generate_dungeon.c: generates a dungeon map or loads one from file, and optionally saves it to the file. Also generates and prints distance maps, one for tunneling and one for non-tunneling monsters. Compile: `make` Run: `./generate_dungeon [--load --save]` Generates, loads, or saves a random dungeon as specified in assignment 1.02. Also generates distance maps to the player. For the non-tunneling monster distance map, any open spaces (corridors and hallways) from which it is impossible to reach the player are rendered as 'X'. For the tunneling monster distance map, the border cells (immutable) are rendered as 'X'. I briefly played with implementing my own heap data structure, but I decided to use Dr. Sheaffer's heap because it uses generics and is already tested. I implemented Dijkstra's algorithm also based on Dr. Sheaffer's implementation from past assignments.
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Distributed Autonomous Networked Control Lab / MicroCART
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