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35 | |
35 | |
36 | /* we need to maintain a list of wall points to generate |
36 | /* we need to maintain a list of wall points to generate |
37 | reasonable mazes: a straightforward recursive random walk maze |
37 | reasonable mazes: a straightforward recursive random walk maze |
38 | generator would generate a map with a trivial circle-the-outer-wall solution */ |
38 | generator would generate a map with a trivial circle-the-outer-wall solution */ |
39 | |
39 | |
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40 | #include <vector> |
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41 | |
40 | #include <global.h> |
42 | #include <global.h> |
41 | |
43 | |
42 | #include "random_map.h" |
44 | #include "random_map.h" |
43 | #include "rproto.h" |
45 | #include "rproto.h" |
44 | |
46 | |
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47 | struct point |
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48 | { |
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49 | short x; |
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50 | short y; |
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51 | |
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52 | point () |
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53 | { |
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54 | } |
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55 | |
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56 | point (int x, int y) |
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57 | : x(x), y(y) |
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58 | { |
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59 | } |
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60 | }; |
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61 | |
45 | /* global variables that everyone needs: don't want to pass them in |
62 | /* global variables that everyone needs: don't want to pass them in |
46 | as parameters every time. */ |
63 | as parameters every time. */ |
47 | static int *wall_x_list = 0; |
64 | static point *seed_list; |
48 | static int *wall_y_list = 0; |
65 | static int seed_max, seed_size; |
49 | static int wall_free_size = 0; |
66 | static int xsize, ysize; |
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67 | static char **maze; |
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68 | |
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69 | static void |
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70 | push (point p) |
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71 | { |
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72 | assert (seed_size < seed_max); |
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73 | |
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74 | seed_list [seed_size++] = p; |
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75 | |
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76 | maze [p.x][p.y] = '#'; |
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77 | } |
50 | |
78 | |
51 | /* the free wall points are those outer points which aren't corners or |
79 | /* the free wall points are those outer points which aren't corners or |
52 | near corners, and don't have a maze wall growing out of them already. */ |
80 | near corners, and don't have a maze wall growing out of them already. */ |
53 | static void |
81 | static void |
54 | make_wall_free_list (int xsize, int ysize) |
82 | push_walls () |
55 | { |
83 | { |
56 | int i, j, count; |
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57 | |
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58 | count = 0; /* entries already placed in the free list */ |
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59 | /*allocate it */ |
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60 | if (wall_free_size < 0) |
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61 | return; |
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62 | |
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63 | wall_x_list = (int *)calloc (sizeof (int), wall_free_size); |
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64 | wall_y_list = (int *)calloc (sizeof (int), wall_free_size); |
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65 | |
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66 | /* top and bottom wall */ |
84 | /* top and bottom wall */ |
67 | for (i = 2; i < xsize - 2; i++) |
85 | for (int x = 2; x < xsize - 2; x++) |
68 | { |
86 | { |
69 | wall_x_list[count] = i; |
87 | push (point (x, 0)); |
70 | wall_y_list[count] = 0; |
88 | push (point (x, ysize - 1)); |
71 | count++; |
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72 | wall_x_list[count] = i; |
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73 | wall_y_list[count] = ysize - 1; |
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74 | count++; |
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75 | } |
89 | } |
76 | |
90 | |
77 | /* left and right wall */ |
91 | /* left and right wall */ |
78 | for (j = 2; j < ysize - 2; j++) |
92 | for (int y = 2; y < ysize - 2; y++) |
79 | { |
93 | { |
80 | wall_x_list[count] = 0; |
94 | push (point ( 0, y)); |
81 | wall_y_list[count] = j; |
95 | push (point (xsize - 1, y)); |
82 | count++; |
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83 | wall_x_list[count] = xsize - 1; |
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84 | wall_y_list[count] = j; |
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85 | count++; |
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86 | } |
96 | } |
87 | } |
97 | } |
88 | |
98 | |
89 | /* randomly returns one of the elements from the wall point list */ |
99 | /* randomly returns one of the elements from the wall point list */ |
90 | static void |
100 | static point |
91 | pop_wall_point (int *x, int *y) |
101 | pop_rand () |
92 | { |
102 | { |
93 | int index = rmg_rndm (wall_free_size); |
103 | int index = rmg_rndm (seed_size); |
94 | |
104 | |
95 | *x = wall_x_list[index]; |
105 | point p = seed_list [index]; |
96 | *y = wall_y_list[index]; |
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97 | |
106 | |
98 | /* write the last array point here */ |
107 | /* write the last array point here */ |
99 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
108 | seed_list [index] = seed_list [--seed_size]; |
100 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
109 | |
101 | wall_free_size--; |
110 | return p; |
102 | } |
111 | } |
103 | |
112 | |
104 | /* find free point: randomly look for a square adjacent to this one where |
113 | /* find free point: randomly look for a square adjacent to this one where |
105 | we can place a new block without closing a path. We may only look |
114 | we can place a new block without closing a path. We may only look |
106 | up, down, right, or left. */ |
115 | up, down, right, or left. */ |
107 | static int |
116 | static int |
108 | find_free_point (char **maze, int *x, int *y, int xc, int yc, int xsize, int ysize) |
117 | find_free_point (point &p, point pc) |
109 | { |
118 | { |
110 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
119 | /* we will randomly pick from this list, 1=up,2=down,3=right,4=left */ |
111 | int dirlist[4]; |
120 | int dirlist[4]; |
112 | int count = 0; /* # elements in dirlist */ |
121 | int count = 0; /* # elements in dirlist */ |
113 | |
122 | |
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123 | int xc = pc.x; |
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124 | int yc = pc.y; |
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125 | |
114 | /* look up */ |
126 | /* look up */ |
115 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
127 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
116 | { |
128 | { |
117 | int cleartest = maze[xc][yc + 1] + maze[xc - 1][yc + 1] + maze[xc + 1][yc + 1] |
129 | int cleartest = maze[xc][yc + 1] + maze[xc - 1][yc + 1] + maze[xc + 1][yc + 1] |
118 | + maze[xc][yc + 2] + maze[xc - 1][yc + 2] + maze[xc + 1][yc + 2]; |
130 | + maze[xc][yc + 2] + maze[xc - 1][yc + 2] + maze[xc + 1][yc + 2]; |
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156 | |
168 | |
157 | /* choose a random direction */ |
169 | /* choose a random direction */ |
158 | switch (dirlist [rmg_rndm (count)]) |
170 | switch (dirlist [rmg_rndm (count)]) |
159 | { |
171 | { |
160 | case 1: /* up */ |
172 | case 1: /* up */ |
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173 | p.x = xc; |
161 | *y = yc + 1; |
174 | p.y = yc + 1; |
162 | *x = xc; |
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163 | break; |
175 | break; |
164 | |
176 | |
165 | case 2: /* down */ |
177 | case 2: /* down */ |
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178 | p.x = xc; |
166 | *y = yc - 1; |
179 | p.y = yc - 1; |
167 | *x = xc; |
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168 | break; |
180 | break; |
169 | |
181 | |
170 | case 3: /* right */ |
182 | case 3: /* right */ |
171 | *y = yc; |
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172 | *x = xc + 1; |
183 | p.x = xc + 1; |
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184 | p.y = yc; |
173 | break; |
185 | break; |
174 | |
186 | |
175 | case 4: /* left */ |
187 | case 4: /* left */ |
176 | *x = xc - 1; |
188 | p.x = xc - 1; |
177 | *y = yc; |
189 | p.y = yc; |
178 | break; |
190 | break; |
179 | } |
191 | } |
180 | |
192 | |
181 | return 1; |
193 | return 1; |
182 | } |
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183 | |
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184 | /* recursive routine which will fill every available space in the maze |
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185 | with walls*/ |
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186 | static void |
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187 | fill_maze_full (char **maze, int x, int y, int xsize, int ysize) |
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188 | { |
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189 | int xc, yc; |
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190 | |
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191 | /* write a wall here */ |
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192 | maze[x][y] = '#'; |
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193 | |
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194 | /* decide if we're going to pick from the wall_free_list */ |
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195 | if (rmg_rndm (4) && wall_free_size > 0) |
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196 | { |
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197 | pop_wall_point (&xc, &yc); |
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198 | fill_maze_full (maze, xc, yc, xsize, ysize); |
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199 | } |
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200 | |
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201 | /* change the while to an if for a sparse maze. */ |
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202 | while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
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203 | fill_maze_full (maze, xc, yc, xsize, ysize); |
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204 | } |
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205 | |
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206 | /* recursive routine which will fill much of the maze, but will leave |
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207 | some free spots (possibly large) toward the center.*/ |
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208 | static void |
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209 | fill_maze_sparse (char **maze, int x, int y, int xsize, int ysize) |
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210 | { |
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211 | int xc, yc; |
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212 | |
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213 | /* write a wall here */ |
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214 | maze[x][y] = '#'; |
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215 | |
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216 | /* decide if we're going to pick from the wall_free_list */ |
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217 | if (rmg_rndm (4) && wall_free_size > 0) |
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218 | { |
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219 | pop_wall_point (&xc, &yc); |
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220 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
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221 | } |
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222 | |
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223 | /* change the if to a while for a complete maze. */ |
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224 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
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225 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
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226 | } |
194 | } |
227 | |
195 | |
228 | /* the outsize interface routine: accepts sizes, returns a char |
196 | /* the outsize interface routine: accepts sizes, returns a char |
229 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
197 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
230 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
198 | mazes have sizable rooms. option = 3=full, 2=braided, 1=sparse, 0=rooms.*/ |
231 | void |
199 | void |
232 | maze_gen (Layout maze, int full) |
200 | maze_gen (Layout maze, int subtype) |
233 | { |
201 | { |
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202 | xsize = maze->w; |
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203 | ysize = maze->h; |
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204 | ::maze = maze; |
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205 | |
234 | maze->clear (); |
206 | maze->clear (); |
235 | maze->border (); |
207 | maze->border (); |
236 | |
208 | |
237 | /* find how many free wall spots there are */ |
209 | if (xsize < 4 || ysize < 4) |
238 | wall_free_size = 2 * (maze->w - 4) + 2 * (maze->h - 4); |
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239 | |
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240 | make_wall_free_list (maze->w, maze->h); |
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241 | |
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242 | /* return the empty maze */ |
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243 | if (wall_free_size <= 0) |
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244 | return; |
210 | return; |
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211 | |
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212 | seed_max = xsize * ysize; |
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213 | seed_size = 0; |
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214 | seed_list = salloc<point> (seed_max); |
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215 | |
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216 | if (subtype > 0) |
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217 | push_walls (); |
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218 | |
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219 | if (subtype == 0 || subtype == 2) |
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220 | for (int i = (xsize + ysize) / 2; i; --i) |
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221 | push (point (rmg_rndm (1, xsize - 2), rmg_rndm (1, ysize - 2))); |
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222 | |
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223 | bool full = subtype == 3; |
245 | |
224 | |
246 | /* recursively generate the walls of the maze */ |
225 | /* recursively generate the walls of the maze */ |
247 | /* first pop a random starting point */ |
226 | /* first pop a random starting point */ |
248 | while (wall_free_size > 0) |
227 | while (seed_size) |
249 | { |
228 | { |
250 | int i, j; |
229 | point p = pop_rand (); |
251 | |
230 | |
252 | pop_wall_point (&i, &j); |
231 | for (;;) |
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232 | { |
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233 | point pc; |
253 | |
234 | |
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235 | maze [p.x][p.y] = '#'; |
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236 | |
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237 | if (find_free_point (pc, p) < 0) |
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238 | break; |
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239 | |
254 | if (full) |
240 | if (full) |
255 | fill_maze_full (maze, i, j, maze->w, maze->h); |
241 | push (p); |
256 | else |
242 | |
257 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
243 | if (!rmg_rndm (8)) |
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244 | { |
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245 | if (!full) |
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246 | push (pc); |
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247 | |
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248 | break; |
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249 | } |
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250 | |
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251 | p = pc; |
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252 | } |
258 | } |
253 | } |
259 | |
254 | |
260 | /* clean up our intermediate data structures. */ |
255 | /* clean up our intermediate data structures. */ |
261 | |
256 | sfree (seed_list, seed_max); |
262 | free (wall_x_list); |
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263 | free (wall_y_list); |
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264 | } |
257 | } |
265 | |
258 | |
266 | #if 0 |
259 | #if 0 |
267 | static struct demo |
260 | static struct demo |
268 | { |
261 | { |
269 | demo () |
262 | demo () |
270 | { |
263 | { |
271 | Layout layout (30, 30); |
264 | Layout layout (40, 25); |
272 | rmg_rndm.seed (time (0)); |
265 | rmg_rndm.seed (time (0)); |
273 | |
266 | |
274 | for(int i=1;i<10;++i) |
267 | for(int i=1;i<10;++i) |
275 | { |
268 | { |
276 | maze_gen (layout, 1); |
269 | maze_gen (layout, 3); |
277 | layout.print (); |
270 | layout.print (); |
278 | } |
271 | } |
279 | exit (1); |
272 | exit (1); |
280 | } |
273 | } |
281 | } demo; |
274 | } demo; |