Write maze generation procedure with no randomisation
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48
main.c
48
main.c
@ -18,10 +18,55 @@
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#define PX(x) ((x) << 3)
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#define GOAL (GRID_SIZE - 1)
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typedef enum { LEFT, RIGHT, UP, DOWN } dir_t;
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typedef struct {
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bool cells[GRID_SIZE][GRID_SIZE];
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} maze_t;
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typedef struct {
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int x, y;
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} vec2_t;
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static const vec2_t steps[] = {
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[LEFT] = { .x = -2, .y = 0 },
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[RIGHT] = { .x = 2, .y = 0 },
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[UP] = { .x = 0, .y = -2 },
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[DOWN] = { .x = 0, .y = 2 },
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};
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static void generate_step(maze_t *m, int x, int y)
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{
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m->cells[x][y] = true;
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if (GOAL == x && GOAL == y)
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return;
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dir_t visit[] = { LEFT, RIGHT, UP, DOWN };
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for (int i = 0; i < 4; ++i) {
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const int xp = x + steps[visit[i]].x;
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const int yp = y + steps[visit[i]].y;
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const bool x_in_bounds = xp >= 0 && xp < GRID_SIZE;
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const bool y_in_bounds = yp >= 0 && yp < GRID_SIZE;
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if (x_in_bounds && y_in_bounds && !m->cells[xp][yp]) {
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const int xi = (x + xp) / 2;
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const int yi = (y + yp) / 2;
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m->cells[xi][yi] = true;
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generate_step(m, xp, yp);
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}
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}
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}
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static void generate_maze(maze_t *m)
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{
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memset(m, 0, sizeof(maze_t));
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generate_step(m, 0, 0);
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}
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static void draw_maze(Display *dpy, Window w, GC gc, const maze_t *m)
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{
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// Draw walls
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@ -76,8 +121,9 @@ int main(void)
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XNextEvent(dpy, &evt);
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while (MapNotify != evt.type);
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// Generate and draw maze
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maze_t m;
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memset(&m, 0, sizeof(maze_t));
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generate_maze(&m);
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draw_maze(dpy, w, gc, &m);
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// Wait for window exit
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