Support non-square mazes
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main.c
58
main.c
@ -14,19 +14,23 @@
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#include <time.h>
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#include <unistd.h>
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#define MAZE_SIZE 100
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#define MAZE_WIDTH 100
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#define MAZE_HEIGHT 100
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#define GRID_SIZE (2 * MAZE_SIZE - 1)
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#define MARGIN 2
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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 WINDOW_SIZE (GRID_SIZE + 2 * (WALL_THICKNESS + MARGIN))
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#define PX(x) ((x) << 2)
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#define GOAL (GRID_SIZE - 1)
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#define MAX_PATH_LENGTH (MAZE_SIZE * MAZE_SIZE)
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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 STACK_SIZE (MAZE_SIZE * MAZE_SIZE)
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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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typedef enum { LEFT, RIGHT, UP, DOWN } dir_t;
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@ -55,14 +59,15 @@ static const vec2_t steps[] = {
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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_SIZE][GRID_SIZE];
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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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{
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const int margin_px = PX(MARGIN + WALL_THICKNESS);
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const int left = margin_px + PX(p.x);
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const int top = margin_px + PX(p.y);
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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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@ -70,17 +75,18 @@ static void clear_path(vec2_t p)
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static void draw_visited(vec2_t p)
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{
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const int margin_px = PX(MARGIN + WALL_THICKNESS);
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const int left = margin_px + PX(p.x);
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const int top = margin_px + PX(p.y);
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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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}
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static bool in_bounds(vec2_t p)
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{
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const bool valid_x = p.x >= 0 && p.x < GRID_SIZE;
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const bool valid_y = p.y >= 0 && p.y < GRID_SIZE;
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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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return valid_x && valid_y;
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}
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@ -131,7 +137,7 @@ static void solve(vec2_t p, vec2_t *sp, vec2_t **end)
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{
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*sp++ = p;
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while (1) {
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if (GOAL == p.x && GOAL == p.y) {
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if (GOAL_X == p.x && GOAL_Y == p.y) {
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*sp++ = p;
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*end = sp;
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return;
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@ -180,8 +186,8 @@ int main(void)
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wall_col = BlackPixel(dpy, DefaultScreen(dpy));
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bg_col = WhitePixel(dpy, DefaultScreen(dpy));
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window = XCreateSimpleWindow(
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dpy, DefaultRootWindow(dpy), 0, 0, PX(WINDOW_SIZE), PX(WINDOW_SIZE),
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0, bg_col, bg_col);
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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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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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@ -205,16 +211,16 @@ int main(void)
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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), PX(MARGIN), PX(GRID_SIZE + 2),
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PX(GRID_SIZE + 2));
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const vec2_t exit = { GOAL + 1, GOAL };
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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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// Generate
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memset(&maze, 0, sizeof(maze));
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const vec2_t gen_start = { GOAL, GOAL };
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maze[GOAL][GOAL].is_path = true;
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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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@ -224,7 +230,7 @@ int main(void)
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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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// sleep(1);
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// Draw solution path
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XSetForeground(dpy, ctx, visited_col);
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