Seperate generate and solve procedures

This commit is contained in:
Camden Dixie O'Brien 2024-11-04 21:15:58 +00:00
parent bb44747770
commit b89b4b64b2

97
main.c
View File

@ -74,8 +74,7 @@ static void draw_visited(vec2_t p)
XFlush(dpy);
}
static bool
random_walk(coord_pred_t should_visit, visit_fn_t visit_fn, vec2_t start)
static void generate(vec2_t start)
{
dir_t visit[] = { LEFT, RIGHT, UP, DOWN };
for (int i = 3; i > 0; --i) {
@ -85,56 +84,66 @@ random_walk(coord_pred_t should_visit, visit_fn_t visit_fn, vec2_t start)
visit[i] = tmp;
}
vec2_t next, im;
for (int i = 0; i < 4; ++i) {
next.x = start.x + steps[visit[i]].x;
next.y = start.y + steps[visit[i]].y;
im.x = (start.x + next.x) / 2;
im.y = (start.y + next.y) / 2;
const vec2_t next = {
.x = start.x + steps[visit[i]].x,
.y = start.y + steps[visit[i]].y,
};
const vec2_t im = {
.x = (start.x + next.x) / 2,
.y = (start.y + next.y) / 2,
};
const bool x_in_bounds = next.x >= 0 && next.x < GRID_SIZE;
const bool y_in_bounds = next.y >= 0 && next.y < GRID_SIZE;
if (x_in_bounds && y_in_bounds && should_visit(next, im)) {
if (visit_fn(next, im)
|| random_walk(should_visit, visit_fn, next))
if (x_in_bounds && y_in_bounds) {
const bool is_wall = !maze[next.x][next.y].is_path;
if (is_wall) {
maze[next.x][next.y].is_path = true;
clear_path(next);
maze[im.x][im.y].is_path = true;
clear_path(im);
nanosleep(&gen_pause, NULL);
generate(next);
}
}
}
}
static bool solve(vec2_t start)
{
for (int i = 0; i < 4; ++i) {
const vec2_t next = {
.x = start.x + steps[i].x,
.y = start.y + steps[i].y,
};
const vec2_t im = {
.x = (start.x + next.x) / 2,
.y = (start.y + next.y) / 2,
};
const bool x_in_bounds = next.x >= 0 && next.x < GRID_SIZE;
const bool y_in_bounds = next.y >= 0 && next.y < GRID_SIZE;
if (x_in_bounds && y_in_bounds) {
const bool accessible = maze[im.x][im.y].is_path;
const bool unvisited = !maze[next.x][next.y].visited;
if (accessible && unvisited) {
maze[next.x][next.y].visited = true;
draw_visited(next);
maze[im.x][im.y].visited = true;
draw_visited(im);
nanosleep(&solve_pause, NULL);
if ((GOAL == next.x && GOAL == next.y) || solve(next))
return true;
}
}
}
return false;
}
static bool is_wall(vec2_t c, vec2_t im)
{
(void)im;
return !maze[c.x][c.y].is_path;
}
static bool generation_visit(vec2_t c, vec2_t im)
{
maze[c.x][c.y].is_path = true;
maze[im.x][im.y].is_path = true;
clear_path(im);
clear_path(c);
nanosleep(&gen_pause, NULL);
return false;
}
static bool accessible_and_unvisited(vec2_t c, vec2_t im)
{
return maze[im.x][im.y].is_path && !maze[c.x][c.y].visited;
}
static bool solve_visit(vec2_t c, vec2_t im)
{
maze[c.x][c.y].visited = true;
maze[im.x][im.y].visited = true;
draw_visited(im);
draw_visited(c);
nanosleep(&solve_pause, NULL);
return GOAL == c.x && GOAL == c.y;
}
int main(void)
{
// Seed random number generation from time
@ -186,14 +195,14 @@ int main(void)
const vec2_t gen_start = { GOAL, GOAL };
maze[GOAL][GOAL].is_path = true;
clear_path(gen_start);
random_walk(is_wall, generation_visit, gen_start);
generate(gen_start);
// Solve
const vec2_t solve_start = { 0, 0 };
maze[0][0].visited = true;
XSetForeground(dpy, ctx, visited_col);
draw_visited(solve_start);
random_walk(accessible_and_unvisited, solve_visit, solve_start);
solve(solve_start);
// Draw exit path
const int x = PX(MARGIN + GRID_SIZE + 1), y = PX(MARGIN + GRID_SIZE);