Esempio n. 1
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            public void GenerateMaze(int sizeX, int sizeY, int sizeZ, int seed, int smoothness)
            {
                iSmooth   = smoothness;
                MSIZEX    = sizeX;
                MSIZEY    = sizeY;
                MSIZEZ    = sizeZ;
                maze_base = new int[MSIZEX * MSIZEZ];
                maze_data = new Byte[MSIZEX, MSIZEZ];

                s_stack = new Stack();
                rand    = new Random(seed);

                MazeInit(rand);

                cMazeState state = new cMazeState(rand.Next() % MSIZEX, rand.Next() % MSIZEZ, 0);

                analyze_cell(state, rand);
            }
Esempio n. 2
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 public cMazeState(cMazeState s)
 {
     x = s.x; y = s.y; dir = s.dir;
 }
Esempio n. 3
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            void analyze_cell(cMazeState s, Random r)
            {
                bool bEnd = false, found;
                int indexSrc, indexDest, tDir = 0, prevDir = 0;

                while (true)
                {
                    if (s.dir == 15)
                    {
                        while (s.dir == 15)
                        {
                            s = (cMazeState)s_stack.pop();
                            if (s == null)
                            {
                                bEnd = true;
                                break;
                            }
                        }
                        if (bEnd == true) break;
                    }
                    else
                    {
                        do
                        {
                            prevDir = tDir;
                            tDir = (int)System.Math.Pow(2, r.Next() % 4);

                            if ((r.Next() % 32) < iSmooth)
                                if ((s.dir & prevDir) == 0)
                                    tDir = prevDir;

                            if ((s.dir & tDir) != 0)
                                found = true;
                            else
                                found = false;
                        } while (found == true && s.dir != 15);

                        s.dir |= tDir;

                        indexSrc = cell_index(s.x, s.y);

                        // direction W
                        if (tDir == 1 && s.x > 0)
                        {
                            indexDest = cell_index(s.x - 1, s.y);
                            if (base_cell(indexSrc) != base_cell(indexDest))
                            {
                                merge(indexSrc, indexDest);
                                maze_data[s.x, s.y] |= (byte)Direction.W;

                                s_stack.push(new cMazeState(s));
                                s.x -= 1; s.dir = 0;
                            }
                        }

                        // direction E
                        if (tDir == 2 && s.x < MSIZEX - 1)
                        {
                            indexDest = cell_index(s.x + 1, s.y);
                            if (base_cell(indexSrc) != base_cell(indexDest))
                            {
                                merge(indexSrc, indexDest);
                                maze_data[s.x + 1, s.y] |= (byte)Direction.W;

                                s_stack.push(new cMazeState(s));
                                s.x += 1; s.dir = 0;
                            }
                        }

                        // direction N
                        if (tDir == 4 && s.y > 0)
                        {
                            indexDest = cell_index(s.x, s.y - 1);
                            if (base_cell(indexSrc) != base_cell(indexDest))
                            {
                                merge(indexSrc, indexDest);
                                maze_data[s.x, s.y] |= (byte)Direction.N;

                                s_stack.push(new cMazeState(s));
                                s.y -= 1; s.dir = 0;
                            }
                        }

                        // direction S
                        if (tDir == 8 && s.y < MSIZEZ - 1)
                        {
                            indexDest = cell_index(s.x, s.y + 1);
                            if (base_cell(indexSrc) != base_cell(indexDest))
                            {
                                merge(indexSrc, indexDest);
                                maze_data[s.x, s.y + 1] |= (byte)Direction.N;

                                s_stack.push(new cMazeState(s));
                                s.y += 1; s.dir = 0;
                            }
                        }
                    } // else
                } // while
            }
Esempio n. 4
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            public void GenerateMaze(int sizeX, int sizeY, int sizeZ, int seed, int smoothness)
            {
                iSmooth = smoothness;
                MSIZEX = sizeX;
                MSIZEY = sizeY;
                MSIZEZ = sizeZ;
                maze_base = new int[MSIZEX * MSIZEZ];
                maze_data = new Byte[MSIZEX, MSIZEZ];

                s_stack = new Stack();
                rand = new Random(seed);

                MazeInit(rand);

                cMazeState state = new cMazeState(rand.Next() % MSIZEX, rand.Next() % MSIZEZ, 0);
                analyze_cell(state, rand);
            }
Esempio n. 5
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            void analyze_cell(cMazeState s, Random r)
            {
                bool bEnd = false, found;
                int  indexSrc, indexDest, tDir = 0, prevDir = 0;

                while (true)
                {
                    if (s.dir == 15)
                    {
                        while (s.dir == 15)
                        {
                            s = (cMazeState)s_stack.pop();
                            if (s == null)
                            {
                                bEnd = true;
                                break;
                            }
                        }
                        if (bEnd == true)
                        {
                            break;
                        }
                    }
                    else
                    {
                        do
                        {
                            prevDir = tDir;
                            tDir    = (int)System.Math.Pow(2, r.Next() % 4);

                            if ((r.Next() % 32) < iSmooth)
                            {
                                if ((s.dir & prevDir) == 0)
                                {
                                    tDir = prevDir;
                                }
                            }

                            if ((s.dir & tDir) != 0)
                            {
                                found = true;
                            }
                            else
                            {
                                found = false;
                            }
                        } while (found == true && s.dir != 15);

                        s.dir |= tDir;

                        indexSrc = cell_index(s.x, s.y);

                        // direction W
                        if (tDir == 1 && s.x > 0)
                        {
                            indexDest = cell_index(s.x - 1, s.y);
                            if (base_cell(indexSrc) != base_cell(indexDest))
                            {
                                merge(indexSrc, indexDest);
                                maze_data[s.x, s.y] |= (byte)Direction.W;

                                s_stack.push(new cMazeState(s));
                                s.x -= 1; s.dir = 0;
                            }
                        }

                        // direction E
                        if (tDir == 2 && s.x < MSIZEX - 1)
                        {
                            indexDest = cell_index(s.x + 1, s.y);
                            if (base_cell(indexSrc) != base_cell(indexDest))
                            {
                                merge(indexSrc, indexDest);
                                maze_data[s.x + 1, s.y] |= (byte)Direction.W;

                                s_stack.push(new cMazeState(s));
                                s.x += 1; s.dir = 0;
                            }
                        }

                        // direction N
                        if (tDir == 4 && s.y > 0)
                        {
                            indexDest = cell_index(s.x, s.y - 1);
                            if (base_cell(indexSrc) != base_cell(indexDest))
                            {
                                merge(indexSrc, indexDest);
                                maze_data[s.x, s.y] |= (byte)Direction.N;

                                s_stack.push(new cMazeState(s));
                                s.y -= 1; s.dir = 0;
                            }
                        }

                        // direction S
                        if (tDir == 8 && s.y < MSIZEZ - 1)
                        {
                            indexDest = cell_index(s.x, s.y + 1);
                            if (base_cell(indexSrc) != base_cell(indexDest))
                            {
                                merge(indexSrc, indexDest);
                                maze_data[s.x, s.y + 1] |= (byte)Direction.N;

                                s_stack.push(new cMazeState(s));
                                s.y += 1; s.dir = 0;
                            }
                        }
                    } // else
                }     // while
            }         // function
Esempio n. 6
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 public cMazeState(cMazeState s)
 {
     x = s.x; y = s.y; dir = s.dir;
 }