Difference between revisions of "C++ Example of Dungeon-Building Algorithm"

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(Translated to C++ by [[MindControlDx]])
<source lang="cpp">
#include <iostream>
#include <string>
#include <cstdlib>
#include <cstdio>
#include <ctime>
 
class Dungeon
{
    int xmax;
    int ymax;
 
    int xsize;
    int ysize;
 
    int objects;
 
    int chanceRoom;
    int chanceCorridor;
 
    int* dungeon_map;
 
    long oldseed;
 
    enum
    {
        tileUnused = 0,
        tileDirtWall,
        tileDirtFloor,
        tileStoneWall,
        tileCorridor,
        tileDoor,
        tileUpStairs,
        tileDownStairs,
        tileChest
    };
 
    std::string msgXSize;
    std::string msgYSize;
    std::string msgMaxObjects;
    std::string msgNumObjects;
    std::string msgHelp;
    std::string msgDetailedHelp;
 
    void setCell(int x, int y, int celltype)
    {
        dungeon_map[x + xsize * y] = celltype;
    }
    int getCell(int x, int y)
    {
        return dungeon_map[x + xsize * y];
    }
 
    int getRand(int min, int max)
    {
        time_t seed;
        seed = time(NULL) + oldseed;
        oldseed = seed;
 
        srand(seed);
 
        int n = max - min + 1;
        int i = rand() % n;
 
        if(i < 0)
            i = -i;
 
        return min + i;
    }
 
    bool makeCorridor(int x, int y, int lenght, int direction)
    {
        int len = getRand(2, lenght);
        int floor = tileCorridor;
        int dir = 0;
        if(direction > 0 && direction < 4) dir = direction;
 
        int xtemp = 0;
        int ytemp = 0;
 
        switch(dir)
        {
            case 0:
            {
                if(x < 0 || x > xsize) return false;
                else xtemp = x;
 
                for(ytemp = y; ytemp > (y-len); ytemp--)
                {
                    if(ytemp < 0 || ytemp > ysize) return false;
                    if(getCell(xtemp, ytemp) != tileUnused) return false;
                }
 
                for(ytemp = y; ytemp > (y - len); ytemp--)
                {
                    setCell(xtemp, ytemp, floor);
                }
                break;
 
            }
            case 1:
            {
                if(y < 0 || y > ysize) return false;
                else ytemp = y;
 
                for(xtemp = x; xtemp < (x + len); xtemp++)
                {
                    if(xtemp < 0 || xtemp > xsize) return false;
                    if(getCell(xtemp, ytemp) != tileUnused) return false;
                }
 
                for(xtemp = x; xtemp < (x + len); xtemp++)
                {
                    setCell(xtemp, ytemp, floor);
                }
                break;
            }
            case 2:
            {
                if(x < 0 || x > xsize) return false;
                else xtemp = x;
 
                for(ytemp = y; ytemp < (y + len); ytemp++)
                {
                    if(ytemp < 0 || ytemp > ysize) return false;
                    if(getCell(xtemp, ytemp) != tileUnused) return false;
                }
                for (ytemp = y; ytemp < (y+len); ytemp++){
                    setCell(xtemp, ytemp, floor);
                }
break;
            }
            case 3:
            {
                if (ytemp < 0 || ytemp > ysize) return false;
                else ytemp = y;
 
                for (xtemp = x; xtemp > (x-len); xtemp--){
                    if (xtemp < 0 || xtemp > xsize) return false;
                    if (getCell(xtemp, ytemp) != tileUnused) return false;
                }
 
                for (xtemp = x; xtemp > (x-len); xtemp--){
                    setCell(xtemp, ytemp, floor);
                }
                break;
            }
}
//woot, we're still here! let's tell the other guys we're done!!
return true;
}
bool makeRoom(int x, int y, int xlength, int ylength, int direction){
//define the dimensions of the room, it should be at least 4x4 tiles (2x2 for walking on, the rest is walls)
int xlen = getRand(4, xlength);
int ylen = getRand(4, ylength);
//the tile type it's going to be filled with
int floor = tileDirtFloor; //jordgolv..
int wall = tileDirtWall; //jordv????gg
//choose the way it's pointing at
int dir = 0;
if (direction > 0 && direction < 4) dir = direction;
 
switch(dir){
case 0:
//north
//Check if there's enough space left for it
for (int ytemp = y; ytemp > (y-ylen); ytemp--){
if (ytemp < 0 || ytemp > ysize) return false;
for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){
if (xtemp < 0 || xtemp > xsize) return false;
if (getCell(xtemp, ytemp) != tileUnused) return false; //no space left...
}
}
 
//we're still here, build
for (int ytemp = y; ytemp > (y-ylen); ytemp--){
for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){
//start with the walls
if (xtemp == (x-xlen/2)) setCell(xtemp, ytemp, wall);
else if (xtemp == (x+(xlen-1)/2)) setCell(xtemp, ytemp, wall);
else if (ytemp == y) setCell(xtemp, ytemp, wall);
else if (ytemp == (y-ylen+1)) setCell(xtemp, ytemp, wall);
//and then fill with the floor
else setCell(xtemp, ytemp, floor);
}
}
break;
case 1:
//east
for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){
if (ytemp < 0 || ytemp > ysize) return false;
for (int xtemp = x; xtemp < (x+xlen); xtemp++){
if (xtemp < 0 || xtemp > xsize) return false;
if (getCell(xtemp, ytemp) != tileUnused) return false;
}
}
 
for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){
for (int xtemp = x; xtemp < (x+xlen); xtemp++){
 
if (xtemp == x) setCell(xtemp, ytemp, wall);
else if (xtemp == (x+xlen-1)) setCell(xtemp, ytemp, wall);
else if (ytemp == (y-ylen/2)) setCell(xtemp, ytemp, wall);
else if (ytemp == (y+(ylen-1)/2)) setCell(xtemp, ytemp, wall);
 
else setCell(xtemp, ytemp, floor);
}
}
break;
case 2:
//south
for (int ytemp = y; ytemp < (y+ylen); ytemp++){
if (ytemp < 0 || ytemp > ysize) return false;
for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){
if (xtemp < 0 || xtemp > xsize) return false;
if (getCell(xtemp, ytemp) != tileUnused) return false;
}
}
 
for (int ytemp = y; ytemp < (y+ylen); ytemp++){
for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){
 
if (xtemp == (x-xlen/2)) setCell(xtemp, ytemp, wall);
else if (xtemp == (x+(xlen-1)/2)) setCell(xtemp, ytemp, wall);
else if (ytemp == y) setCell(xtemp, ytemp, wall);
else if (ytemp == (y+ylen-1)) setCell(xtemp, ytemp, wall);
 
else setCell(xtemp, ytemp, floor);
}
}
break;
case 3:
//west
for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){
if (ytemp < 0 || ytemp > ysize) return false;
for (int xtemp = x; xtemp > (x-xlen); xtemp--){
if (xtemp < 0 || xtemp > xsize) return false;
if (getCell(xtemp, ytemp) != tileUnused) return false;
}
}
 
for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){
for (int xtemp = x; xtemp > (x-xlen); xtemp--){
 
if (xtemp == x) setCell(xtemp, ytemp, wall);
else if (xtemp == (x-xlen+1)) setCell(xtemp, ytemp, wall);
else if (ytemp == (y-ylen/2)) setCell(xtemp, ytemp, wall);
else if (ytemp == (y+(ylen-1)/2)) setCell(xtemp, ytemp, wall);
 
else setCell(xtemp, ytemp, floor);
}
}
break;
}
 
//yay, all done
return true;
}
void showDungeon(){
for (int y = 0; y < ysize; y++){
for (int x = 0; x < xsize; x++){
//System.out.print(getCell(x, y));
switch(getCell(x, y)){
case tileUnused:
printf(" ");
break;
case tileDirtWall:
printf("#");
break;
case tileDirtFloor:
printf(".");
break;
case tileStoneWall:
printf("X");
break;
case tileCorridor:
printf(".");
break;
case tileDoor:
printf("+");
break;
case tileUpStairs:
printf("<");
break;
case tileDownStairs:
printf(">");
break;
case tileChest:
printf("*");
break;
};
}
//if (xsize <= xmax) printf("\n");
}
}
bool createDungeon(int inx, int iny, int inobj){
if (inobj < 1) objects = 10;
else objects = inobj;
 
//justera kartans storlek, om den ????r st????rre eller mindre ????n "gr????nserna"
//adjust the size of the map, if it's smaller or bigger than the limits
if (inx < 3) xsize = 3;
else if (inx > xmax) xsize = xmax;
else xsize = inx;
 
if (iny < 3) ysize = 3;
else if (iny > ymax) ysize = ymax;
else ysize = iny;
 
//printf("%s %d\n", msgXSize.c_str(), xsize);
//printf("%s %d\n", msgYSize.c_str(),  + ysize);
//printf("%s %d\n", msgMaxObjects.c_str(), objects);
 
//redefine the map var, so it's adjusted to our new map size
dungeon_map = new int[xsize * ysize];
 
//start with making the "standard stuff" on the map
for (int y = 0; y < ysize; y++){
for (int x = 0; x < xsize; x++){
//ie, making the borders of unwalkable walls
if (y == 0) setCell(x, y, tileStoneWall);
else if (y == ysize-1) setCell(x, y, tileStoneWall);
else if (x == 0) setCell(x, y, tileStoneWall);
else if (x == xsize-1) setCell(x, y, tileStoneWall);
 
//and fill the rest with dirt
else setCell(x, y, tileUnused);
}
}
 
/*******************************************************************************
And now the code of the random-map-generation-algorithm begins!
*******************************************************************************/
 
//start with making a room in the middle, which we can start building upon
makeRoom(xsize/2, ysize/2, 8, 6, getRand(0,3)); //getrand saken f????r att slumpa fram riktning p?? rummet
 
//keep count of the number of "objects" we've made
int currentFeatures = 1; //+1 for the first room we just made
 
//then we sart the main loop
for (int countingTries = 0; countingTries < 1000; countingTries++){
//check if we've reached our quota
if (currentFeatures == objects){
break;
}
 
//start with a random wall
int newx = 0;
int xmod = 0;
int newy = 0;
int ymod = 0;
int validTile = -1;
//1000 chances to find a suitable object (room or corridor)..
//(yea, i know it's kinda ugly with a for-loop... -_-')
for (int testing = 0; testing < 1000; testing++){
newx = getRand(1, xsize-1);
newy = getRand(1, ysize-1);
validTile = -1;
//System.out.println("tempx: " + newx + "\ttempy: " + newy);
if (getCell(newx, newy) == tileDirtWall || getCell(newx, newy) == tileCorridor){
//check if we can reach the place
if (getCell(newx, newy+1) == tileDirtFloor || getCell(newx, newy+1) == tileCorridor){
validTile = 0; //
xmod = 0;
ymod = -1;
}
else if (getCell(newx-1, newy) == tileDirtFloor || getCell(newx-1, newy) == tileCorridor){
validTile = 1; //
xmod = +1;
ymod = 0;
}
else if (getCell(newx, newy-1) == tileDirtFloor || getCell(newx, newy-1) == tileCorridor){
validTile = 2; //
xmod = 0;
ymod = +1;
}
else if (getCell(newx+1, newy) == tileDirtFloor || getCell(newx+1, newy) == tileCorridor){
validTile = 3; //
xmod = -1;
ymod = 0;
}
 
//check that we haven't got another door nearby, so we won't get alot of openings besides
//each other
if (validTile > -1){
if (getCell(newx, newy+1) == tileDoor) //north
validTile = -1;
else if (getCell(newx-1, newy) == tileDoor)//east
validTile = -1;
else if (getCell(newx, newy-1) == tileDoor)//south
validTile = -1;
else if (getCell(newx+1, newy) == tileDoor)//west
validTile = -1;
}
 
//if we can, jump out of the loop and continue with the rest
if (validTile > -1) break;
}
}
if (validTile > -1){
//choose what to build now at our newly found place, and at what direction
int feature = getRand(0, 100);
if (feature <= chanceRoom){ //a new room
if (makeRoom((newx+xmod), (newy+ymod), 8, 6, validTile)){
currentFeatures++; //add to our quota
 
//then we mark the wall opening with a door
setCell(newx, newy, tileDoor);
 
//clean up infront of the door so we can reach it
setCell((newx+xmod), (newy+ymod), tileDirtFloor);
}
}
else if (feature >= chanceRoom){ //new corridor
if (makeCorridor((newx+xmod), (newy+ymod), 6, validTile)){
//same thing here, add to the quota and a door
currentFeatures++;
 
setCell(newx, newy, tileDoor);
}
}
}
}
 
 
/*******************************************************************************
All done with the building, let's finish this one off
*******************************************************************************/
 
//sprinkle out the bonusstuff (stairs, chests etc.) over the map
int newx = 0;
int newy = 0;
int ways = 0; //from how many directions we can reach the random spot from
int state = 0; //the state the loop is in, start with the stairs
while (state != 10){
for (int testing = 0; testing < 1000; testing++){
newx = getRand(1, xsize-1);
newy = getRand(1, ysize-2); //cheap bugfix, pulls down newy to 0<y<24, from 0<y<25
 
//System.out.println("x: " + newx + "\ty: " + newy);
ways = 4; //the lower the better
 
//check if we can reach the spot
if (getCell(newx, newy+1) == tileDirtFloor || getCell(newx, newy+1) == tileCorridor){
//north
if (getCell(newx, newy+1) != tileDoor)
ways--;
}
if (getCell(newx-1, newy) == tileDirtFloor || getCell(newx-1, newy) == tileCorridor){
//east
if (getCell(newx-1, newy) != tileDoor)
ways--;
}
if (getCell(newx, newy-1) == tileDirtFloor || getCell(newx, newy-1) == tileCorridor){
//south
if (getCell(newx, newy-1) != tileDoor)
ways--;
}
if (getCell(newx+1, newy) == tileDirtFloor || getCell(newx+1, newy) == tileCorridor){
//west
if (getCell(newx+1, newy) != tileDoor)
ways--;
}
 
if (state == 0){
if (ways == 0){
//we're in state 0, let's place a "upstairs" thing
setCell(newx, newy, tileUpStairs);
state = 1;
break;
}
}
else if (state == 1){
if (ways == 0){
//state 1, place a "downstairs"
setCell(newx, newy, tileDownStairs);
state = 10;
break;
}
}
}
}
 
 
//all done with the map generation, tell the user about it and finish
//printf("%s %d\n",msgNumObjects.c_str(), currentFeatures);
 
return true;
}
 
    void cmain()
    {
        int x = 80;
        int y = 25;
        int dungeon_objects = 100;
        dungeon_map = new int[x * y];
        for(;;)
        {
            if(createDungeon(x, y, dungeon_objects))
            showDungeon();
            std::cin.get();
        }
    }
public:
    Dungeon()
    {
        xmax = 80;
        ymax = 25;
 
        xsize = 0;
        ysize = 0;
 
        objects = 0;
 
        chanceRoom = 75;
        chanceCorridor = 25;
 
        msgXSize = "X size of dungeon: \t";
        msgYSize = "Y size of dungeon: \t";
        msgMaxObjects = "max # of objects: \t";
        msgNumObjects = "# of objects made: \t";
        msgHelp = "";
        msgDetailedHelp = "";
 
        cmain();
    }
};
 
int main()
{
    Dungeon d;
   
    return EXIT_SUCCESS;
}
</source>
[[Category:Articles]]

Revision as of 18:51, 25 August 2012

(Translated to C++ by MindControlDx)

#include <iostream>
#include <string>
#include <cstdlib>
#include <cstdio>
#include <ctime>

class Dungeon
{
    int xmax;
    int ymax;

    int xsize;
    int ysize;

    int objects;

    int chanceRoom;
    int chanceCorridor;

    int* dungeon_map;

    long oldseed;

    enum
    {
        tileUnused = 0,
        tileDirtWall,
        tileDirtFloor,
        tileStoneWall,
        tileCorridor,
        tileDoor,
        tileUpStairs,
        tileDownStairs,
        tileChest
    };

    std::string msgXSize;
    std::string msgYSize;
    std::string msgMaxObjects;
    std::string msgNumObjects;
    std::string msgHelp;
    std::string msgDetailedHelp;

    void setCell(int x, int y, int celltype)
    {
        dungeon_map[x + xsize * y] = celltype;
    }
    int getCell(int x, int y)
    {
        return dungeon_map[x + xsize * y];
    }

    int getRand(int min, int max)
    {
        time_t seed;
        seed = time(NULL) + oldseed;
        oldseed = seed;

        srand(seed);

        int n = max - min + 1;
        int i = rand() % n;

        if(i < 0)
            i = -i;

        return min + i;
    }

    bool makeCorridor(int x, int y, int lenght, int direction)
    {
        int len = getRand(2, lenght);
        int floor = tileCorridor;
        int dir = 0;
        if(direction > 0 && direction < 4) dir = direction;

        int xtemp = 0;
        int ytemp = 0;

        switch(dir)
        {
            case 0:
            {
                if(x < 0 || x > xsize) return false;
                else xtemp = x;

                for(ytemp = y; ytemp > (y-len); ytemp--)
                {
                    if(ytemp < 0 || ytemp > ysize) return false;
                    if(getCell(xtemp, ytemp) != tileUnused) return false;
                }

                for(ytemp = y; ytemp > (y - len); ytemp--)
                {
                    setCell(xtemp, ytemp, floor);
                }
                break;

            }
            case 1:
            {
                if(y < 0 || y > ysize) return false;
                else ytemp = y;

                for(xtemp = x; xtemp < (x + len); xtemp++)
                {
                    if(xtemp < 0 || xtemp > xsize) return false;
                    if(getCell(xtemp, ytemp) != tileUnused) return false;
                }

                for(xtemp = x; xtemp < (x + len); xtemp++)
                {
                    setCell(xtemp, ytemp, floor);
                }
                break;
            }
            case 2:
            {
                if(x < 0 || x > xsize) return false;
                else xtemp = x;

                for(ytemp = y; ytemp < (y + len); ytemp++)
                {
                    if(ytemp < 0 || ytemp > ysize) return false;
                    if(getCell(xtemp, ytemp) != tileUnused) return false;
                }
                for (ytemp = y; ytemp < (y+len); ytemp++){
                    setCell(xtemp, ytemp, floor);
                }
			break;
            }
            case 3:
            {
                if (ytemp < 0 || ytemp > ysize) return false;
                else ytemp = y;

                for (xtemp = x; xtemp > (x-len); xtemp--){
                    if (xtemp < 0 || xtemp > xsize) return false;
                    if (getCell(xtemp, ytemp) != tileUnused) return false;
                }

                for (xtemp = x; xtemp > (x-len); xtemp--){
                    setCell(xtemp, ytemp, floor);
                }
                break;
            }
		}
		//woot, we're still here! let's tell the other guys we're done!!
		return true;
	}
	bool makeRoom(int x, int y, int xlength, int ylength, int direction){
		//define the dimensions of the room, it should be at least 4x4 tiles (2x2 for walking on, the rest is walls)
		int xlen = getRand(4, xlength);
		int ylen = getRand(4, ylength);
		//the tile type it's going to be filled with
		int floor = tileDirtFloor; //jordgolv..
		int wall = tileDirtWall; //jordv????gg
		//choose the way it's pointing at
		int dir = 0;
		if (direction > 0 && direction < 4) dir = direction;

		switch(dir){
		case 0:
		//north
			//Check if there's enough space left for it
			for (int ytemp = y; ytemp > (y-ylen); ytemp--){
				if (ytemp < 0 || ytemp > ysize) return false;
				for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){
					if (xtemp < 0 || xtemp > xsize) return false;
					if (getCell(xtemp, ytemp) != tileUnused) return false; //no space left...
				}
			}

			//we're still here, build
			for (int ytemp = y; ytemp > (y-ylen); ytemp--){
				for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){
					//start with the walls
					if (xtemp == (x-xlen/2)) setCell(xtemp, ytemp, wall);
					else if (xtemp == (x+(xlen-1)/2)) setCell(xtemp, ytemp, wall);
					else if (ytemp == y) setCell(xtemp, ytemp, wall);
					else if (ytemp == (y-ylen+1)) setCell(xtemp, ytemp, wall);
					//and then fill with the floor
					else setCell(xtemp, ytemp, floor);
				}
			}
			break;
		case 1:
		//east
			for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){
				if (ytemp < 0 || ytemp > ysize) return false;
				for (int xtemp = x; xtemp < (x+xlen); xtemp++){
					if (xtemp < 0 || xtemp > xsize) return false;
					if (getCell(xtemp, ytemp) != tileUnused) return false;
				}
			}

			for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){
				for (int xtemp = x; xtemp < (x+xlen); xtemp++){

					if (xtemp == x) setCell(xtemp, ytemp, wall);
					else if (xtemp == (x+xlen-1)) setCell(xtemp, ytemp, wall);
					else if (ytemp == (y-ylen/2)) setCell(xtemp, ytemp, wall);
					else if (ytemp == (y+(ylen-1)/2)) setCell(xtemp, ytemp, wall);

					else setCell(xtemp, ytemp, floor);
				}
			}
			break;
		case 2:
		//south
			for (int ytemp = y; ytemp < (y+ylen); ytemp++){
				if (ytemp < 0 || ytemp > ysize) return false;
				for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){
					if (xtemp < 0 || xtemp > xsize) return false;
					if (getCell(xtemp, ytemp) != tileUnused) return false;
				}
			}

			for (int ytemp = y; ytemp < (y+ylen); ytemp++){
				for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){

					if (xtemp == (x-xlen/2)) setCell(xtemp, ytemp, wall);
					else if (xtemp == (x+(xlen-1)/2)) setCell(xtemp, ytemp, wall);
					else if (ytemp == y) setCell(xtemp, ytemp, wall);
					else if (ytemp == (y+ylen-1)) setCell(xtemp, ytemp, wall);

					else setCell(xtemp, ytemp, floor);
				}
			}
			break;
		case 3:
		//west
			for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){
				if (ytemp < 0 || ytemp > ysize) return false;
				for (int xtemp = x; xtemp > (x-xlen); xtemp--){
					if (xtemp < 0 || xtemp > xsize) return false;
					if (getCell(xtemp, ytemp) != tileUnused) return false;
				}
			}

			for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){
				for (int xtemp = x; xtemp > (x-xlen); xtemp--){

					if (xtemp == x) setCell(xtemp, ytemp, wall);
					else if (xtemp == (x-xlen+1)) setCell(xtemp, ytemp, wall);
					else if (ytemp == (y-ylen/2)) setCell(xtemp, ytemp, wall);
					else if (ytemp == (y+(ylen-1)/2)) setCell(xtemp, ytemp, wall);

					else setCell(xtemp, ytemp, floor);
				}
			}
			break;
		}

		//yay, all done
		return true;
	}
	void showDungeon(){
		for (int y = 0; y < ysize; y++){
			for (int x = 0; x < xsize; x++){
				//System.out.print(getCell(x, y));
				switch(getCell(x, y)){
				case tileUnused:
					printf(" ");
					break;
				case tileDirtWall:
					printf("#");
					break;
				case tileDirtFloor:
					printf(".");
					break;
				case tileStoneWall:
					printf("X");
					break;
				case tileCorridor:
					printf(".");
					break;
				case tileDoor:
					printf("+");
					break;
				case tileUpStairs:
					printf("<");
					break;
				case tileDownStairs:
					printf(">");
					break;
				case tileChest:
					printf("*");
					break;
				};
			}
			//if (xsize <= xmax) printf("\n");
		}
	}
	bool createDungeon(int inx, int iny, int inobj){
		if (inobj < 1) objects = 10;
		else objects = inobj;

		//justera kartans storlek, om den ????r st????rre eller mindre ????n "gr????nserna"
		//adjust the size of the map, if it's smaller or bigger than the limits
		if (inx < 3) xsize = 3;
		else if (inx > xmax) xsize = xmax;
		else xsize = inx;

		if (iny < 3) ysize = 3;
		else if (iny > ymax) ysize = ymax;
		else ysize = iny;

		//printf("%s %d\n", msgXSize.c_str(), xsize);
		//printf("%s %d\n", msgYSize.c_str(),  + ysize);
		//printf("%s %d\n", msgMaxObjects.c_str(), objects);

		//redefine the map var, so it's adjusted to our new map size
		dungeon_map = new int[xsize * ysize];

		//start with making the "standard stuff" on the map
		for (int y = 0; y < ysize; y++){
			for (int x = 0; x < xsize; x++){
				//ie, making the borders of unwalkable walls
				if (y == 0) setCell(x, y, tileStoneWall);
				else if (y == ysize-1) setCell(x, y, tileStoneWall);
				else if (x == 0) setCell(x, y, tileStoneWall);
				else if (x == xsize-1) setCell(x, y, tileStoneWall);

				//and fill the rest with dirt
				else setCell(x, y, tileUnused);
			}
		}

		/*******************************************************************************
		And now the code of the random-map-generation-algorithm begins!
		*******************************************************************************/

		//start with making a room in the middle, which we can start building upon
		makeRoom(xsize/2, ysize/2, 8, 6, getRand(0,3)); //getrand saken f????r att slumpa fram riktning p?? rummet

		//keep count of the number of "objects" we've made
		int currentFeatures = 1; //+1 for the first room we just made

		//then we sart the main loop
		for (int countingTries = 0; countingTries < 1000; countingTries++){
			//check if we've reached our quota
			if (currentFeatures == objects){
				break;
			}

			//start with a random wall
			int newx = 0;
			int xmod = 0;
			int newy = 0;
			int ymod = 0;
			int validTile = -1;
			//1000 chances to find a suitable object (room or corridor)..
			//(yea, i know it's kinda ugly with a for-loop... -_-')
			for (int testing = 0; testing < 1000; testing++){
				newx = getRand(1, xsize-1);
				newy = getRand(1, ysize-1);
				validTile = -1;
				//System.out.println("tempx: " + newx + "\ttempy: " + newy);
				if (getCell(newx, newy) == tileDirtWall || getCell(newx, newy) == tileCorridor){
					//check if we can reach the place
					if (getCell(newx, newy+1) == tileDirtFloor || getCell(newx, newy+1) == tileCorridor){
						validTile = 0; //
						xmod = 0;
						ymod = -1;
					}
					else if (getCell(newx-1, newy) == tileDirtFloor || getCell(newx-1, newy) == tileCorridor){
						validTile = 1; //
						xmod = +1;
						ymod = 0;
					}
					else if (getCell(newx, newy-1) == tileDirtFloor || getCell(newx, newy-1) == tileCorridor){
						validTile = 2; //
						xmod = 0;
						ymod = +1;
					}
					else if (getCell(newx+1, newy) == tileDirtFloor || getCell(newx+1, newy) == tileCorridor){
						validTile = 3; //
						xmod = -1;
						ymod = 0;
					}

					//check that we haven't got another door nearby, so we won't get alot of openings besides
					//each other
					if (validTile > -1){
						if (getCell(newx, newy+1) == tileDoor) //north
							validTile = -1;
						else if (getCell(newx-1, newy) == tileDoor)//east
							validTile = -1;
						else if (getCell(newx, newy-1) == tileDoor)//south
							validTile = -1;
						else if (getCell(newx+1, newy) == tileDoor)//west
							validTile = -1;
					}

					//if we can, jump out of the loop and continue with the rest
					if (validTile > -1) break;
				}
			}
			if (validTile > -1){
				//choose what to build now at our newly found place, and at what direction
				int feature = getRand(0, 100);
				if (feature <= chanceRoom){ //a new room
					if (makeRoom((newx+xmod), (newy+ymod), 8, 6, validTile)){
						currentFeatures++; //add to our quota

						//then we mark the wall opening with a door
						setCell(newx, newy, tileDoor);

						//clean up infront of the door so we can reach it
						setCell((newx+xmod), (newy+ymod), tileDirtFloor);
					}
				}
				else if (feature >= chanceRoom){ //new corridor
					if (makeCorridor((newx+xmod), (newy+ymod), 6, validTile)){
						//same thing here, add to the quota and a door
						currentFeatures++;

						setCell(newx, newy, tileDoor);
					}
				}
			}
		}


		/*******************************************************************************
		All done with the building, let's finish this one off
		*******************************************************************************/

		//sprinkle out the bonusstuff (stairs, chests etc.) over the map
		int newx = 0;
		int newy = 0;
		int ways = 0; //from how many directions we can reach the random spot from
		int state = 0; //the state the loop is in, start with the stairs
		while (state != 10){
			for (int testing = 0; testing < 1000; testing++){
				newx = getRand(1, xsize-1);
				newy = getRand(1, ysize-2); //cheap bugfix, pulls down newy to 0<y<24, from 0<y<25

				//System.out.println("x: " + newx + "\ty: " + newy);
				ways = 4; //the lower the better

				//check if we can reach the spot
				if (getCell(newx, newy+1) == tileDirtFloor || getCell(newx, newy+1) == tileCorridor){
				//north
					if (getCell(newx, newy+1) != tileDoor)
					ways--;
				}
				if (getCell(newx-1, newy) == tileDirtFloor || getCell(newx-1, newy) == tileCorridor){
				//east
					if (getCell(newx-1, newy) != tileDoor)
					ways--;
				}
				if (getCell(newx, newy-1) == tileDirtFloor || getCell(newx, newy-1) == tileCorridor){
				//south
					if (getCell(newx, newy-1) != tileDoor)
					ways--;
				}
				if (getCell(newx+1, newy) == tileDirtFloor || getCell(newx+1, newy) == tileCorridor){
				//west
					if (getCell(newx+1, newy) != tileDoor)
					ways--;
				}

				if (state == 0){
					if (ways == 0){
					//we're in state 0, let's place a "upstairs" thing
						setCell(newx, newy, tileUpStairs);
						state = 1;
						break;
					}
				}
				else if (state == 1){
					if (ways == 0){
					//state 1, place a "downstairs"
						setCell(newx, newy, tileDownStairs);
						state = 10;
						break;
					}
				}
			}
		}


		//all done with the map generation, tell the user about it and finish
		//printf("%s %d\n",msgNumObjects.c_str(), currentFeatures);

		return true;
	}

    void cmain()
    {
        int x = 80;
        int y = 25;
        int dungeon_objects = 100;
        dungeon_map = new int[x * y];
        for(;;)
        {
            if(createDungeon(x, y, dungeon_objects))
            showDungeon();
            std::cin.get();
        }
    }
public:
    Dungeon()
    {
        xmax = 80;
        ymax = 25;

        xsize = 0;
        ysize = 0;

        objects = 0;

        chanceRoom = 75;
        chanceCorridor = 25;

        msgXSize = "X size of dungeon: \t";
        msgYSize = "Y size of dungeon: \t";
        msgMaxObjects = "max # of objects: \t";
        msgNumObjects = "# of objects made: \t";
        msgHelp = "";
        msgDetailedHelp = "";

        cmain();
    }
};

int main()
{
    Dungeon d;
    
    return EXIT_SUCCESS;
}