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491
sub_maze.c
491
sub_maze.c
@@ -1,4 +1,4 @@
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/* Warning: the function init_maze does not always return a maze with a solution */
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/* The function init_maze has been improved and should return a maze with a solution */
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/* The current algorithm uses a self-avoiding random walk. A better option may be */
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/* to give random weights to the dual graph, and finite a maximal spanning tree */
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@@ -10,6 +10,7 @@ typedef struct
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int neighb[MAZE_MAX_NGBH]; /* neighbour cells */
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short int directions[MAZE_MAX_NGBH]; /* direction of neighbours */
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short int north, east, south, west; /* closed walls */
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short int northeast, northwest, southeast, southwest; /* closed walls */
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short int active; /* takes value 1 if currently active in RW path */
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short int tested; /* takes value 1 if tested */
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short int connected; /* takes value 1 if connected to exit */
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@@ -133,7 +134,361 @@ void init_maze_graph(t_maze maze[NXMAZE*NYMAZE])
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}
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}
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int find_maze_path(t_maze maze[NXMAZE*NYMAZE], int n0, int *path, int *pathlength)
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void init_circular_maze_graph(t_maze maze[NXMAZE*NYMAZE])
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/* initialise graph of circular maze */
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/* NXMAZE should be a power of 2, and NYMAZE a multiple of NXMAZE */
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/* row number i represents the radial coordinate, and column number j the angular one */
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/* the maze is split into square blocks of size NXMAZE times NXMAZE */
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/* in each block, the first column has 1 cell, the second has 2 cells */
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/* then there are 2 columns of 4 cells, 4 columns of 8 cells, etc */
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{
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int i, j, k, n, p, q, block, nblocks, width, nextblock, prevblock;
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printf("Initializing maze\n");
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if (MAZE_MAX_NGBH < 5)
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{
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printf("Error: MAZE_MAX_NGBH should be at least 5 for circular maze\n");
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exit(0);
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}
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if (NYMAZE%NXMAZE != 0) printf("Warning: NYMAZE should be a multiple of NXMAZE\n");
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/* set dummy variables for potentially unused cells */
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for (i=0; i<NXMAZE*NYMAZE; i++) maze[i].nneighb = 0;
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nblocks = NYMAZE/NXMAZE;
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/* initialize neighbours */
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for (block=0; block<nblocks; block++)
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{
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nextblock = (block+1)%nblocks;
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prevblock = block-1; if (prevblock < 0) prevblock = nblocks-1;
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/* first column */
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j = block*NXMAZE;
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n = nmaze(0,j);
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maze[n].nneighb = 4;
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maze[n].neighb[0] = nmaze(1, j);
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maze[n].neighb[1] = nmaze(1, j+1);
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maze[n].neighb[2] = nmaze(0, nextblock*NXMAZE);
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maze[n].neighb[3] = nmaze(0, prevblock*NXMAZE);
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maze[n].directions[0] = 1;
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maze[n].directions[1] = 4;
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maze[n].directions[2] = 0;
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maze[n].directions[3] = 2;
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/* second column */
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for (q=0; q<2; q++)
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{
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j = block*NXMAZE + q;
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n = nmaze(1,j);
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maze[n].nneighb = 5;
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maze[n].neighb[0] = nmaze(2, j + q);
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maze[n].neighb[1] = nmaze(2, j + q + 1);
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if (q == 1) maze[n].neighb[2] = nmaze(1, nextblock*NXMAZE);
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else maze[n].neighb[2] = nmaze(1, j+1);
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if (q == 0) maze[n].neighb[3] = nmaze(1, prevblock*NXMAZE + 1);
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else maze[n].neighb[3] = nmaze(1, j-1);
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maze[n].neighb[4] = nmaze(0, block*NXMAZE);
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maze[n].directions[0] = 1;
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maze[n].directions[1] = 4;
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maze[n].directions[2] = 0;
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maze[n].directions[3] = 2;
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maze[n].directions[4] = 3;
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}
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/* other columns */
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width = 2;
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i = 2;
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while (width < NXMAZE)
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{
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/* left column of block */
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for (q = 0; q < 2*width; q++)
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{
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j = block*NXMAZE + q;
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n = nmaze(i,j);
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maze[n].nneighb = 4;
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maze[n].neighb[0] = nmaze(i+1, j);
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if (q == 2*width-1) maze[n].neighb[1] = nmaze(i, nextblock*NXMAZE);
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else maze[n].neighb[1] = nmaze(i, j+1);
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if (q == 0) maze[n].neighb[2] = nmaze(i, prevblock*NXMAZE + 2*width - 1);
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else maze[n].neighb[2] = nmaze(i, j-1);
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maze[n].neighb[3] = nmaze(i-1, block*NXMAZE + q/2);
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maze[n].directions[0] = 1;
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maze[n].directions[1] = 0;
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maze[n].directions[2] = 2;
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maze[n].directions[3] = 3;
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}
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/* middle columns of block */
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for (p = 1; p < width-1; p++)
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{
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i++;
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for (q = 0; q < 2*width; q++)
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{
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j = block*NXMAZE + q;
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n = nmaze(i,j);
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maze[n].nneighb = 4;
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maze[n].neighb[0] = nmaze(i+1, j);
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if (q == 2*width-1) maze[n].neighb[1] = nmaze(i, nextblock*NXMAZE);
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else maze[n].neighb[1] = nmaze(i, j+1);
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if (q == 0) maze[n].neighb[2] = nmaze(i, prevblock*NXMAZE + 2*width - 1);
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else maze[n].neighb[2] = nmaze(i, j-1);
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maze[n].neighb[3] = nmaze(i-1, j);
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maze[n].directions[0] = 1;
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maze[n].directions[1] = 0;
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maze[n].directions[2] = 2;
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maze[n].directions[3] = 3;
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}
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}
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/* right column of block */
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i++;
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for (q = 0; q < 2*width; q++)
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{
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j = block*NXMAZE + q;
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n = nmaze(i,j);
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if (i<NXMAZE-1) maze[n].nneighb = 5;
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else maze[n].nneighb = 3;
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maze[n].neighb[0] = nmaze(i-1, j);
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if (q == 2*width-1) maze[n].neighb[1] = nmaze(i, nextblock*NXMAZE);
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else maze[n].neighb[1] = nmaze(i, j+1);
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if (q == 0) maze[n].neighb[2] = nmaze(i, prevblock*NXMAZE + 2*width - 1);
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else maze[n].neighb[2] = nmaze(i, j-1);
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maze[n].directions[0] = 3;
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maze[n].directions[1] = 0;
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maze[n].directions[2] = 2;
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if (i<NXMAZE-1)
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{
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printf("i = %i, q = %i, j+ = %i\n", i, q, block*NXMAZE + 2*q);
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maze[n].neighb[3] = nmaze(i+1, block*NXMAZE + 2*q);
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printf("i = %i, q = %i, j+ = %i\n", i, q, block*NXMAZE + 2*q + 1);
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maze[n].neighb[4] = nmaze(i+1, block*NXMAZE + 2*q + 1);
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maze[n].directions[3] = 1;
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maze[n].directions[4] = 4;
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}
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}
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i++;
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width *= 2;
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}
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}
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/* initialize other parameters */
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for (i=0; i<NXMAZE; i++)
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for (j=0; j<NYMAZE; j++)
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{
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n = nmaze(i, j);
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maze[n].active = 0;
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if (maze[n].nneighb == 0) maze[n].tested = 1;
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else maze[n].tested = 0;
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maze[n].connected = 0;
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maze[n].closed = 0;
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maze[n].north = 1;
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maze[n].east = 1;
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maze[n].south = 1;
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maze[n].west = 1;
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maze[n].northeast = 1;
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}
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/* for debugging */
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// for (i=0; i<NXMAZE; i++)
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// for (j=0; j<NYMAZE; j++)
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// {
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// n = nmaze(i, j);
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// q = maze[n].nneighb;
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// if (q > 0) printf("Cell (%i, %i)\n", i, j);
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// for (k = 0; k <q; k++)
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// {
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// p = maze[n].neighb[k];
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// printf("Neighbour %i at (%i, %i)\t", k, p%NXMAZE, p/NXMAZE);
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// printf("Direction %i\n", maze[n].directions[k]);
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// }
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// }
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// sleep(5);
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}
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void init_hex_maze_graph(t_maze maze[NXMAZE*NYMAZE])
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/* initialise graph of maze with honeycomb cells */
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/* NXMAZE and NYMAZE are assumed to be even */
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/* directions are: 0 - north, 1 - NE, 2 - SE, 3 - south, 4 - SW, 5 - NW */
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{
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int i, j, k, n;
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printf("Initializing maze\n");
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if (MAZE_MAX_NGBH < 6)
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{
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printf("Error: MAZE_MAX_NGBH should be at least 5 for circular maze\n");
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exit(0);
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}
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/* initialize neighbours */
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/* in the bulk */
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for (i=1; i<NXMAZE-1; i++)
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for (j=1; j<NYMAZE-1; j++)
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{
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n = nmaze(i, j);
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maze[n].nneighb = 6;
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maze[n].neighb[0] = nmaze(i, j+1);
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maze[n].neighb[3] = nmaze(i, j-1);
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if (i%2 == 0)
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{
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maze[n].neighb[1] = nmaze(i+1, j+1);
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maze[n].neighb[2] = nmaze(i+1, j);
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maze[n].neighb[4] = nmaze(i-1, j);
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maze[n].neighb[5] = nmaze(i-1, j+1);
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}
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else
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{
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maze[n].neighb[1] = nmaze(i+1, j);
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maze[n].neighb[2] = nmaze(i+1, j-1);
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maze[n].neighb[4] = nmaze(i-1, j-1);
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maze[n].neighb[5] = nmaze(i-1, j);
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}
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for (k=0; k<6; k++) maze[n].directions[k] = k;
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}
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/* left side */
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for (j=1; j<NYMAZE-1; j++)
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{
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n = nmaze(0, j);
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maze[n].nneighb = 4;
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maze[n].neighb[0] = nmaze(0, j+1);
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maze[n].neighb[1] = nmaze(1, j+1);
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maze[n].neighb[2] = nmaze(1, j);
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maze[n].neighb[3] = nmaze(0, j-1);
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for (k=0; k<4; k++) maze[n].directions[k] = k;
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}
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/* right side */
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for (j=1; j<NYMAZE-1; j++)
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{
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n = nmaze(NXMAZE-1, j);
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maze[n].nneighb = 4;
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maze[n].neighb[0] = nmaze(NXMAZE-1, j+1);
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maze[n].neighb[1] = nmaze(NXMAZE-1, j-1);
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maze[n].neighb[2] = nmaze(NXMAZE-2, j-1);
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maze[n].neighb[3] = nmaze(NXMAZE-2, j);
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maze[n].directions[0] = 0;
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maze[n].directions[1] = 3;
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maze[n].directions[2] = 4;
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maze[n].directions[3] = 5;
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}
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/* bottom side */
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for (i=1; i<NXMAZE-1; i++)
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{
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n = nmaze(i, 0);
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if (i%2 == 0)
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{
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maze[n].nneighb = 5;
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maze[n].neighb[0] = nmaze(i, 1);
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maze[n].neighb[1] = nmaze(i+1, 1);
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maze[n].neighb[2] = nmaze(i+1, 0);
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maze[n].neighb[3] = nmaze(i-1, 0);
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maze[n].neighb[4] = nmaze(i-1, 1);
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maze[n].directions[0] = 0;
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maze[n].directions[1] = 1;
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maze[n].directions[2] = 2;
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maze[n].directions[3] = 4;
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maze[n].directions[4] = 5;
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}
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else
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{
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maze[n].nneighb = 3;
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maze[n].neighb[0] = nmaze(i, 1);
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maze[n].neighb[1] = nmaze(i+1, 0);
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maze[n].neighb[2] = nmaze(i-1, 0);
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maze[n].directions[0] = 0;
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maze[n].directions[1] = 1;
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maze[n].directions[2] = 5;
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}
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}
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/* top side */
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for (i=1; i<NXMAZE-1; i++)
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{
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n = nmaze(i, NYMAZE-1);
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if (i%2 == 0)
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{
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maze[n].nneighb = 3;
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maze[n].neighb[0] = nmaze(i+1, NYMAZE-1);
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maze[n].neighb[1] = nmaze(i, NYMAZE-2);
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maze[n].neighb[2] = nmaze(i-1, NYMAZE-1);
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maze[n].directions[0] = 2;
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maze[n].directions[1] = 3;
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maze[n].directions[2] = 4;
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}
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else
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{
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maze[n].nneighb = 5;
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maze[n].neighb[0] = nmaze(i+1, NYMAZE-1);
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maze[n].neighb[1] = nmaze(i+1, NYMAZE-2);
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maze[n].neighb[2] = nmaze(i, NYMAZE-2);
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maze[n].neighb[3] = nmaze(i-1, NYMAZE-2);
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maze[n].neighb[4] = nmaze(i-1, NYMAZE-1);
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maze[n].directions[0] = 1;
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maze[n].directions[1] = 2;
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maze[n].directions[2] = 3;
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maze[n].directions[3] = 4;
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maze[n].directions[4] = 5;
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}
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}
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/* corners */
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n = nmaze(0,0);
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maze[n].nneighb = 3;
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maze[n].neighb[0] = nmaze(0,1);
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maze[n].neighb[1] = nmaze(1,1);
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maze[n].neighb[2] = nmaze(1,0);
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maze[n].directions[0] = 0;
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maze[n].directions[1] = 1;
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maze[n].directions[2] = 2;
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n = nmaze(NXMAZE-1,0);
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maze[n].nneighb = 2;
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maze[n].neighb[0] = nmaze(NXMAZE-1,1);
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maze[n].neighb[1] = nmaze(NXMAZE-2,0);
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maze[n].directions[0] = 0;
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maze[n].directions[1] = 5;
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n = nmaze(0,NYMAZE-1);
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maze[n].nneighb = 2;
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maze[n].neighb[0] = nmaze(1,NYMAZE-1);
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maze[n].neighb[1] = nmaze(0,NYMAZE-2);
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maze[n].directions[0] = 2;
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maze[n].directions[1] = 3;
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n = nmaze(NXMAZE-1,NYMAZE-1);
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maze[n].nneighb = 3;
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maze[n].neighb[0] = nmaze(NXMAZE-1,NYMAZE-2);
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maze[n].neighb[1] = nmaze(NXMAZE-2,NYMAZE-2);
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maze[n].neighb[2] = nmaze(NXMAZE-2,NYMAZE-1);
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maze[n].directions[0] = 3;
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maze[n].directions[1] = 4;
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maze[n].directions[2] = 5;
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/* initialize other parameters */
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for (i=0; i<NXMAZE; i++)
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for (j=0; j<NYMAZE; j++)
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{
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n = nmaze(i, j);
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maze[n].active = 0;
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maze[n].tested = 0;
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maze[n].connected = 0;
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maze[n].closed = 0;
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maze[n].north = 1;
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maze[n].northeast = 1;
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maze[n].southeast = 1;
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maze[n].south = 1;
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maze[n].southwest = 1;
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maze[n].northwest = 1;
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}
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}
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int find_maze_path(t_maze maze[NXMAZE*NYMAZE], int n0, int *path, int *pathlength, int mazetype)
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/* find a random walk path in the maze */
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/* returns 0 or 1 depending on whether path reaches a tested cell or a deadend */
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{
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@@ -175,7 +530,8 @@ int find_maze_path(t_maze maze[NXMAZE*NYMAZE], int n0, int *path, int *pathlengt
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deadend = 0;
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inext = next_table[rand()%nnext];
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nextcell = maze[n].neighb[inext];
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switch(maze[n].directions[inext]){
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/* square and circular maze */
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if (mazetype < 2) switch(maze[n].directions[inext]){
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case(0):
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{
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printf("Moving north\n");
|
||||
@@ -201,7 +557,61 @@ int find_maze_path(t_maze maze[NXMAZE*NYMAZE], int n0, int *path, int *pathlengt
|
||||
{
|
||||
printf("Moving west\n");
|
||||
maze[n].west = 0;
|
||||
/* TODO find which is which */
|
||||
maze[nextcell].east = 0;
|
||||
maze[nextcell].northeast = 0;
|
||||
break;
|
||||
}
|
||||
case(4): /* for circular maze */
|
||||
{
|
||||
printf("Moving north-east\n");
|
||||
maze[n].northeast = 0;
|
||||
maze[nextcell].west = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
/* case of hexagonal maze */
|
||||
else switch(maze[n].directions[inext]){
|
||||
case(0):
|
||||
{
|
||||
printf("Moving north\n");
|
||||
maze[n].north = 0;
|
||||
maze[nextcell].south = 0;
|
||||
break;
|
||||
}
|
||||
case(1):
|
||||
{
|
||||
printf("Moving north-east\n");
|
||||
maze[n].northeast = 0;
|
||||
maze[nextcell].southwest = 0;
|
||||
break;
|
||||
}
|
||||
case(2):
|
||||
{
|
||||
printf("Moving south-east\n");
|
||||
maze[n].southeast = 0;
|
||||
maze[nextcell].northwest = 0;
|
||||
break;
|
||||
}
|
||||
case(3):
|
||||
{
|
||||
printf("Moving south\n");
|
||||
maze[n].south = 0;
|
||||
maze[nextcell].north = 0;
|
||||
break;
|
||||
}
|
||||
case(4):
|
||||
{
|
||||
printf("Moving south-west\n");
|
||||
maze[n].southwest = 0;
|
||||
maze[nextcell].northeast = 0;
|
||||
break;
|
||||
}
|
||||
case(5):
|
||||
{
|
||||
printf("Moving north-west\n");
|
||||
maze[n].northwest = 0;
|
||||
maze[nextcell].southeast = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -248,12 +658,12 @@ void init_maze_old(t_maze maze[NXMAZE*NYMAZE])
|
||||
|
||||
for (i=0; i<RAND_SHIFT; i++) rand();
|
||||
|
||||
for (i=0; i<NXMAZE*NYMAZE; i++) if (!maze[i].tested) find_maze_path(maze, i, path, &pathlength);
|
||||
for (i=0; i<NXMAZE*NYMAZE; i++) if (!maze[i].tested) find_maze_path(maze, i, path, &pathlength, 0);
|
||||
|
||||
}
|
||||
|
||||
void init_maze(t_maze maze[NXMAZE*NYMAZE])
|
||||
/* init a maze with exit at (nx, ny) */
|
||||
void init_maze_oftype(t_maze maze[NXMAZE*NYMAZE], int type)
|
||||
/* init a maze of given type */
|
||||
{
|
||||
int i, j, n, deadend, pathlength, newpathlength;
|
||||
int *path, *newpath;
|
||||
@@ -261,16 +671,32 @@ void init_maze(t_maze maze[NXMAZE*NYMAZE])
|
||||
path = (int *)malloc(2*NXMAZE*NYMAZE*sizeof(short int));
|
||||
newpath = (int *)malloc(2*NXMAZE*NYMAZE*sizeof(short int));
|
||||
|
||||
init_maze_graph(maze);
|
||||
switch (type) {
|
||||
case (0):
|
||||
{
|
||||
init_maze_graph(maze);
|
||||
break;
|
||||
}
|
||||
case (1):
|
||||
{
|
||||
init_circular_maze_graph(maze);
|
||||
break;
|
||||
}
|
||||
case (2):
|
||||
{
|
||||
init_hex_maze_graph(maze);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (i=0; i<RAND_SHIFT; i++) rand();
|
||||
|
||||
find_maze_path(maze, 0, path, &pathlength);
|
||||
find_maze_path(maze, 0, path, &pathlength, type);
|
||||
for (n=0; n<pathlength; n++) maze[path[n]].connected = 1;
|
||||
|
||||
for (i=0; i<NXMAZE*NYMAZE; i++) if ((!maze[i].tested)&&(!maze[i].connected))
|
||||
{
|
||||
deadend = find_maze_path(maze, i, path, &pathlength);
|
||||
deadend = find_maze_path(maze, i, path, &pathlength, type);
|
||||
if (!deadend) for (n=0; n<pathlength; n++) maze[path[n]].connected = 1;
|
||||
j = 0;
|
||||
printf("deadend = %i, pathlength = %i\n", deadend, pathlength);
|
||||
@@ -282,7 +708,7 @@ void init_maze(t_maze maze[NXMAZE*NYMAZE])
|
||||
if (j > pathlength) j = 0;
|
||||
printf("j = %i\n", j);
|
||||
// while (deadend)
|
||||
if (!maze[path[j]].connected) deadend = find_maze_path(maze, path[j], newpath, &newpathlength);
|
||||
if (!maze[path[j]].connected) deadend = find_maze_path(maze, path[j], newpath, &newpathlength, type);
|
||||
if (!deadend) for (n=0; n<newpathlength; n++) maze[newpath[n]].connected = 1;
|
||||
}
|
||||
|
||||
@@ -294,6 +720,45 @@ void init_maze(t_maze maze[NXMAZE*NYMAZE])
|
||||
free(newpath);
|
||||
}
|
||||
|
||||
void init_maze(t_maze maze[NXMAZE*NYMAZE])
|
||||
/* init a maze */
|
||||
{
|
||||
init_maze_oftype(maze, 0);
|
||||
}
|
||||
|
||||
void init_circular_maze(t_maze maze[NXMAZE*NYMAZE])
|
||||
/* init a circular maze */
|
||||
{
|
||||
// int i, j, n, q;
|
||||
|
||||
init_maze_oftype(maze, 1);
|
||||
|
||||
/* for debugging */
|
||||
// for (i=0; i<NXMAZE; i++)
|
||||
// for (j=0; j<NYMAZE; j++)
|
||||
// {
|
||||
// n = nmaze(i, j);
|
||||
// q = maze[n].nneighb;
|
||||
// if (q > 0)
|
||||
// {
|
||||
// printf("Cell (%i, %i)\t", i, j);
|
||||
// if (maze[n].north) printf("North ");
|
||||
// if (maze[n].northeast) printf("N-E ");
|
||||
// if (maze[n].east) printf("East ");
|
||||
// if (maze[n].south) printf("South ");
|
||||
// if (maze[n].west) printf("West ");
|
||||
// printf("\n");
|
||||
// }
|
||||
// }
|
||||
// sleep(5);
|
||||
}
|
||||
|
||||
void init_hex_maze(t_maze maze[NXMAZE*NYMAZE])
|
||||
/* init a maze with hexagonal cells */
|
||||
{
|
||||
init_maze_oftype(maze, 2);
|
||||
}
|
||||
|
||||
void init_maze_exit(int nx, int ny, t_maze maze[NXMAZE*NYMAZE])
|
||||
/* init a maze with exit at (nx, ny) */
|
||||
{
|
||||
@@ -307,12 +772,12 @@ void init_maze_exit(int nx, int ny, t_maze maze[NXMAZE*NYMAZE])
|
||||
|
||||
for (i=0; i<RAND_SHIFT; i++) rand();
|
||||
|
||||
find_maze_path(maze, nmaze(nx, ny), path, &pathlength);
|
||||
find_maze_path(maze, nmaze(nx, ny), path, &pathlength, 0);
|
||||
for (n=0; n<pathlength; n++) maze[path[n]].connected = 1;
|
||||
|
||||
for (i=0; i<NXMAZE*NYMAZE; i++) if ((!maze[i].tested)&&(!maze[i].connected))
|
||||
{
|
||||
deadend = find_maze_path(maze, i, path, &pathlength);
|
||||
deadend = find_maze_path(maze, i, path, &pathlength, 0);
|
||||
if (!deadend) for (n=0; n<pathlength; n++) maze[path[n]].connected = 1;
|
||||
j = 0;
|
||||
printf("deadend = %i, pathlength = %i\n", deadend, pathlength);
|
||||
@@ -324,7 +789,7 @@ void init_maze_exit(int nx, int ny, t_maze maze[NXMAZE*NYMAZE])
|
||||
if (j > pathlength) j = 0;
|
||||
printf("j = %i\n", j);
|
||||
// while (deadend)
|
||||
if (!maze[path[j]].connected) deadend = find_maze_path(maze, path[j], newpath, &newpathlength);
|
||||
if (!maze[path[j]].connected) deadend = find_maze_path(maze, path[j], newpath, &newpathlength, 0);
|
||||
if (!deadend) for (n=0; n<newpathlength; n++) maze[newpath[n]].connected = 1;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user