C++完成隨機生成迷宮地牢。本站提示廣大學習愛好者:(C++完成隨機生成迷宮地牢)文章只能為提供參考,不一定能成為您想要的結果。以下是C++完成隨機生成迷宮地牢正文
可以用這個地圖焦點做成一個無窮迷宮類的游戲
main.cpp
// Author: FreeKnight 2014-09-02
#include "stdafx.h"
#include <iostream>
#include <string>
#include <random>
#include <cassert>
/*
簡略邏輯流程描寫:
將全部地圖填滿土
在地圖中央挖一個房間出來
選中某一房間(假如有多個的話)的牆壁
肯定要建築某種新元素
檢查從選中的牆延長出去能否有足夠的空間承載新的元素
假如有的話持續,否則就前往第 3 步
從選中的牆處增長新的元素
前往第 3 步,直到地牢扶植完成
在地圖的隨機點上支配上樓和下樓的樓梯
最初,放出來怪獸和物品
*/
//-------------------------------------------------------------------------------
// 臨時支撐的最年夜的地圖塊個數
#define MAX_TILES_NUM 10000
// 房間的年夜小
#define MAX_ROOM_WIDTH 8
#define MAX_ROOM_HEIGHT 8
#define MIN_ROOM_WIDTH 4
#define MIN_ROOM_HEIGHT 4
// 房間和走廊的算計最年夜個數
#define DEFAULT_FEATURE_NUM 1000
// 測驗考試生成房間和走廊的測試次數(即步長)
#define MAX_TRY_TIMES 1000
// 默許創立房間的幾率(100-該值則為創立走廊的幾率)
#define DEFAULT_CREATE_ROOM_CHANCE 70
// 走廊長度
#define MIN_CORRIDOR_LEN 3
#define MAX_CORRIDOR_LEN 6
//-------------------------------------------------------------------------------
// 格子塊
enum class Tile
{
Unused, // 沒用的格子(土塊)
DirtWall, // 牆壁
DirtFloor, // 房間地板
Corridor, // 走廊
Door, // 房門
UpStairs, // 進口
DownStairs // 出口
};
//-------------------------------------------------------------------------------
// 朝向
enum class Direction
{
North, // 北
South, // 南
East, // 東
West, // 西
};
//-------------------------------------------------------------------------------
class Map
{
public:
Map():
xSize(0), ySize(0),
data() { }
// 結構函數,全屏填土
Map(int x, int y, Tile value = Tile::Unused):
xSize(x), ySize(y),
data(x * y, value) { }
// 填充某塊類型
void SetCell(int x, int y, Tile celltype)
{
assert(IsXInBounds(x));
assert(IsYInBounds(y));
data[x + xSize * y] = celltype;
}
// 獲得某塊類型
Tile GetCell(int x, int y) const
{
assert(IsXInBounds(x));
assert(IsYInBounds(y));
return data[x + xSize * y];
}
// 設置一塊區域為指定類型塊
void SetCells(int xStart, int yStart, int xEnd, int yEnd, Tile cellType)
{
assert(IsXInBounds(xStart) && IsXInBounds(xEnd));
assert(IsYInBounds(yStart) && IsYInBounds(yEnd));
assert(xStart <= xEnd);
assert(yStart <= yEnd);
for (auto y = yStart; y != yEnd + 1; ++y)
{
for (auto x = xStart; x != xEnd + 1; ++x)
{
SetCell(x, y, cellType);
}
}
}
// 斷定一塊能否在有用規模內
bool IsXInBounds(int x) const
{
return x >= 0 && x < xSize;
}
// 斷定一塊能否在有用規模內
bool IsYInBounds(int y) const
{
return y >= 0 && y < ySize;
}
// 斷定一個區域能否已被應用過
bool IsAreaUnused(int xStart, int yStart, int xEnd, int yEnd)
{
assert(IsXInBounds(xStart) && IsXInBounds(xEnd));
assert(IsYInBounds(yStart) && IsYInBounds(yEnd));
assert(xStart <= xEnd);
assert(yStart <= yEnd);
for (auto y = yStart; y != yEnd + 1; ++y)
{
for (auto x = xStart; x != xEnd + 1; ++x)
{
if (GetCell(x, y) != Tile::Unused)
{
return false;
}
}
}
return true;
}
// 斷定一個地圖塊四周能否臨接某種地圖塊
bool IsAdjacent(int x, int y, Tile tile)
{
assert(IsXInBounds(x - 1) && IsXInBounds(x + 1));
assert(IsYInBounds(y - 1) && IsYInBounds(y + 1));
return (GetCell(x - 1, y) == tile || GetCell(x + 1, y) == tile ||
GetCell(x, y - 1) == tile || GetCell(x, y + 1) == tile);
}
// 輸入地圖
void Print() const
{
for (auto y = 0; y != ySize; y++)
{
for (auto x = 0; x != xSize; x++)
{
switch(GetCell(x, y))
{
case Tile::Unused:
std::cout << " ";
break;
case Tile::DirtWall:
std::cout << "#";
break;
case Tile::DirtFloor:
std::cout << "_";
break;
case Tile::Corridor:
std::cout << ".";
break;
case Tile::Door:
std::cout << "+";
break;
case Tile::UpStairs:
std::cout << "<";
break;
case Tile::DownStairs:
std::cout << ">";
break;
};
}
std::cout << std::endl;
}
std::cout << std::endl;
}
private:
// 地圖總寬高
int xSize, ySize;
// 全體地圖塊數據
std::vector<Tile> data;
};
//-------------------------------------------------------------------------------
class DungeonGenerator
{
public:
int m_nSeed; // 隨機數種子
int m_nXSize, m_nYSize; // 地圖最年夜寬高
int m_nMaxFeatures; // 房間和走廊的最年夜個數
int m_nChanceRoom; // 創立房間的幾率【0,100】
int m_nChanceCorridor; // 創立走廊的幾率【0,100】 該幾率+創立房間的幾率應該 = 100
typedef std::mt19937 RngT;
public:
DungeonGenerator( int XSize, int YSize ):
m_nSeed(std::random_device()()),
m_nXSize( XSize ), m_nYSize( YSize ),
m_nMaxFeatures( DEFAULT_FEATURE_NUM ),
m_nChanceRoom( DEFAULT_CREATE_ROOM_CHANCE )
{
m_nChanceCorridor = 100 - m_nChanceRoom;
}
Map Generate()
{
assert( m_nMaxFeatures > 0 && m_nMaxFeatures <= DEFAULT_FEATURE_NUM);
assert( m_nXSize > 3 );
assert( m_nYSize > 3 );
auto rng = RngT(m_nSeed);
// step1: 滿地圖填土
auto map = Map(m_nXSize, m_nYSize, Tile::Unused);
MakeDungeon(map, rng);
return map;
}
private:
// 獲得隨機int
int GetRandomInt(RngT& rng, int min, int max) const
{
return std::uniform_int_distribution<int>(min, max)(rng);
}
// 獲得隨機偏向
Direction GetRandomDirection(RngT& rng) const
{
return Direction(std::uniform_int_distribution<int>( static_cast<int>(Direction::North), static_cast<int>(Direction::West) )(rng));
}
// 創立走廊
bool MakeCorridor(Map& map, RngT& rng, int x, int y, int maxLength, Direction direction) const
{
assert(x >= 0 && x < m_nXSize);
assert(y >= 0 && y < m_nYSize);
assert(maxLength > 0 && maxLength <= std::max(m_nXSize, m_nYSize));
// 設置走廊長度
auto length = GetRandomInt(rng, MIN_CORRIDOR_LEN, maxLength);
auto xStart = x;
auto yStart = y;
auto xEnd = x;
auto yEnd = y;
if (direction == Direction::North)
yStart = y - length;
else if (direction == Direction::East)
xEnd = x + length;
else if (direction == Direction::South)
yEnd = y + length;
else if (direction == Direction::West)
xStart = x - length;
// 檢討全部走廊能否在地圖內
if (!map.IsXInBounds(xStart) || !map.IsXInBounds(xEnd) || !map.IsYInBounds(yStart) || !map.IsYInBounds(yEnd))
return false;
// 檢討走廊區域能否有被占用
if (!map.IsAreaUnused(xStart, yStart, xEnd, yEnd))
return false;
map.SetCells(xStart, yStart, xEnd, yEnd, Tile::Corridor);
return true;
}
// 發明房間
bool MakeRoom(Map& map, RngT& rng, int x, int y, int xMaxLength, int yMaxLength, Direction direction) const
{
assert( xMaxLength >= MIN_ROOM_WIDTH );
assert( yMaxLength >= MIN_ROOM_HEIGHT );
// 創立的房間最小是4 * 4,隨機出房間年夜小
auto xLength = GetRandomInt(rng, MIN_ROOM_WIDTH, xMaxLength);
auto yLength = GetRandomInt(rng, MIN_ROOM_HEIGHT, yMaxLength);
auto xStart = x;
auto yStart = y;
auto xEnd = x;
auto yEnd = y;
// 依據房間朝向隨機出房間肇端和終結地位
if (direction == Direction::North)
{
yStart = y - yLength;
xStart = x - xLength / 2;
xEnd = x + (xLength + 1) / 2;
}
else if (direction == Direction::East)
{
yStart = y - yLength / 2;
yEnd = y + (yLength + 1) / 2;
xEnd = x + xLength;
}
else if (direction == Direction::South)
{
yEnd = y + yLength;
xStart = x - xLength / 2;
xEnd = x + (xLength + 1) / 2;
}
else if (direction == Direction::West)
{
yStart = y - yLength / 2;
yEnd = y + (yLength + 1) / 2;
xStart = x - xLength;
}
// 要包管生成的房間必定四個點都在地圖中
if (!map.IsXInBounds(xStart) || !map.IsXInBounds(xEnd) || !map.IsYInBounds(yStart) || !map.IsYInBounds(yEnd))
return false;
// 要包管房間所占用地盤未被其他地占用
if (!map.IsAreaUnused(xStart, yStart, xEnd, yEnd))
return false;
// 四周種牆
map.SetCells(xStart, yStart, xEnd, yEnd, Tile::DirtWall);
// 房間內鋪地板
map.SetCells(xStart + 1, yStart + 1, xEnd - 1, yEnd - 1, Tile::DirtFloor);
return true;
}
// 創立一個房間或許走廊
bool MakeRoomOrCorridor(Map& map, RngT& rng, int x, int y, int xmod, int ymod, Direction direction) const
{
// 隨機選擇創立類型(房間或許走廊)
auto chance = GetRandomInt(rng, 0, 100);
if (chance <= m_nChanceRoom)
{
// 創立房間
if (MakeRoom(map, rng, x + xmod, y + ymod, MAX_ROOM_WIDTH, MAX_ROOM_HEIGHT, direction))
{
// 以後地位設置門
map.SetCell(x, y, Tile::Door);
// 刪除門旁邊的牆壁,改建為牆壁
map.SetCell(x + xmod, y + ymod, Tile::DirtFloor);
return true;
}
return false;
}
else
{
// 創立走廊
if (MakeCorridor(map, rng, x + xmod, y + ymod, MAX_CORRIDOR_LEN, direction))
{
// 以後地位設置門
map.SetCell(x, y, Tile::Door);
return true;
}
return false;
}
}
// 對全地圖停止隨機處置生成房間和走廊
bool MakeRandomFeature(Map& map, RngT& rng) const
{
for( auto tries = 0 ; tries != MAX_TRY_TIMES; ++tries)
{
// 獲得一個成心義的地形格
int x = GetRandomInt(rng, 1, m_nXSize - 2);
int y = GetRandomInt(rng, 1, m_nYSize - 2);
// 獲得一個隨機牆壁 或許 走廊
if (map.GetCell(x, y) != Tile::DirtWall && map.GetCell(x, y) != Tile::Corridor)
continue;
// 包管該牆壁和走廊不臨接門
if (map.IsAdjacent(x, y, Tile::Door))
continue;
// 找個臨接牆壁或許走廊的格子 創立新居間或許走廊
if (map.GetCell(x, y+1) == Tile::DirtFloor || map.GetCell(x, y+1) == Tile::Corridor)
{
if (MakeRoomOrCorridor(map, rng, x, y, 0, -1, Direction::North))
return true;
}
else if (map.GetCell(x-1, y) == Tile::DirtFloor || map.GetCell(x-1, y) == Tile::Corridor)
{
if (MakeRoomOrCorridor(map, rng, x, y, 1, 0, Direction::East))
return true;
}
else if (map.GetCell(x, y-1) == Tile::DirtFloor || map.GetCell(x, y-1) == Tile::Corridor)
{
if (MakeRoomOrCorridor(map, rng, x, y, 0, 1, Direction::South))
return true;
}
else if (map.GetCell(x+1, y) == Tile::DirtFloor || map.GetCell(x+1, y) == Tile::Corridor)
{
if (MakeRoomOrCorridor(map, rng, x, y, -1, 0, Direction::West))
return true;
}
}
return false;
}
// 隨機制造收支口
bool MakeRandomStairs(Map& map, RngT& rng, Tile tile) const
{
auto tries = 0;
auto maxTries = MAX_TILES_NUM;
for ( ; tries != maxTries; ++tries)
{
// 隨機獲得一個非邊沿的點
int x = GetRandomInt(rng, 1, m_nXSize - 2);
int y = GetRandomInt(rng, 1, m_nYSize - 2);
// 假如四周沒有地板而且沒有走廊(通路)的話,直接廢棄
if (!map.IsAdjacent(x, y, Tile::DirtFloor) && !map.IsAdjacent(x, y, Tile::Corridor))
continue;
// 四周不許可有門
if (map.IsAdjacent(x, y, Tile::Door))
continue;
map.SetCell(x, y, tile);
return true;
}
return false;
}
// 隨機生成地牢
bool MakeDungeon(Map& map, RngT& rng) const
{
// step2 : 在正中央創立一個房間
MakeRoom(map, rng, m_nXSize / 2, m_nYSize / 2, MAX_ROOM_WIDTH, MAX_ROOM_HEIGHT, GetRandomDirection(rng));
for (auto features = 1; features != m_nMaxFeatures; ++features)
{
if (!MakeRandomFeature(map, rng))
{
std::cout << "生成地牢已滿。(以後房間和走廊個數為: " << features << ")." << std::endl;
break;
}
}
// 創立隨機進口點
if (!MakeRandomStairs(map, rng, Tile::UpStairs))
std::cout << "創立進口點掉敗!" << std::endl;
// 創立隨機出口點
if (!MakeRandomStairs(map, rng, Tile::DownStairs))
std::cout << "創立出口點掉敗!" << std::endl;
return true;
}
};
#include <windows.h>
void ResetConsoleSize()
{
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
// 獲得尺度輸入裝備句柄
CONSOLE_SCREEN_BUFFER_INFO bInfo; // 窗口緩沖區信息
GetConsoleScreenBufferInfo(hOut, &bInfo );
COORD size = {1000, 800};
SetConsoleScreenBufferSize(hOut,size); // 從新設置緩沖區年夜小
SMALL_RECT rc = {0,0, 1000-1, 800-1}; // 重置窗口地位和年夜小
SetConsoleWindowInfo(hOut,true ,&rc);
}
void FlushReadme()
{
std::cout<< "=================================" << std::endl;
std::cout<< " < 表現進口 " << std::endl;
std::cout<< " > 表現出口 " << std::endl;
std::cout<< " _ 下劃線表現地板 " << std::endl;
std::cout<< " # 表現牆壁 " << std::endl;
std::cout<< " . 點表現走廊 " << std::endl;
std::cout<< " + 表現門 " << std::endl;
std::cout<< "純黑表現啥都沒有,是妨礙" << std::endl;
std::cout<< "=================================" << std::endl;
}
int main()
{
ResetConsoleSize();
FlushReadme();
DungeonGenerator* pGenerator = new DungeonGenerator( 150, 50 );
if( pGenerator == NULL )
return -1;
auto map = pGenerator->Generate();
map.Print();
int n;
std::cin >> n;
}
演示圖:
以上所述就是本文的全體內容了,願望年夜家可以或許愛好。