Draw the maze seperately to generation
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main.c
201
main.c
@ -14,20 +14,19 @@
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#include <time.h>
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#include <unistd.h>
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#define MAZE_WIDTH 100
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#define MAZE_HEIGHT 100
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#define MARGIN_X 2
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#define MARGIN_Y 2
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#define WALL_THICKNESS 1
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#define PX(x) ((x) << 2)
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#define MAZE_WIDTH 958
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#define MAZE_HEIGHT 538
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#define PX(x) (x)
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#define GRID_WIDTH (2 * MAZE_WIDTH - 1)
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#define GRID_HEIGHT (2 * MAZE_HEIGHT - 1)
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#define WINDOW_WIDTH (GRID_WIDTH + 2 * (WALL_THICKNESS + MARGIN_X))
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#define WINDOW_HEIGHT (GRID_HEIGHT + 2 * (WALL_THICKNESS + MARGIN_Y))
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#define GOAL_X (GRID_WIDTH - 1)
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#define GOAL_Y (GRID_HEIGHT - 1)
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#define WINDOW_WIDTH (GRID_WIDTH + 2)
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#define WINDOW_HEIGHT (GRID_HEIGHT + 2)
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#define ENTRANCE_X (-1)
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#define ENTRANCE_Y 0
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#define EXIT_X GRID_WIDTH
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#define EXIT_Y (GRID_HEIGHT - 1)
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#define MAX_PATH_LENGTH (MAZE_WIDTH * MAZE_HEIGHT)
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#define STACK_SIZE MAX_PATH_LENGTH
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@ -46,8 +45,7 @@ typedef struct {
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bool visited : 1;
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} cell_t;
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static const struct timespec gen_pause = { .tv_nsec = 1000000 };
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static const struct timespec solve_pause = { .tv_nsec = 4000000 };
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static const struct timespec path_draw_pause = { .tv_nsec = 100000 };
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static const vec2_t steps[] = {
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[LEFT] = { .x = -2, .y = 0 },
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@ -56,47 +54,40 @@ static const vec2_t steps[] = {
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[DOWN] = { .x = 0, .y = 2 },
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};
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static const vec2_t start = { 0, 0 };
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static const vec2_t end = { GRID_WIDTH - 1, GRID_HEIGHT - 1 };
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static cell_t maze[GRID_WIDTH][GRID_HEIGHT];
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static Display *dpy;
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static Window window;
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static GC ctx;
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static cell_t maze[GRID_WIDTH][GRID_HEIGHT];
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static int bg_col, wall_col, visited_col;
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static void clear_path(vec2_t p)
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static void draw_cell(int x, int y)
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{
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const int margin_x_px = PX(MARGIN_X + WALL_THICKNESS);
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const int margin_y_px = PX(MARGIN_Y + WALL_THICKNESS);
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const int left = margin_x_px + PX(p.x);
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const int top = margin_y_px + PX(p.y);
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XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1));
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XClearArea(dpy, window, left, top, PX(1), PX(1), false);
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XFlush(dpy);
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XFillRectangle(
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dpy, window, ctx, 1 + PX(x + 1), 1 + PX(y + 1), PX(1), PX(1));
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}
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static void draw_visited(vec2_t p)
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static void clear_cell(int x, int y)
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{
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const int margin_x_px = PX(MARGIN_X + WALL_THICKNESS);
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const int margin_y_px = PX(MARGIN_Y + WALL_THICKNESS);
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const int left = margin_x_px + PX(p.x);
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const int top = margin_y_px + PX(p.y);
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XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1));
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XFlush(dpy);
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XClearArea(
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dpy, window, 1 + PX(x + 1), 1 + PX(y + 1), PX(1), PX(1), false);
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}
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static bool in_bounds(vec2_t p)
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static bool in_bounds(int x, int y)
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{
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const bool valid_x = p.x >= 0 && p.x < GRID_WIDTH;
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const bool valid_y = p.y >= 0 && p.y < GRID_HEIGHT;
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const bool valid_x = x >= 0 && x < GRID_WIDTH;
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const bool valid_y = y >= 0 && y < GRID_HEIGHT;
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return valid_x && valid_y;
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}
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static bool finished_gen(vec2_t p)
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static bool finished_gen(int x, int y)
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{
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vec2_t n;
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int nx, ny;
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for (int i = 0; i < 4; ++i) {
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n.x = p.x + steps[i].x;
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n.y = p.y + steps[i].y;
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if (in_bounds(n) && !maze[n.x][n.y].is_path)
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nx = x + steps[i].x;
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ny = y + steps[i].y;
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if (in_bounds(nx, ny) && !maze[nx][ny].is_path)
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return false;
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}
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return true;
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@ -105,69 +96,69 @@ static bool finished_gen(vec2_t p)
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static void generate(vec2_t p)
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{
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vec2_t stack[STACK_SIZE], *sp = stack;
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maze[p.x][p.y].is_path = true;
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do {
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if (finished_gen(p)) {
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if (finished_gen(p.x, p.y)) {
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p = *(--sp);
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continue;
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}
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vec2_t n;
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int nx, ny;
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do {
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dir_t d = rand() % 4;
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n.x = p.x + steps[d].x;
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n.y = p.y + steps[d].y;
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} while (!in_bounds(n) || maze[n.x][n.y].is_path);
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nx = p.x + steps[d].x;
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ny = p.y + steps[d].y;
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} while (!in_bounds(nx, ny) || maze[nx][ny].is_path);
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const vec2_t im = {
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.x = (p.x + n.x) / 2,
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.y = (p.y + n.y) / 2,
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};
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maze[im.x][im.y].is_path = maze[n.x][n.y].is_path = true;
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clear_path(im);
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clear_path(n);
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const int imx = (p.x + nx) / 2;
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const int imy = (p.y + ny) / 2;
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maze[imx][imy].is_path = maze[nx][ny].is_path = true;
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*sp++ = p;
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p = n;
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nanosleep(&gen_pause, NULL);
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p.x = nx;
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p.y = ny;
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} while (sp != stack);
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}
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static void solve(vec2_t p, vec2_t *sp, vec2_t **end)
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static void solve(vec2_t p, vec2_t *sp, vec2_t **top)
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{
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maze[0][0].visited = true;
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*sp++ = p;
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while (1) {
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if (GOAL_X == p.x && GOAL_Y == p.y) {
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if (end.x == p.x && end.y == p.y) {
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*sp++ = p;
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*end = sp;
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*top = sp;
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return;
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}
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vec2_t n, im;
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bool got_n = false;
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int nx, ny, imx, imy;
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bool done = true;
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for (int i = 0; i < 4; ++i) {
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n.x = p.x + steps[i].x;
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n.y = p.y + steps[i].y;
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if (!in_bounds(n))
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nx = p.x + steps[i].x;
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ny = p.y + steps[i].y;
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if (!in_bounds(nx, ny))
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continue;
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im.x = (p.x + n.x) / 2;
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im.y = (p.y + n.y) / 2;
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if (maze[im.x][im.y].is_path && !maze[n.x][n.y].visited) {
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got_n = true;
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imx = (p.x + nx) / 2;
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imy = (p.y + ny) / 2;
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if (maze[imx][imy].is_path && !maze[nx][ny].visited) {
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done = false;
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break;
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}
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}
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if (!got_n) {
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if (done) {
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p = *(--sp);
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continue;
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}
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maze[im.x][im.y].visited = maze[n.x][n.y].visited = true;
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maze[imx][imy].visited = maze[nx][ny].visited = true;
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*sp++ = p;
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p = n;
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p.x = nx;
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p.y = ny;
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}
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}
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@ -183,11 +174,11 @@ int main(void)
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assert(dpy);
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// Create window and configure graphics context
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wall_col = BlackPixel(dpy, DefaultScreen(dpy));
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bg_col = WhitePixel(dpy, DefaultScreen(dpy));
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const int black = BlackPixel(dpy, DefaultScreen(dpy));
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const int white = WhitePixel(dpy, DefaultScreen(dpy));
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window = XCreateSimpleWindow(
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dpy, DefaultRootWindow(dpy), 0, 0, PX(WINDOW_WIDTH),
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PX(WINDOW_HEIGHT), 0, bg_col, bg_col);
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PX(WINDOW_HEIGHT), 0, black, black);
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Atom del = XInternAtom(dpy, "WM_DELETE_WINDOW", false);
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XSetWMProtocols(dpy, window, &del, 1);
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ctx = DefaultGC(dpy, DefaultScreen(dpy));
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@ -197,7 +188,7 @@ int main(void)
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dpy, window, DefaultVisual(dpy, DefaultScreen(dpy)), AllocNone);
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XColor xcol = { .red = 55555, .green = 10000, .blue = 10000 };
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XAllocColor(dpy, cm, &xcol);
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visited_col = xcol.pixel;
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const int red = xcol.pixel;
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// Map window
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XSelectInput(dpy, window, StructureNotifyMask);
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@ -206,46 +197,54 @@ int main(void)
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XNextEvent(dpy, &evt);
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while (MapNotify != evt.type);
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while (1) {
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// Draw black box for walls
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XClearWindow(dpy, window);
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XSetForeground(dpy, ctx, wall_col);
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XFillRectangle(
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dpy, window, ctx, PX(MARGIN_X), PX(MARGIN_Y), PX(GRID_WIDTH + 2),
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PX(GRID_HEIGHT + 2));
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const vec2_t exit = { GOAL_X + 1, GOAL_Y };
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clear_path(exit);
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XFlush(dpy);
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// Draw entrance and exit
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XSetForeground(dpy, ctx, white);
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draw_cell(ENTRANCE_X, ENTRANCE_Y);
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draw_cell(EXIT_X, EXIT_Y);
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XFlush(dpy);
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while (1) {
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// Generate
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memset(&maze, 0, sizeof(maze));
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const vec2_t gen_start = { GOAL_X, GOAL_Y };
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maze[GOAL_X][GOAL_Y].is_path = true;
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clear_path(gen_start);
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generate(gen_start);
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generate(end);
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// Draw maze
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XSetForeground(dpy, ctx, white);
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draw_cell(ENTRANCE_X, ENTRANCE_Y);
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for (int y = 0; y < GRID_HEIGHT; ++y) {
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for (int x = 0; x < GRID_WIDTH; ++x) {
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if (maze[x][y].is_path)
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draw_cell(x, y);
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else
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clear_cell(x, y);
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}
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}
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draw_cell(EXIT_X, EXIT_Y);
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XFlush(dpy);
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sleep(1);
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// Solve
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const vec2_t solve_start = { 0, 0 };
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vec2_t path[MAX_PATH_LENGTH], *path_end;
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maze[0][0].visited = true;
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solve(solve_start, path, &path_end);
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// sleep(1);
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solve(start, path, &path_end);
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// Draw solution path
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XSetForeground(dpy, ctx, visited_col);
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const vec2_t *prev = &solve_start;
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XSetForeground(dpy, ctx, red);
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draw_cell(ENTRANCE_X, ENTRANCE_Y);
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const vec2_t *prev = &start;
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for (const vec2_t *p = path; p < path_end; ++p) {
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const vec2_t im = {
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.x = (prev->x + p->x) / 2,
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.y = (prev->y + p->y) / 2,
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};
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draw_visited(*p);
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draw_visited(im);
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nanosleep(&solve_pause, NULL);
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const int imx = (prev->x + p->x) / 2;
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const int imy = (prev->y + p->y) / 2;
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draw_cell(imx, imy);
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draw_cell(p->x, p->y);
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XFlush(dpy);
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nanosleep(&path_draw_pause, NULL);
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prev = p;
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}
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draw_visited(exit);
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draw_cell(EXIT_X, EXIT_Y);
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XFlush(dpy);
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sleep(1);
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}
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