Support non-square mazes

This commit is contained in:
Camden Dixie O'Brien 2024-11-04 22:55:31 +00:00
parent 15fd1e3405
commit e57b83d97a

58
main.c
View File

@ -14,19 +14,23 @@
#include <time.h> #include <time.h>
#include <unistd.h> #include <unistd.h>
#define MAZE_SIZE 100 #define MAZE_WIDTH 100
#define MAZE_HEIGHT 100
#define GRID_SIZE (2 * MAZE_SIZE - 1) #define MARGIN_X 2
#define MARGIN 2 #define MARGIN_Y 2
#define WALL_THICKNESS 1 #define WALL_THICKNESS 1
#define WINDOW_SIZE (GRID_SIZE + 2 * (WALL_THICKNESS + MARGIN))
#define PX(x) ((x) << 2) #define PX(x) ((x) << 2)
#define GOAL (GRID_SIZE - 1) #define GRID_WIDTH (2 * MAZE_WIDTH - 1)
#define MAX_PATH_LENGTH (MAZE_SIZE * MAZE_SIZE) #define GRID_HEIGHT (2 * MAZE_HEIGHT - 1)
#define WINDOW_WIDTH (GRID_WIDTH + 2 * (WALL_THICKNESS + MARGIN_X))
#define WINDOW_HEIGHT (GRID_HEIGHT + 2 * (WALL_THICKNESS + MARGIN_Y))
#define GOAL_X (GRID_WIDTH - 1)
#define GOAL_Y (GRID_HEIGHT - 1)
#define STACK_SIZE (MAZE_SIZE * MAZE_SIZE) #define MAX_PATH_LENGTH (MAZE_WIDTH * MAZE_HEIGHT)
#define STACK_SIZE MAX_PATH_LENGTH
typedef enum { LEFT, RIGHT, UP, DOWN } dir_t; typedef enum { LEFT, RIGHT, UP, DOWN } dir_t;
@ -55,14 +59,15 @@ static const vec2_t steps[] = {
static Display *dpy; static Display *dpy;
static Window window; static Window window;
static GC ctx; static GC ctx;
static cell_t maze[GRID_SIZE][GRID_SIZE]; static cell_t maze[GRID_WIDTH][GRID_HEIGHT];
static int bg_col, wall_col, visited_col; static int bg_col, wall_col, visited_col;
static void clear_path(vec2_t p) static void clear_path(vec2_t p)
{ {
const int margin_px = PX(MARGIN + WALL_THICKNESS); const int margin_x_px = PX(MARGIN_X + WALL_THICKNESS);
const int left = margin_px + PX(p.x); const int margin_y_px = PX(MARGIN_Y + WALL_THICKNESS);
const int top = margin_px + PX(p.y); const int left = margin_x_px + PX(p.x);
const int top = margin_y_px + PX(p.y);
XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1)); XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1));
XClearArea(dpy, window, left, top, PX(1), PX(1), false); XClearArea(dpy, window, left, top, PX(1), PX(1), false);
XFlush(dpy); XFlush(dpy);
@ -70,17 +75,18 @@ static void clear_path(vec2_t p)
static void draw_visited(vec2_t p) static void draw_visited(vec2_t p)
{ {
const int margin_px = PX(MARGIN + WALL_THICKNESS); const int margin_x_px = PX(MARGIN_X + WALL_THICKNESS);
const int left = margin_px + PX(p.x); const int margin_y_px = PX(MARGIN_Y + WALL_THICKNESS);
const int top = margin_px + PX(p.y); const int left = margin_x_px + PX(p.x);
const int top = margin_y_px + PX(p.y);
XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1)); XFillRectangle(dpy, window, ctx, left, top, PX(1), PX(1));
XFlush(dpy); XFlush(dpy);
} }
static bool in_bounds(vec2_t p) static bool in_bounds(vec2_t p)
{ {
const bool valid_x = p.x >= 0 && p.x < GRID_SIZE; const bool valid_x = p.x >= 0 && p.x < GRID_WIDTH;
const bool valid_y = p.y >= 0 && p.y < GRID_SIZE; const bool valid_y = p.y >= 0 && p.y < GRID_HEIGHT;
return valid_x && valid_y; return valid_x && valid_y;
} }
@ -131,7 +137,7 @@ static void solve(vec2_t p, vec2_t *sp, vec2_t **end)
{ {
*sp++ = p; *sp++ = p;
while (1) { while (1) {
if (GOAL == p.x && GOAL == p.y) { if (GOAL_X == p.x && GOAL_Y == p.y) {
*sp++ = p; *sp++ = p;
*end = sp; *end = sp;
return; return;
@ -180,8 +186,8 @@ int main(void)
wall_col = BlackPixel(dpy, DefaultScreen(dpy)); wall_col = BlackPixel(dpy, DefaultScreen(dpy));
bg_col = WhitePixel(dpy, DefaultScreen(dpy)); bg_col = WhitePixel(dpy, DefaultScreen(dpy));
window = XCreateSimpleWindow( window = XCreateSimpleWindow(
dpy, DefaultRootWindow(dpy), 0, 0, PX(WINDOW_SIZE), PX(WINDOW_SIZE), dpy, DefaultRootWindow(dpy), 0, 0, PX(WINDOW_WIDTH),
0, bg_col, bg_col); PX(WINDOW_HEIGHT), 0, bg_col, bg_col);
Atom del = XInternAtom(dpy, "WM_DELETE_WINDOW", false); Atom del = XInternAtom(dpy, "WM_DELETE_WINDOW", false);
XSetWMProtocols(dpy, window, &del, 1); XSetWMProtocols(dpy, window, &del, 1);
ctx = DefaultGC(dpy, DefaultScreen(dpy)); ctx = DefaultGC(dpy, DefaultScreen(dpy));
@ -205,16 +211,16 @@ int main(void)
XClearWindow(dpy, window); XClearWindow(dpy, window);
XSetForeground(dpy, ctx, wall_col); XSetForeground(dpy, ctx, wall_col);
XFillRectangle( XFillRectangle(
dpy, window, ctx, PX(MARGIN), PX(MARGIN), PX(GRID_SIZE + 2), dpy, window, ctx, PX(MARGIN_X), PX(MARGIN_Y), PX(GRID_WIDTH + 2),
PX(GRID_SIZE + 2)); PX(GRID_HEIGHT + 2));
const vec2_t exit = { GOAL + 1, GOAL }; const vec2_t exit = { GOAL_X + 1, GOAL_Y };
clear_path(exit); clear_path(exit);
XFlush(dpy); XFlush(dpy);
// Generate // Generate
memset(&maze, 0, sizeof(maze)); memset(&maze, 0, sizeof(maze));
const vec2_t gen_start = { GOAL, GOAL }; const vec2_t gen_start = { GOAL_X, GOAL_Y };
maze[GOAL][GOAL].is_path = true; maze[GOAL_X][GOAL_Y].is_path = true;
clear_path(gen_start); clear_path(gen_start);
generate(gen_start); generate(gen_start);
@ -224,7 +230,7 @@ int main(void)
maze[0][0].visited = true; maze[0][0].visited = true;
solve(solve_start, path, &path_end); solve(solve_start, path, &path_end);
sleep(1); // sleep(1);
// Draw solution path // Draw solution path
XSetForeground(dpy, ctx, visited_col); XSetForeground(dpy, ctx, visited_col);