#include #include #include "rand.hpp" #include "constants.hpp" #include "maze.hpp" using std::string; using matrix::Matrix; inline size_t rand(size_t i, size_t j) { if(i < j) { return Random::uniform(i, j); } else if(j < i) { return Random::uniform(j, i); } else { return i; } } inline bool split_dir(size_t iDim, size_t jDim) { if(iDim < jDim) { return false; } else if(jDim < iDim) { return true; } else { return Random::uniform(0, 1); } } inline bool good_hole(Matrix &map, size_t split, size_t hole, bool horiz) { if(hole % 2 == 0) return false; size_t j = horiz ? split : hole; size_t i = horiz ? hole : split; if(map[j][i] == WALL_PATH_LIMIT) return false; return true; } void divide(Matrix& map, std::vector &rooms, Point iCoords, Point jCoords, bool horizontal) { int iDim = iCoords.y - iCoords.x; int jDim = jCoords.y - jCoords.x; bool punch_room = false; if(iDim <= 0 || jDim <= 0) { return; } else if(iDim <= 2 && jDim <= 2) { fmt::println("MADE ROOM! {},{}; {},{}", iCoords.x, iCoords.y, jCoords.x, jCoords.y); punch_room = true; } if(horizontal) { size_t split = 0; do { split = rand(iCoords.x, iCoords.x + iDim + 1); } while(split % 2); size_t hole = 0; do { hole = rand(jCoords.x, jCoords.x + jDim +1); } while(good_hole(map, split, hole, horizontal)); for(size_t j = jCoords.x; j <= jCoords.y; j++) { if(j != hole) { map[split][j] = WALL_PATH_LIMIT; } } divide(map, rooms, {iCoords.x, size_t(split - 1)}, jCoords, split_dir(split - iCoords.x - 1, jDim)); divide(map, rooms, {size_t(split + 1), iCoords.y}, jCoords, split_dir(iCoords.x - split - 1, jDim)); } else { size_t split = 0; do { split = rand(jCoords.x, jCoords.x + jDim + 1); } while(split % 2); size_t hole = 0; do { hole = rand(iCoords.x, iCoords.x + iDim + 1); } while(good_hole(map, split, hole, horizontal)); for(size_t i = iCoords.x; i <= iCoords.y; i++) { if(i != hole) { map[i][split] = WALL_PATH_LIMIT; } } divide(map, rooms, iCoords, {jCoords.x, size_t(split - 1)}, split_dir(iDim, split - jCoords.x - 1)); divide(map, rooms, iCoords, {size_t(split + 1), jCoords.y}, Random::uniform(0, 1)); } if(punch_room) { for(size_t j = jCoords.x; j <= jCoords.y; j++) { for(size_t i = iCoords.x; i <= iCoords.y; i++) { map[j][i] = 0; } } Room room{iCoords.x, jCoords.x, iCoords.y - iCoords.x + 1, jCoords.y - jCoords.x + 1}; for(auto r : rooms) { if(r.x == room.x && r.y == room.y) { return; } } rooms.push_back(room); } } void maze::recursive_div(Matrix& map, std::vector& rooms) { size_t width = matrix::width(map); size_t height = matrix::height(map); for(size_t i = 0; i < height; i++) { for(size_t j = 0; j < width; j++) { int val = (i == 0 || j == 0 || i == height - 1 || j == width - 1); map[i][j] = val == 1 ? WALL_PATH_LIMIT : 0; } } divide(map, rooms, {1, height - 2}, {1, width - 2}, split_dir(1, 1)); }