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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#include <random_map.h> |
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|
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LayoutData::LayoutData (int w, int h) |
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: w(w), h(h) |
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{ |
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int size = (sizeof (char *) + sizeof (char) * h) * w; |
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|
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col = (char **)salloc<char> (size); |
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|
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char *data = (char *)(col + w); |
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|
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for (int x = w; x--; ) |
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col [x] = data + x * h; |
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} |
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|
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LayoutData::~LayoutData () |
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{ |
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int size = (sizeof (char *) + sizeof (char) * h) * w; |
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|
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sfree ((char *)col, size); |
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} |
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|
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void |
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LayoutData::fill (char fill) |
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{ |
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memset (col [0], fill, w * h); |
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} |
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|
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void |
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LayoutData::rect (int x1, int y1, int x2, int y2, char fill) |
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{ |
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for (; x1 < x2; ++x1) |
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memset (col [x1] + y1, fill, y2 - y1); |
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} |
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|
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void LayoutData::border (char fill) |
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{ |
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for (int i = 0; i < w; i++) col [i][0] = col [i][h - 1] = fill; |
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for (int j = 0; j < h; j++) col [0][j] = col [w - 1][j] = fill; |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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|
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void |
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Layout::print () |
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{ |
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for (int y = 0; y < ptr->h; y++) |
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{ |
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for (int x = 0; x < ptr->w; x++) |
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{ |
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U8 c = (U8)ptr->col[x][y]; |
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|
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if (!c) |
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c = ' '; |
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else if (c < 10) |
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c += '0'; |
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else if (c < 32) |
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c += 'a' - 10; |
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|
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putc ((char)c, stdout); |
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} |
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|
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putc ('\n', stdout); |
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} |
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|
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putc ('\n', stdout); |
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} |
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|
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///////////////////////////////////////////////////////////////////////////// |
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// isolation remover - ensures single connected area |
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|
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typedef fixed_stack<point> pointlist; |
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|
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static void |
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room (Layout &layout, int xc, int yc) |
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{ |
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layout->rect (xc - 2, yc - 2, xc + 3, yc + 3, 0); |
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} |
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|
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static noinline void |
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push_flood_fill (Layout maze, Layout dist, pointlist &seeds, int x, int y) |
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{ |
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if (maze [x][y]) |
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return; |
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|
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while (y > 0 && !maze [x][y - 1]) |
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--y; |
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|
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int y0 = y; |
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|
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while (y < maze->h && !maze [x][y]) |
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{ |
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seeds.push (point (x, y)); |
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|
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maze [x][y] = 1; |
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dist [x][y] = 1; |
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++y; |
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} |
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|
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while (--y >= y0) |
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{ |
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if (x > 0) push_flood_fill (maze, dist, seeds, x - 1, y); |
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if (x < maze->w - 1) push_flood_fill (maze, dist, seeds, x + 1, y); |
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} |
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} |
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|
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static inline void |
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make_tunnel (Layout maze, Layout dist, pointlist &seeds, int x, int y, U8 d) |
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{ |
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for (;;) |
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{ |
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seeds.push (point (x, y)); |
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|
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maze [x][y] = 1; |
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dist [x][y] = 1; |
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|
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if (x > 1 && U8 (dist [x - 1][y]) < d && dist [x - 1][y] > 1) |
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--x; |
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else if (x < maze->w - 2 && U8 (dist [x + 1][y]) < d && dist [x + 1][y] > 1) |
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++x; |
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else if (y > 1 && U8 (dist [x][y - 1]) < d && dist [x][y - 1] > 1) |
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--y; |
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else if (y < maze->h - 2 && U8 (dist [x][y + 1]) < d && dist [x][y + 1] > 1) |
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++y; |
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else |
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break; |
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|
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d = dist [x][y]; |
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} |
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} |
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|
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static void |
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isolation_remover (Layout maze, bool dirty) |
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{ |
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Layout dist (maze->w, maze->h); |
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|
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dist->fill (255); |
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|
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fixed_stack<point> seeds (maze->w * maze->h * 4); |
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|
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// phase 1, find seed |
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for (int x = 1; x < maze->w; ++x) |
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for (int y = 1; y < maze->h; ++y) |
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if (!maze [x][y]) |
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{ |
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seeds.push (point (x, y)); |
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|
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// phase 2, while we have seeds, if |
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// seed is empty, floodfill, else grow |
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|
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while (seeds.size) |
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{ |
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point p = seeds.remove (rmg_rndm (seeds.size)); |
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|
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x = p.x; |
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y = p.y; |
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|
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if (!maze [x][y]) |
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{ |
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// found new isolated area, make tunnel? |
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if (!dirty) |
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push_flood_fill (maze, dist, seeds, x, y); |
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|
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make_tunnel (maze, dist, seeds, x, y, 255); |
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|
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if (dirty) |
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push_flood_fill (maze, dist, seeds, x, y); |
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} |
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else |
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{ |
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U8 d = U8 (dist [x][y]) + 1; |
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|
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if (x < maze->w - 1 && U8 (dist [x + 1][y]) > d) |
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{ |
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dist [x + 1][y] = d; |
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seeds.push (point (x + 1, y)); |
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} |
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|
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if (x > 0 && U8 (dist [x - 1][y]) > d) |
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{ |
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dist [x - 1][y] = d; |
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seeds.push (point (x - 1, y)); |
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} |
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|
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if (y < maze->h - 1 && U8 (dist [x][y + 1]) > d) |
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{ |
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dist [x][y + 1] = d; |
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seeds.push (point (x, y + 1)); |
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} |
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|
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if (y > 0 && U8 (dist [x][y - 1]) > d) |
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{ |
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dist [x][y - 1] = d; |
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seeds.push (point (x, y - 1)); |
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} |
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} |
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} |
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|
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goto success; |
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} |
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|
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success: |
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dist.free (); |
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|
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// we mark free but visited floors as 1, undo this here |
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for (int x = 0; x < maze->w; ++x) |
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for (int y = 0; y < maze->h; ++y) |
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if (maze [x][y] == 1) |
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maze [x][y] = 0; |
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} |
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|
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void |
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LayoutData::isolation_remover (bool dirty) |
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{ |
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Layout maze; |
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maze.ptr = this; |
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::isolation_remover (maze, dirty); |
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} |
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|
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#if 0 |
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static struct demo |
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{ |
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demo () |
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{ |
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Layout maze (40, 25); |
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rmg_rndm.seed (time (0)); |
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|
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for (int p = 80; p < 100; p += 1) { |
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maze->fill ('#'); |
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|
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#if 1 |
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for (int x = 1; x < maze->w - 1; ++x) |
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for (int y = 1; y < maze->h - 1; ++y) |
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maze [x][y] = rmg_rndm(100) < p ? '#' : 0; |
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#else |
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room (maze, 5, 5); |
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room (maze, 30,20); |
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room (maze, 10,20); |
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room (maze, 20,10); |
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#endif |
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|
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isolation_remover (maze, 1); |
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maze.print (); |
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} |
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|
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#if 0 |
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for(int i=1;i<10;i) |
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{ |
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maze_gen (maze, 1); |
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maze.print (); |
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} |
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#endif |
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exit (1); |
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} |
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} demo; |
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#endif |