6490
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unit uLandGenMaze;
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interface
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procedure GenMaze;
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implementation
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uses uRandom, uLandOutline, uLandTemplates, uVariables, uFloat, uConsts;
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type direction = record x, y: LongInt; end;
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const DIR_N: direction = (x: 0; y: -1);
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DIR_E: direction = (x: 1; y: 0);
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DIR_S: direction = (x: 0; y: 1);
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DIR_W: direction = (x: -1; y: 0);
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operator = (const a, b: direction) c: Boolean;
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begin
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c := (a.x = b.x) and (a.y = b.y);
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end;
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const small_cell_size = 128;
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medium_cell_size = 192;
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large_cell_size = 256;
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braidness = 10;
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var x, y: LongInt;
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cellsize: LongInt; //selected by the user in the gui
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seen_cells_x, seen_cells_y: LongInt; //number of cells that can be visited by the generator, that is every second cell in x and y direction. the cells between there are walls that will be removed when we move from one cell to another
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num_edges_x, num_edges_y: LongInt; //number of resulting edges that need to be vertexificated
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num_cells_x, num_cells_y: LongInt; //actual number of cells, depending on cell size
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seen_list: array of array of LongInt;
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xwalls: array of array of Boolean;
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ywalls: array of array of Boolean;
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x_edge_list: array of array of Boolean;
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y_edge_list: array of array of Boolean;
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maze: array of array of Boolean;
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pa: TPixAr;
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num_vertices: LongInt;
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off_y: LongInt;
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num_steps: LongInt;
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current_step: LongInt;
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step_done: array of Boolean;
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done: Boolean;
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last_cell: array of record x, y: LongInt; end;
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came_from: array of array of record x, y: LongInt; end;
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came_from_pos: array of LongInt;
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maze_inverted: Boolean;
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function when_seen(x: LongInt; y: LongInt): LongInt;
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begin
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if (x < 0) or (x >= seen_cells_x) or (y < 0) or (y >= seen_cells_y) then
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when_seen := current_step
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else
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when_seen := seen_list[x, y];
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end;
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function is_x_edge(x, y: LongInt): Boolean;
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begin
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if (x < 0) or (x > num_edges_x) or (y < 0) or (y > num_cells_y) then
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is_x_edge := false
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else
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is_x_edge := x_edge_list[x, y];
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end;
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function is_y_edge(x, y: LongInt): Boolean;
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begin
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if (x < 0) or (x > num_cells_x) or (y < 0) or (y > num_edges_y) then
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is_y_edge := false
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else
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is_y_edge := y_edge_list[x, y];
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end;
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procedure see_cell;
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var dir: direction;
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tries: LongInt;
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x, y: LongInt;
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found_cell: Boolean;
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next_dir_clockwise: Boolean;
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begin
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x := last_cell[current_step].x;
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y := last_cell[current_step].y;
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seen_list[x, y] := current_step;
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case GetRandom(4) of
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0: dir := DIR_N;
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1: dir := DIR_E;
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2: dir := DIR_S;
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3: dir := DIR_W;
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end;
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tries := 0;
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found_cell := false;
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if getrandom(2) = 1 then next_dir_clockwise := true
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else next_dir_clockwise := false;
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while (tries < 5) and (not found_cell) do
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begin
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if when_seen(x + dir.x, y + dir.y) = current_step then //we are seeing ourselves, try another direction
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begin
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//we have already seen the target cell, decide if we should remove the wall anyway
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//(or put a wall there if maze_inverted, but we are not doing that right now)
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if not maze_inverted and (GetRandom(braidness) = 0) then
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//or just warn that inverted+braid+indestructible terrain != good idea
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begin
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case dir.x of
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-1: if x > 0 then ywalls[x-1, y] := false;
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1: if x < seen_cells_x - 1 then ywalls[x, y] := false;
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end;
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case dir.y of
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-1: if y > 0 then xwalls[x, y-1] := false;
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1: if y < seen_cells_y - 1 then xwalls[x, y] := false;
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end;
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end;
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if next_dir_clockwise then
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begin
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if dir = DIR_N then
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dir := DIR_E
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else if dir = DIR_E then
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dir := DIR_S
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else if dir = DIR_S then
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dir := DIR_W
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else
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dir := DIR_N;
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end
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else
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begin
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if dir = DIR_N then
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dir := DIR_W
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else if dir = DIR_E then
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dir := DIR_N
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else if dir = DIR_S then
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dir := DIR_E
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else
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dir := DIR_S;
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end
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end
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else if when_seen(x + dir.x, y + dir.y) = -1 then //cell was not seen yet, go there
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begin
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case dir.y of
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-1: xwalls[x, y-1] := false;
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1: xwalls[x, y] := false;
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end;
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case dir.x of
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-1: ywalls[x-1, y] := false;
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1: ywalls[x, y] := false;
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end;
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last_cell[current_step].x := x+dir.x;
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last_cell[current_step].y := y+dir.y;
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came_from_pos[current_step] := came_from_pos[current_step] + 1;
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came_from[current_step, came_from_pos[current_step]].x := x;
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came_from[current_step, came_from_pos[current_step]].y := y;
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found_cell := true;
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end
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else //we are seeing someone else, quit
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begin
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step_done[current_step] := true;
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found_cell := true;
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end;
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tries := tries + 1;
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end;
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if not found_cell then
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begin
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last_cell[current_step].x := came_from[current_step, came_from_pos[current_step]].x;
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last_cell[current_step].y := came_from[current_step, came_from_pos[current_step]].y;
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came_from_pos[current_step] := came_from_pos[current_step] - 1;
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if came_from_pos[current_step] >= 0 then see_cell
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else step_done[current_step] := true;
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end;
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end;
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procedure add_vertex(x, y: LongInt);
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var tmp_x, tmp_y: LongInt;
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begin
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if x = NTPX then
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begin
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if pa.ar[num_vertices - 6].x = NTPX then
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begin
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num_vertices := num_vertices - 6;
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end
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else
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begin
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pa.ar[num_vertices].x := NTPX;
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pa.ar[num_vertices].y := 0;
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end
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end
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else
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begin
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if maze_inverted or (x mod 2 = 0) then tmp_x := cellsize
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else tmp_x := cellsize * 2 div 3;
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if maze_inverted or (y mod 2 = 0) then tmp_y := cellsize
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else tmp_y := cellsize * 2 div 3;
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pa.ar[num_vertices].x := (x-1)*cellsize + tmp_x;
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pa.ar[num_vertices].y := (y-1)*cellsize + tmp_y + off_y;
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end;
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num_vertices := num_vertices + 1;
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end;
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procedure add_edge(x, y: LongInt; dir: direction);
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var i: LongInt;
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begin
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if dir = DIR_N then
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begin
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dir := DIR_W
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end
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else if dir = DIR_E then
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begin
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dir := DIR_N
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end
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else if dir = DIR_S then
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begin
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dir := DIR_E
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end
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else
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begin
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dir := DIR_S;
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end;
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for i := 0 to 3 do
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begin
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if dir = DIR_N then
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dir := DIR_E
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else if dir = DIR_E then
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dir := DIR_S
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else if dir = DIR_S then
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dir := DIR_W
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else
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dir := DIR_N;
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if (dir = DIR_N) and is_x_edge(x, y) then
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begin
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x_edge_list[x, y] := false;
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add_vertex(x+1, y);
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add_edge(x, y-1, DIR_N);
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break;
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end;
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if (dir = DIR_E) and is_y_edge(x+1, y) then
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begin
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y_edge_list[x+1, y] := false;
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add_vertex(x+2, y+1);
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add_edge(x+1, y, DIR_E);
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break;
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end;
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if (dir = DIR_S) and is_x_edge(x, y+1) then
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begin
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x_edge_list[x, y+1] := false;
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add_vertex(x+1, y+2);
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add_edge(x, y+1, DIR_S);
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break;
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end;
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if (dir = DIR_W) and is_y_edge(x, y) then
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begin
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y_edge_list[x, y] := false;
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add_vertex(x, y+1);
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add_edge(x-1, y, DIR_W);
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break;
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end;
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end;
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end;
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procedure GenMaze;
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begin
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case cTemplateFilter of
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0: begin
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cellsize := small_cell_size;
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maze_inverted := false;
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end;
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1: begin
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cellsize := medium_cell_size;
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maze_inverted := false;
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end;
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2: begin
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cellsize := large_cell_size;
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maze_inverted := false;
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end;
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3: begin
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cellsize := small_cell_size;
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maze_inverted := true;
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end;
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4: begin
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cellsize := medium_cell_size;
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maze_inverted := true;
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end;
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5: begin
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cellsize := large_cell_size;
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maze_inverted := true;
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end;
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end;
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num_cells_x := LAND_WIDTH div cellsize;
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if not odd(num_cells_x) then num_cells_x := num_cells_x - 1; //needs to be odd
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num_cells_y := LAND_HEIGHT div cellsize;
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if not odd(num_cells_y) then num_cells_y := num_cells_y - 1;
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num_edges_x := num_cells_x - 1;
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num_edges_y := num_cells_y - 1;
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seen_cells_x := num_cells_x div 2;
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seen_cells_y := num_cells_y div 2;
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if maze_inverted then
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num_steps := 3 //TODO randomize, between 3 and 5?
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else
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num_steps := 1;
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SetLength(step_done, num_steps);
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SetLength(last_cell, num_steps);
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SetLength(came_from_pos, num_steps);
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SetLength(came_from, num_steps, num_cells_x*num_cells_y);
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done := false;
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for current_step := 0 to num_steps - 1 do
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step_done[current_step] := false;
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came_from_pos[current_step] := 0;
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current_step := 0;
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SetLength(seen_list, seen_cells_x, seen_cells_y);
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SetLength(xwalls, seen_cells_x, seen_cells_y - 1);
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SetLength(ywalls, seen_cells_x - 1, seen_cells_y);
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SetLength(x_edge_list, num_edges_x, num_cells_y);
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SetLength(y_edge_list, num_cells_x, num_edges_y);
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SetLength(maze, num_cells_x, num_cells_y);
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num_vertices := 0;
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playHeight := num_cells_y * cellsize;
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playWidth := num_cells_x * cellsize;
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off_y := LAND_HEIGHT - playHeight;
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for x := 0 to playWidth do
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for y := 0 to off_y - 1 do
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Land[y, x] := 0;
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for x := 0 to playWidth do
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for y := off_y to LAND_HEIGHT - 1 do
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Land[y, x] := lfBasic;
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for y := 0 to num_cells_y - 1 do
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for x := 0 to num_cells_x - 1 do
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maze[x, y] := false;
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for x := 0 to seen_cells_x - 1 do
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for y := 0 to seen_cells_y - 2 do
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xwalls[x, y] := true;
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for x := 0 to seen_cells_x - 2 do
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for y := 0 to seen_cells_y - 1 do
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ywalls[x, y] := true;
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for x := 0 to seen_cells_x - 1 do
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for y := 0 to seen_cells_y - 1 do
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seen_list[x, y] := -1;
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for x := 0 to num_edges_x - 1 do
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for y := 0 to num_cells_y - 1 do
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x_edge_list[x, y] := false;
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for x := 0 to num_cells_x - 1 do
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for y := 0 to num_edges_y - 1 do
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y_edge_list[x, y] := false;
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for current_step := 0 to num_steps-1 do
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begin
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x := GetRandom(seen_cells_x - 1) div LongWord(num_steps);
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last_cell[current_step].x := x + current_step * seen_cells_x div num_steps;
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last_cell[current_step].y := GetRandom(seen_cells_y);
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end;
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while not done do
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begin
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done := true;
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for current_step := 0 to num_steps-1 do
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begin
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if not step_done[current_step] then
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begin
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see_cell;
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done := false;
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end;
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end;
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end;
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for x := 0 to seen_cells_x - 1 do
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for y := 0 to seen_cells_y - 1 do
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if seen_list[x, y] > -1 then
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maze[(x+1)*2-1, (y+1)*2-1] := true;
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for x := 0 to seen_cells_x - 1 do
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for y := 0 to seen_cells_y - 2 do
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if not xwalls[x, y] then
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maze[x*2 + 1, y*2 + 2] := true;
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for x := 0 to seen_cells_x - 2 do
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for y := 0 to seen_cells_y - 1 do
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if not ywalls[x, y] then
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maze[x*2 + 2, y*2 + 1] := true;
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for x := 0 to num_edges_x - 1 do
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for y := 0 to num_cells_y - 1 do
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if maze[x, y] xor maze[x+1, y] then
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|
403 |
x_edge_list[x, y] := true
|
|
404 |
else
|
|
405 |
x_edge_list[x, y] := false;
|
|
406 |
|
|
407 |
for x := 0 to num_cells_x - 1 do
|
|
408 |
for y := 0 to num_edges_y - 1 do
|
|
409 |
if maze[x, y] xor maze[x, y+1] then
|
|
410 |
y_edge_list[x, y] := true
|
|
411 |
else
|
|
412 |
y_edge_list[x, y] := false;
|
|
413 |
|
|
414 |
for x := 0 to num_edges_x - 1 do
|
|
415 |
for y := 0 to num_cells_y - 1 do
|
|
416 |
if x_edge_list[x, y] then
|
|
417 |
begin
|
|
418 |
x_edge_list[x, y] := false;
|
|
419 |
add_vertex(x+1, y+1);
|
|
420 |
add_vertex(x+1, y);
|
|
421 |
add_edge(x, y-1, DIR_N);
|
|
422 |
add_vertex(NTPX, 0);
|
|
423 |
end;
|
|
424 |
|
|
425 |
pa.count := num_vertices;
|
|
426 |
|
|
427 |
RandomizePoints(pa);
|
|
428 |
BezierizeEdge(pa, _0_25);
|
|
429 |
RandomizePoints(pa);
|
|
430 |
BezierizeEdge(pa, _0_25);
|
|
431 |
|
|
432 |
DrawEdge(pa, 0);
|
|
433 |
|
|
434 |
if maze_inverted then
|
|
435 |
FillLand(1, 1+off_y)
|
|
436 |
else
|
|
437 |
begin
|
|
438 |
x := 0;
|
|
439 |
while Land[cellsize div 2 + cellsize + off_y, x] = lfBasic do
|
|
440 |
x := x + 1;
|
|
441 |
while Land[cellsize div 2 + cellsize + off_y, x] = 0 do
|
|
442 |
x := x + 1;
|
|
443 |
FillLand(x+1, cellsize div 2 + cellsize + off_y);
|
|
444 |
end;
|
|
445 |
|
|
446 |
MaxHedgehogs:= 32;
|
|
447 |
if (GameFlags and gfDisableGirders) <> 0 then hasGirders:= false
|
|
448 |
else hasGirders := true;
|
|
449 |
leftX:= 0;
|
|
450 |
rightX:= playWidth;
|
|
451 |
topY:= off_y;
|
|
452 |
hasBorder := false;
|
|
453 |
end;
|
|
454 |
|
|
455 |
end.
|