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#include <string.h>
#include <stdlib.h>
#include <curses.h>
#include <limits.h>
#include "map.h"
#include "config.h"
#include "stack.h"
Map empty_map(size_t width, size_t height) {
Map map = malloc(sizeof(MapTile*) * height);
if (map == NULL) return NULL;
for (size_t row = 0; row < height; row++) {
map[row] = malloc(sizeof(MapTile) * width);
if (map[row] == NULL) return NULL;
memset(map[row], 0, width*sizeof(MapTile));
}
return map;
}
unsigned int neighbours(Position neighbour_array[], Position pos, size_t width, size_t height, \
char visited[height][width]) {
//TODO: add thing for when visited is NULL
size_t cur = 0;
if (pos.x > 0 && !visited[pos.y][pos.x - 1]) {
neighbour_array[cur].x = pos.x - 1;
neighbour_array[cur].y = pos.y;
cur += 1;
}
if (pos.x + 1 < width && !visited[pos.y][pos.x + 1]) {
neighbour_array[cur].x = pos.x + 1;
neighbour_array[cur].y = pos.y;
cur += 1;
}
if (pos.y > 0 && !visited[pos.y - 1][pos.x]) {
neighbour_array[cur].x = pos.x;
neighbour_array[cur].y = pos.y - 1;
cur += 1;
}
if (pos.y + 1 < height && !visited[pos.y + 1][pos.x]) {
neighbour_array[cur].x = pos.x;
neighbour_array[cur].y = pos.y + 1;
cur += 1;
}
return cur;
}
Map rbt_maze_map(size_t width, size_t height, unsigned int seed) {
size_t map_width = width * 2 - 1,
map_height = height * 2 - 1;
Map map = empty_map(map_width, map_height);
// Vertical walls
for (size_t i = 1; i < map_width; i += 2) {
for (size_t j = 0; j < map_height; j += 1) {
map[j][i] = WALL;
}
}
// Horizontal walls
for (size_t i = 1; i < map_height; i += 2) {
for (size_t j = 0; j < map_width; j += 1) {
map[i][j] = WALL;
}
}
Position beginning_cell = {width - 1, height - 1};
char visited[height][width]; // 1 if visited, 0 if not
memset(visited, 0, sizeof(char) * width * height);
PositionStack ps = ps_new();
ps_push(&ps, beginning_cell);
visited[beginning_cell.y][beginning_cell.x] = 1;
Position na[4];
srand(seed);
do {
int nc = neighbours(na, ps_peek(ps), width, height, visited);
if (nc > 0) {
Position next = na[rand() % nc];
Position prev = ps_peek(ps);
ps_push(&ps, next);
visited[next.y][next.x] = 1;
map[(next.y * 2 + prev.y * 2) / 2][(next.x * 2 + prev.x * 2) / 2] = EMPTY;
} else {
(void)ps_pop(&ps);
}
} while (ps_peek(ps).x != beginning_cell.x || ps_peek(ps).y != beginning_cell.y) ;
return map;
}
void draw_map(Map map, size_t width, size_t height, Position start, Position goal) {
// Draw the walls around the map (they are not in map)
attron(COLOR_PAIR(WALL_COLOR));
for (size_t i = 0; i <= width*2 + 3; i++) {
mvaddch(DRAW_MAP_OFFSET_X - 2, i, WALL_CHAR);
mvaddch(DRAW_MAP_OFFSET_Y + height, i, WALL_CHAR);
}
for (size_t i = 1; i <= height; i++) {
mvaddch(i, DRAW_MAP_OFFSET_X - 2, WALL_CHAR);
mvaddch(i, DRAW_MAP_OFFSET_X - 1, WALL_CHAR);
mvaddch(i, DRAW_MAP_OFFSET_X + width * 2, WALL_CHAR);
mvaddch(i, DRAW_MAP_OFFSET_X + width * 2 + 1, WALL_CHAR);
}
attroff(COLOR_PAIR(WALL_COLOR));
// Draw field
char c; // The char for the current tile
for (size_t i = 0; i < height; i++) {
for (size_t j = 0; j < width; j++) {
int color_pair = 0; // The color pair of the current char
switch (map[i][j]) {
case EMPTY:
color_pair = COLOR_PAIR(EMPTY_COLOR);
c = EMPTY_CHAR;
break;
case WALL:
color_pair = COLOR_PAIR(WALL_COLOR);
c = WALL_CHAR;
break;
}
attron(color_pair);
/* We draw two characters because they roughly make a square together.
* It looks WAY better if we do this. */
mvaddch(i + DRAW_MAP_OFFSET_Y, j*2 + DRAW_MAP_OFFSET_X, c);
mvaddch(i + DRAW_MAP_OFFSET_Y, j*2 + DRAW_MAP_OFFSET_X + 1, c);
attroff(color_pair);
}
}
// Draw the start
attron(COLOR_PAIR(START_COLOR));
mvaddch(start.y + DRAW_MAP_OFFSET_Y, start.x*2 + DRAW_MAP_OFFSET_X, START_CHAR_1);
mvaddch(start.y + DRAW_MAP_OFFSET_Y, start.x*2 + DRAW_MAP_OFFSET_X + 1, START_CHAR_2);
attroff(COLOR_PAIR(START_COLOR));
/* Draw the goal */
attron(COLOR_PAIR(GOAL_COLOR));
mvaddch(goal.y + DRAW_MAP_OFFSET_Y, goal.x*2 + DRAW_MAP_OFFSET_X, GOAL_CHAR_1);
mvaddch(goal.y + DRAW_MAP_OFFSET_Y, goal.x*2 + DRAW_MAP_OFFSET_X + 1, GOAL_CHAR_2);
attroff(COLOR_PAIR(GOAL_COLOR));
}
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