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Just a simple maze generator
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#include <stdio.h> | |
#include <stdlib.h> | |
#include <string.h> | |
#include <vector> | |
typedef struct { | |
unsigned int x; | |
unsigned int y; | |
} Coordinate; | |
class Dungeon { | |
unsigned int _width; | |
unsigned int _height; | |
unsigned char *_data; | |
public: | |
void generate(int, int); | |
void write(const char* filename); | |
}; | |
#define QUEUE_SIZE 1024 | |
#define CELL_MARKED 1 | |
#define CELL_FLOOR 128 | |
#define CELL_WALL 0 | |
void Dungeon::generate(int w, int h) { | |
Coordinate *queue = new Coordinate[w*h]; | |
unsigned int load = 0; | |
unsigned char *d = new unsigned char[w*h]; | |
// data is not meant to be NULL, and is correct size and all stuff ... | |
// Fill with walls. | |
memset(d, 0, sizeof(char)*w*h); | |
// Seed the maze with a point inside the border walls. | |
queue[0].x = ( rand() % (w-2) ) + 1; | |
queue[0].y = ( rand() % (h-2) ) + 1; | |
load = 1; | |
// Initialize so that borders are marked walls. | |
for(int i = 0; i < w; ++i) { | |
d[i] = d[i + (w*(h-1))] = CELL_MARKED; | |
} | |
for(int i = 0; i < h; ++i) { | |
d[i*w] = d[(i*w)+(w-1)] = CELL_MARKED; | |
} | |
// As long as there's a wall in the list. | |
while(load != 0) { | |
unsigned int candidate = rand()%load; | |
Coordinate *c = queue + candidate; | |
unsigned int x = c->x; | |
unsigned int y = c->y; | |
unsigned int pos = (y * w) + x; | |
// First, remove from the queue. | |
memcpy(c, queue + load, sizeof(Coordinate)); | |
--load; | |
// Mark the current cell. | |
*(d + pos) = CELL_MARKED + CELL_FLOOR; | |
// Add the surrounding | |
// ## Unroll the whole double loop ? ... why not ... | |
// When marking the wall, we're sure that we won't propagate | |
// outside the maze as the border walls are already marked. | |
unsigned int tmp; | |
Coordinate *target; | |
unsigned char *mark; | |
target = queue + load; | |
tmp = pos - w - 1; // (-1, -1) | |
target->x = x - 1; | |
target->y = y - 1; | |
mark = d + tmp; | |
load += ( (*mark) ^ 1 ) & 1; // If marked, it won't increment. | |
*mark |= 1; // Mark the wall as visited. | |
// Hence, if not marked, the end of the queue will be overwritten. | |
target = queue + load; | |
++tmp; // (0, -1) | |
target->x = x; | |
target->y = y - 1; | |
load += ( (*mark) ^ 1 ) & 1; | |
*mark |= 1; | |
target = queue + load; | |
++tmp; // (1, -1) | |
target->x = x + 1; | |
target->y = y - 1; | |
load += ( (*mark) ^ 1 ) & 1; | |
*mark |= 1; | |
target = queue + load; | |
tmp = pos - 1; // (-1, 0) | |
target->x = x - 1; | |
target->y = y; | |
load += ( (*mark) ^ 1 ) & 1; | |
*mark |= 1; | |
target = queue + load; | |
tmp = pos + 1; // (1, 0) | |
target->x = x + 1; | |
target->y = y; | |
load += ( (*mark) ^ 1 ) & 1; | |
*mark |= 1; | |
target = queue + load; | |
tmp = pos + w - 1; // (-1, 1) | |
target->x = x - 1; | |
target->y = y + 1; | |
mark = d + tmp; | |
load += ( (*mark) ^ 1 ) & 1; | |
*mark |= 1; | |
target = queue + load; | |
++tmp; // (0, 1) | |
target->x = x; | |
target->y = y + 1; | |
load += ( (*mark) ^ 1 ) & 1; | |
*mark |= 1; | |
target = queue + load; | |
++tmp; // (1, 1) | |
target->x = x + 1; | |
target->y = y + 1; | |
load += ( (*mark) ^ 1 ) & 1; | |
*mark |= 1; | |
} | |
delete []queue; | |
_width = w; | |
_height = h; | |
_data = d; | |
// Done ! .... Wait ... no if ?? only one level loops ? | |
} | |
void Dungeon::write(const char* filename) | |
{ | |
FILE *out; | |
out = fopen(filename, "wb"); | |
fprintf(out, "P5\n#\n%d %d\n255\n", _width, _height); | |
fwrite(_data, 1, _width*_height, out); | |
fclose(out); | |
} | |
int main() | |
{ | |
Dungeon donj; | |
donj.generate(128, 128); | |
donj.write("maze.pgm"); | |
return 0; | |
} |
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