 else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) 237 if (y > 0 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) neigh [ncnt++] = point (x, y - 1);
192 --y;
193 else if (y < dist.h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) 238 if (y < dist.h - 1 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) neigh [ncnt++] = point (x, y + 1);
194 ++y; 239
195 else 240 if (!ncnt)
196 break; 241 return;
242
243 point &p = neigh [perturb ? rmg_rndm (ncnt) : 0];
244
245 seeds.push (p);
246
247 x = p.x;
248 y = p.y;
197 249
198 d = dist [x][y]; 250 d = dist [x][y];
199 dist [x][y] = 1; 251 dist [x][y] = 1;
200 seeds.push (point (x, y));
201 } 252 }
202} 253}
203 254
204static void inline 255static void inline
205maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d) 256maybe_push (layout &dist, pointlist &seeds, int x, int y, U8 d)
212 return; 263 return;
213 264
214 seeds.push (point (x, y)); 265 seeds.push (point (x, y));
215} 266}
216 267
217void 268// isolation remover, works on a "distance" map
218layout::isolation_remover (bool dirty) 269// the map must be initialised with 0 == rooms, 255 = walls
270static void noinline
271isolation_remover (layout &dist, unsigned int perturb = 2)
219{ 272{
220 layout dist (w, h);
221
222 // dist contains 273 // dist contains
223 // 0 == invisited rooms 274 // 0 == invisited rooms
224 // 1 == visited rooms 275 // 1 == visited rooms
225 // 2+ shortest distance to random near room 276 // 2+ shortest distance to random near room
226 277
227 // phase 1, initialise dist array, find seed 278 max_it (perturb, 0);
279 min_it (perturb, 2);
280
281 // phase 1, find seed
228 int cnt = 0; 282 int cnt = 0;
229 int x, y; 283 int x, y;
230 284
231 for (int i = 0; i < w; ++i) 285 for (int i = 0; i < dist.w; ++i)
232 for (int j = 0; j < h; ++j) 286 for (int j = 0; j < dist.h; ++j)
233 { 287 if (!dist [i][j] && !rmg_rndm (++cnt))
234 if (col [i][j] == '#')
235 dist [i][j] = U8 (255);
236 else
237 {
238 dist [i][j] = 0;
239 if (!rmg_rndm (++cnt))
240 x = i, y = j; 288 x = i, y = j;
241 }
242 }
243 289
244 if (!cnt) 290 if (!cnt)
245 { 291 {
246 // map is completely massive, this is not good, 292 // map is completely massive, this is not good,
247 // so make it empty instead. 293 // so make it empty instead.
248 clear (); 294 dist.fill (1);
249 border ();
250 return; 295 return;
251 } 296 }
252 297
253 fixed_stack<point> seeds (w * h * 5); 298 fixed_stack<point> seeds (dist.w * dist.h * 5);
254 299
255 // found first free space - picking the first one gives 300 // found first free space - picking the first one gives
256 // us a slight bias for tunnels, but usually you won't 301 // us a slight bias for tunnels, but usually you won't
257 // notice that in-game 302 // notice that in-game
258 seeds.push (point (x, y)); 303 seeds.push (point (x, y));
270 y = p.y; 315 y = p.y;
271 316
272 if (!dist [x][y]) 317 if (!dist [x][y])
273 { 318 {
274 // found new isolated area, make tunnel 319 // found new isolated area, make tunnel
275 if (!dirty)
276 push_flood_fill (dist, seeds, x, y); 320 push_flood_fill (dist, seeds, x, y);
277
278 make_tunnel (dist, seeds, x, y, 255); 321 make_tunnel (dist, seeds, x, y, 254, perturb);
279
280 if (dirty)
281 push_flood_fill (dist, seeds, x, y);
282 } 322 }
283 else 323 else
284 { 324 {
285 // nothing here, continue to expand 325 // nothing here, continue to expand
286 U8 d = U8 (dist [x][y]) + 1; 326 U8 d = U8 (dist [x][y]) + 1;
289 if (x > 0) maybe_push (dist, seeds, x - 1, y, d); 329 if (x > 0) maybe_push (dist, seeds, x - 1, y, d);
290 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d); 330 if (y < dist.h - 1) maybe_push (dist, seeds, x, y + 1, d);
291 if (y > 0) maybe_push (dist, seeds, x, y - 1, d); 331 if (y > 0) maybe_push (dist, seeds, x, y - 1, d);
292 } 332 }
293 } 333 }
334}
335
336void
337layout::isolation_remover (int perturb)
338{
339 layout dist (w - 2, h - 2); // map without border
340
341 for (int x = 1; x < w - 1; ++x)
342 for (int y = 1; y < h - 1; ++y)
343 dist [x - 1][y - 1] = data [x][y] == '#' ? U8 (255) : 0;
344
345 ::isolation_remover (dist, perturb);
294 346
295 // now copy the tunnels over 347 // now copy the tunnels over
296 for (int x = 0; x < w; ++x) 348 for (int x = 1; x < w - 1; ++x)
297 for (int y = 0; y < h; ++y) 349 for (int y = 1; y < h - 1; ++y)
298 if (col [x][y] == '#' && dist [x][y] == 1) 350 if (data [x][y] == '#' && dist [x - 1][y - 1] == 1)
299 col [x][y] = 0; 351 data [x][y] = 0;
300}
301
302/////////////////////////////////////////////////////////////////////////////
303
304// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
305void
306layout::gen_cave (int subtype)
307{
308 switch (subtype)
309 {
310 // a rough cave
311 case 0:
312 fill_rand (rmg_rndm (80, 95));
313 break;
314
315 // corridors
316 case 1:
317 fill_rand (rmg_rndm (5, 40));
318 erode_1_2 (5, 2, 10);
319 erode_1_2 (5, -1, 10);
320 erode_1_2 (5, 2, 1);
321 break;
322
323 // somewhat open, roundish
324 case 2:
325 fill_rand (45);
326 erode_1_2 (5, 0, 5);
327 erode_1_2 (5, 1, 1);
328 break;
329
330 // wide open, some room-like structures
331 case 3:
332 fill_rand (45);
333 erode_1_2 (5, 2, 4);
334 erode_1_2 (5, -1, 3);
335 break;
336 }
337
338 border ();
339 isolation_remover ();
340} 352}
341 353
342///////////////////////////////////////////////////////////////////////////// 354/////////////////////////////////////////////////////////////////////////////
343 355
344//+GPL 356//+GPL
374 int j = doorlist_y [di]; 386 int j = doorlist_y [di];
375 int sindex = surround_flag (*this, i, j); 387 int sindex = surround_flag (*this, i, j);
376 388
377 if (sindex == 3 || sindex == 12) /* these are possible door sindex */ 389 if (sindex == 3 || sindex == 12) /* these are possible door sindex */
378 { 390 {
379 col [i][j] = 'D'; 391 data [i][j] = 'D';
380 ndoors--; 392 ndoors--;
381 } 393 }
382 394
383 /* reduce the size of the list */ 395 /* reduce the size of the list */
384 doorlocs--; 396 doorlocs--;
407 if (symmetry == SYMMETRY_X) 419 if (symmetry == SYMMETRY_X)
408 for (int i = 0; i < sym_layout.w / 2 + 1; i++) 420 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
409 for (int j = 0; j < sym_layout.h; j++) 421 for (int j = 0; j < sym_layout.h; j++)
410 { 422 {
411 sym_layout[i ][j] = 423 sym_layout[i ][j] =
412 sym_layout[sym_layout.w - i - 1][j] = col[i][j]; 424 sym_layout[sym_layout.w - i - 1][j] = data [i][j];
413 } 425 }
414 426
415 if (symmetry == SYMMETRY_Y) 427 if (symmetry == SYMMETRY_Y)
416 for (int i = 0; i < sym_layout.w; i++) 428 for (int i = 0; i < sym_layout.w; i++)
417 for (int j = 0; j < sym_layout.h / 2 + 1; j++) 429 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
418 { 430 {
419 sym_layout[i][j ] = 431 sym_layout[i][j ] =
420 sym_layout[i][sym_layout.h - j - 1] = col[i][j]; 432 sym_layout[i][sym_layout.h - j - 1] = data [i][j];
421 } 433 }
422 434
423 if (symmetry == SYMMETRY_XY) 435 if (symmetry == SYMMETRY_XY)
424 for (int i = 0; i < sym_layout.w / 2 + 1; i++) 436 for (int i = 0; i < sym_layout.w / 2 + 1; i++)
425 for (int j = 0; j < sym_layout.h / 2 + 1; j++) 437 for (int j = 0; j < sym_layout.h / 2 + 1; j++)
426 { 438 {
427 sym_layout[i ][j ] = 439 sym_layout[i ][j ] =
428 sym_layout[i ][sym_layout.h - j - 1] = 440 sym_layout[i ][sym_layout.h - j - 1] =
429 sym_layout[sym_layout.w - i - 1][j ] = 441 sym_layout[sym_layout.w - i - 1][j ] =
430 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = col[i][j]; 442 sym_layout[sym_layout.w - i - 1][sym_layout.h - j - 1] = data [i][j];
431 } 443 }
432 444
433 /* need to run the isolation remover for some layouts */ 445 /* need to run the isolation remover for some layouts */
434#if 0 446#if 0
435 switch (RP->map_layout_style) 447 switch (RP->map_layout_style)
461 { 473 {
462 layout new_layout (w, h); 474 layout new_layout (w, h);
463 475
464 for (int i = 0; i < w; i++) /* copy a reflection back */ 476 for (int i = 0; i < w; i++) /* copy a reflection back */
465 for (int j = 0; j < h; j++) 477 for (int j = 0; j < h; j++)
466 new_layout [i][j] = col [w - i - 1][h - j - 1]; 478 new_layout [i][j] = data [w - i - 1][h - j - 1];
467 479
468 swap (new_layout); 480 swap (new_layout);
469 } 481 }
470 break; 482 break;
471 483
475 layout new_layout (h, w); 487 layout new_layout (h, w);
476 488
477 if (rotation == 1) /* swap x and y */ 489 if (rotation == 1) /* swap x and y */
478 for (int i = 0; i < w; i++) 490 for (int i = 0; i < w; i++)
479 for (int j = 0; j < h; j++) 491 for (int j = 0; j < h; j++)
480 new_layout [j][i] = col [i][j]; 492 new_layout [j][i] = data [i][j];
481 493
482 if (rotation == 3) /* swap x and y */ 494 if (rotation == 3) /* swap x and y */
483 for (int i = 0; i < w; i++) 495 for (int i = 0; i < w; i++)
484 for (int j = 0; j < h; j++) 496 for (int j = 0; j < h; j++)
485 new_layout [j][i] = col [w - i - 1][h - j - 1]; 497 new_layout [j][i] = data [w - i - 1][h - j - 1];
486 498
487 swap (new_layout); 499 swap (new_layout);
488 } 500 }
489 break; 501 break;
490 } 502 }
616 628
617 new_layout.clear (); 629 new_layout.clear ();
618 630
619 for (int i = 0; i < w; i++) 631 for (int i = 0; i < w; i++)
620 for (int j = 0; j < h; j++) 632 for (int j = 0; j < h; j++)
621 switch (col [i][j]) 633 switch (data [i][j])
622 { 634 {
623 case '#': expand_wall (new_layout, i, j, *this); break; 635 case '#': expand_wall (new_layout, i, j, *this); break;
624 case 'D': expand_door (new_layout, i, j, *this); break; 636 case 'D': expand_door (new_layout, i, j, *this); break;
625 default: expand_misc (new_layout, i, j, *this); break; 637 default: expand_misc (new_layout, i, j, *this); break;
626 } 638 }
765 make_wall (*this, dx, dy, 1); 777 make_wall (*this, dx, dy, 1);
766 } 778 }
767} 779}
768 780
769///////////////////////////////////////////////////////////////////////////// 781/////////////////////////////////////////////////////////////////////////////
782
783// inspired mostly by http://www.jimrandomh.org/misc/caves.txt
784void
785layout::gen_cave (int subtype)
786{
787 switch (subtype)
788 {
789 // a rough cave
790 case 0:
791 fill_rand (rmg_rndm (85, 97));
792 break;
793
794 // corridors
795 case 1:
796 fill_rand (rmg_rndm (5, 40));
797 erode_1_2 (5, 2, 10);
798 erode_1_2 (5, -1, 10);
799 erode_1_2 (5, 2, 1);
800 break;
801
802 // somewhat open, roundish
803 case 2:
804 fill_rand (45);
805 erode_1_2 (5, 0, 5);
806 erode_1_2 (5, 1, 1);
807 break;
808
809 // wide open, some room-like structures
810 case 3:
811 fill_rand (45);
812 erode_1_2 (5, 2, 4);
813 erode_1_2 (5, -1, 3);
814 break;
815 }
816
817 border ();
818 isolation_remover ();
819}
820
821void
822layout::gen_castle ()
823{
824 fill ('#');
825
826 for (int n = w * h / 30 + 1; n--; )
827 {
828 int rw = rmg_rndm (6, 10);
829 int rh = rmg_rndm (6, 10);
830
831 int rx = rmg_rndm (0, w - rw);
832 int ry = rmg_rndm (0, h - rh);
833
834 rect (rx, ry, rx + rw, ry + rh, '#');
835 fill_rect (rx + 1, ry + 1, rx + rw - 1, ry + rh - 1, 0);
836 }
837
838 border ();
839 isolation_remover (0);
840}
841
842static void
843gen_mixed_ (layout &maze, random_map_params *RP, int dir)
844{
845 if (maze.w < 20 && maze.h < 20 && !rmg_rndm (3))
846 dir = 2; // stop recursion randomly
847
848 if (dir == 0 && maze.w > 16)
849 {
850 int m = rmg_rndm (8, maze.w - 8);
851
852 layout m1 (maze, 0, 0, m , maze.h); gen_mixed_ (m1, RP, !dir);
853 layout m2 (maze, m, 0, maze.w, maze.h); gen_mixed_ (m2, RP, !dir);
854 }
855 else if (dir == 1 && maze.h > 16)
856 {
857 int m = rmg_rndm (8, maze.h - 8);
858
859 layout m1 (maze, 0, 0, maze.w, m ); gen_mixed_ (m1, RP, !dir);
860 layout m2 (maze, 0, m, maze.w, maze.h); gen_mixed_ (m2, RP, !dir);
861 }
862 else
863 {
864 RP->map_layout_style = rmg_rndm (NROFLAYOUTS - 2) + 1;
865
866 if (RP->map_layout_style == LAYOUT_MULTIPLE)
867 ++RP->map_layout_style;
868
869 maze.generate (RP);
870 }
871}
872
873// recursive subdivision with random sublayouts
874static void
875gen_mixed (layout &maze, random_map_params *RP)
876{
877 random_map_params &rp = *new random_map_params (RP);
878 gen_mixed_ (maze, &rp, rmg_rndm (2));
879 delete &rp;
880
881 maze.border ();
882 maze.isolation_remover ();
883}
770 884
771/* function selects the maze function and gives it whatever 885/* function selects the maze function and gives it whatever
772 arguments it needs. */ 886 arguments it needs. */
773void 887void
774layout::generate (random_map_params *RP) 888layout::generate (random_map_params *RP)
834 if (rmg_rndm (2)) 948 if (rmg_rndm (2))
835 doorify (); 949 doorify ();
836 950
837 break; 951 break;
838 952
953 case LAYOUT_CASTLE:
954 gen_castle ();
955
956 if (rmg_rndm (2))
957 doorify ();
958
959 break;
960
961 case LAYOUT_MULTIPLE:
962 gen_mixed (*this, RP);
963 break;
964
839 default: 965 default:
840 abort (); 966 abort ();
841 } 967 }
842
843 /* rotate the maze randomly */
844 rotate (rmg_rndm (4));
845
846 symmetrize (RP->symmetry_used);
847
848#if 0
849 print ();//D
850#endif
851
852 if (RP->expand2x)
853 expand2x ();
854} 968}
855 969
856//-GPL 970//-GPL
857 971
858#if 0 972#if 0
860{ 974{
861 demo () 975 demo ()
862 { 976 {
863 rmg_rndm.seed (time (0)); 977 rmg_rndm.seed (time (0));
864 978
865 for(int i=1;i<10;i) 979 for(int i=1;i<100;i++)
866 { 980 {
867 layout maze (10, 10); 981 layout maze (40, 25);
868 maze.fill_rand (90); 982 maze.gen_castle ();
869 maze.border ();
870 maze.isolation_remover ();
871 maze.doorify (); 983 maze.doorify ();
872 maze.symmetrize (rmg_rndm (2, 4));
873 maze.rotate (rmg_rndm (4));
874 maze.expand2x ();
875 maze.print (); 984 maze.print ();
985 exit(0);
876 } 986 }
877 987
878 exit (1); 988 exit (1);
879 } 989 }
880} demo; 990} demo;

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