… | |
… | |
92 | { |
92 | { |
93 | int index = rmg_rndm (wall_free_size); |
93 | int index = rmg_rndm (wall_free_size); |
94 | |
94 | |
95 | *x = wall_x_list[index]; |
95 | *x = wall_x_list[index]; |
96 | *y = wall_y_list[index]; |
96 | *y = wall_y_list[index]; |
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97 | |
97 | /* write the last array point here */ |
98 | /* write the last array point here */ |
98 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
99 | wall_x_list[index] = wall_x_list[wall_free_size - 1]; |
99 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
100 | wall_y_list[index] = wall_y_list[wall_free_size - 1]; |
100 | wall_free_size--; |
101 | wall_free_size--; |
101 | } |
102 | } |
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111 | int count = 0; /* # elements in dirlist */ |
112 | int count = 0; /* # elements in dirlist */ |
112 | |
113 | |
113 | /* look up */ |
114 | /* look up */ |
114 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
115 | if (yc < ysize - 2 && xc > 2 && xc < xsize - 2) /* it is valid to look up */ |
115 | { |
116 | { |
116 | int cleartest = (int) maze[xc][yc + 1] + (int) maze[xc - 1][yc + 1] + (int) maze[xc + 1][yc + 1]; |
117 | int cleartest = maze[xc][yc + 1] + maze[xc - 1][yc + 1] + maze[xc + 1][yc + 1] |
117 | |
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118 | cleartest += (int) maze[xc][yc + 2] + (int) maze[xc - 1][yc + 2] + (int) maze[xc + 1][yc + 2]; |
118 | + maze[xc][yc + 2] + maze[xc - 1][yc + 2] + maze[xc + 1][yc + 2]; |
119 | |
119 | |
120 | if (cleartest == 0) |
120 | if (cleartest == 0) |
121 | dirlist[count++] = 1; |
121 | dirlist[count++] = 1; |
122 | } |
122 | } |
123 | |
123 | |
124 | /* look down */ |
124 | /* look down */ |
125 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
125 | if (yc > 2 && xc > 2 && xc < xsize - 2) /* it is valid to look down */ |
126 | { |
126 | { |
127 | int cleartest = (int) maze[xc][yc - 1] + (int) maze[xc - 1][yc - 1] + (int) maze[xc + 1][yc - 1]; |
127 | int cleartest = maze[xc][yc - 1] + maze[xc - 1][yc - 1] + maze[xc + 1][yc - 1] |
128 | |
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129 | cleartest += (int) maze[xc][yc - 2] + (int) maze[xc - 1][yc - 2] + (int) maze[xc + 1][yc - 2]; |
128 | + maze[xc][yc - 2] + maze[xc - 1][yc - 2] + maze[xc + 1][yc - 2]; |
130 | |
129 | |
131 | if (cleartest == 0) |
130 | if (cleartest == 0) |
132 | dirlist[count++] = 2; |
131 | dirlist[count++] = 2; |
133 | } |
132 | } |
134 | |
133 | |
135 | /* look right */ |
134 | /* look right */ |
136 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
135 | if (xc < xsize - 2 && yc > 2 && yc < ysize - 2) /* it is valid to look left */ |
137 | { |
136 | { |
138 | int cleartest = (int) maze[xc + 1][yc] + (int) maze[xc + 1][yc - 1] + (int) maze[xc + 1][yc + 1]; |
137 | int cleartest = maze[xc + 1][yc] + maze[xc + 1][yc - 1] + maze[xc + 1][yc + 1] |
139 | |
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140 | cleartest += (int) maze[xc + 2][yc] + (int) maze[xc + 2][yc - 1] + (int) maze[xc + 2][yc + 1]; |
138 | + maze[xc + 2][yc] + maze[xc + 2][yc - 1] + maze[xc + 2][yc + 1]; |
141 | |
139 | |
142 | if (cleartest == 0) |
140 | if (cleartest == 0) |
143 | dirlist[count++] = 3; |
141 | dirlist[count++] = 3; |
144 | } |
142 | } |
145 | |
143 | |
146 | /* look left */ |
144 | /* look left */ |
147 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
145 | if (xc > 2 && yc > 2 && yc < ysize - 2) /* it is valid to look down */ |
148 | { |
146 | { |
149 | int cleartest = (int) maze[xc - 1][yc] + (int) maze[xc - 1][yc - 1] + (int) maze[xc - 1][yc + 1]; |
147 | int cleartest = maze[xc - 1][yc] + maze[xc - 1][yc - 1] + maze[xc - 1][yc + 1] |
150 | |
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151 | cleartest += (int) maze[xc - 2][yc] + (int) maze[xc - 2][yc - 1] + (int) maze[xc - 2][yc + 1]; |
148 | + maze[xc - 2][yc] + maze[xc - 2][yc - 1] + maze[xc - 2][yc + 1]; |
152 | |
149 | |
153 | if (cleartest == 0) |
150 | if (cleartest == 0) |
154 | dirlist[count++] = 4; |
151 | dirlist[count++] = 4; |
155 | } |
152 | } |
156 | |
153 | |
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177 | |
174 | |
178 | case 4: /* left */ |
175 | case 4: /* left */ |
179 | *x = xc - 1; |
176 | *x = xc - 1; |
180 | *y = yc; |
177 | *y = yc; |
181 | break; |
178 | break; |
182 | |
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183 | default: /* ??? */ |
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184 | return -1; |
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185 | |
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186 | } |
179 | } |
187 | |
180 | |
188 | return 1; |
181 | return 1; |
189 | } |
182 | } |
190 | |
183 | |
… | |
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197 | |
190 | |
198 | /* write a wall here */ |
191 | /* write a wall here */ |
199 | maze[x][y] = '#'; |
192 | maze[x][y] = '#'; |
200 | |
193 | |
201 | /* decide if we're going to pick from the wall_free_list */ |
194 | /* decide if we're going to pick from the wall_free_list */ |
202 | if (rmg_rndm (4) && wall_free_size > 0) |
195 | if (rmg_rndm (2) && wall_free_size > 0) |
203 | { |
196 | { |
204 | pop_wall_point (&xc, &yc); |
197 | pop_wall_point (&xc, &yc); |
205 | fill_maze_full (maze, xc, yc, xsize, ysize); |
198 | fill_maze_full (maze, xc, yc, xsize, ysize); |
206 | } |
199 | } |
207 | |
200 | |
208 | /* change the if to a while for a complete maze. */ |
201 | /* change the while to an if for a sparse maze. */ |
209 | while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
202 | while (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
210 | fill_maze_full (maze, xc, yc, xsize, ysize); |
203 | fill_maze_full (maze, xc, yc, xsize, ysize); |
211 | } |
204 | } |
212 | |
205 | |
213 | /* recursive routine which will fill much of the maze, but will leave |
206 | /* recursive routine which will fill much of the maze, but will leave |
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219 | |
212 | |
220 | /* write a wall here */ |
213 | /* write a wall here */ |
221 | maze[x][y] = '#'; |
214 | maze[x][y] = '#'; |
222 | |
215 | |
223 | /* decide if we're going to pick from the wall_free_list */ |
216 | /* decide if we're going to pick from the wall_free_list */ |
224 | if (rmg_rndm (4) && wall_free_size > 0) |
217 | if (rmg_rndm (2) && wall_free_size > 0) |
225 | { |
218 | { |
226 | pop_wall_point (&xc, &yc); |
219 | pop_wall_point (&xc, &yc); |
227 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
220 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
228 | } |
221 | } |
229 | |
222 | |
230 | /* change the if to a while for a complete maze. */ |
223 | /* change the if to a while for a complete maze. */ |
231 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
224 | if (find_free_point (maze, &xc, &yc, x, y, xsize, ysize) != -1) |
232 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
225 | fill_maze_sparse (maze, xc, yc, xsize, ysize); |
233 | } |
226 | } |
234 | |
227 | |
235 | /* the outsize interface routine: accepts sizes, returns a char |
228 | /* the outsize interface routine: accepts sizes, returns a char |
236 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
229 | ** maze. option is a flag for either a sparse or a full maze. Sparse |
237 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
230 | mazes have sizable rooms. option = 1, full, 0, sparse.*/ |
238 | void |
231 | void |
239 | maze_gen (Layout maze, int option) |
232 | maze_gen (Layout maze, int full) |
240 | { |
233 | { |
241 | maze->clear (); |
234 | maze->clear (); |
242 | maze->border (); |
235 | maze->border (); |
243 | |
236 | |
244 | /* find how many free wall spots there are */ |
237 | /* find how many free wall spots there are */ |
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256 | { |
249 | { |
257 | int i, j; |
250 | int i, j; |
258 | |
251 | |
259 | pop_wall_point (&i, &j); |
252 | pop_wall_point (&i, &j); |
260 | |
253 | |
261 | if (option) |
254 | if (full) |
262 | fill_maze_full (maze, i, j, maze->w, maze->h); |
255 | fill_maze_full (maze, i, j, maze->w, maze->h); |
263 | else |
256 | else |
264 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
257 | fill_maze_sparse (maze, i, j, maze->w, maze->h); |
265 | } |
258 | } |
266 | |
259 | |
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268 | |
261 | |
269 | free (wall_x_list); |
262 | free (wall_x_list); |
270 | free (wall_y_list); |
263 | free (wall_y_list); |
271 | } |
264 | } |
272 | |
265 | |
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266 | #if 0 |
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267 | static struct demo |
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268 | { |
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269 | demo () |
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270 | { |
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271 | Layout layout (30, 30); |
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272 | rmg_rndm.seed (time (0)); |
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273 | |
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274 | for(int i=1;i<10;++i) |
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275 | { |
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276 | maze_gen (layout, 1); |
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277 | layout.print (); |
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278 | } |
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279 | exit (1); |
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280 | } |
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281 | } demo; |
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282 | #endif |