258 lines
5.5 KiB
C
258 lines
5.5 KiB
C
/*
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* Copyright (c) Camden Dixie O'Brien
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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#define _POSIX_C_SOURCE 199309L
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#include <X11/Xlib.h>
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#include <assert.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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#include <sys/time.h>
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#include <time.h>
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#include <unistd.h>
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#define MAZE_SIZE 24
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#define GRID_SIZE (2 * MAZE_SIZE - 1)
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#define MARGIN 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) << 3)
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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 STACK_SIZE (MAZE_SIZE * MAZE_SIZE)
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typedef enum { LEFT, RIGHT, UP, DOWN } dir_t;
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typedef struct {
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int x, y;
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} vec2_t;
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typedef bool (*coord_pred_t)(vec2_t c, vec2_t im);
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typedef bool (*visit_fn_t)(vec2_t c, vec2_t im);
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typedef struct {
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bool is_path : 1;
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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 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 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 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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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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}
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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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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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return valid_x && valid_y;
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}
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static bool finished_gen(vec2_t p)
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{
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vec2_t n;
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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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return false;
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}
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return true;
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}
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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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do {
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if (finished_gen(p)) {
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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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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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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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*sp++ = p;
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p = n;
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nanosleep(&gen_pause, NULL);
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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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{
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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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*sp++ = p;
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*end = 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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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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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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break;
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}
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}
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if (!got_n) {
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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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*sp++ = p;
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p = n;
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}
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}
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int main(void)
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{
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// Seed random number generation from time
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struct timeval tv;
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gettimeofday(&tv, NULL);
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srand(tv.tv_usec);
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XEvent evt;
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dpy = XOpenDisplay(NULL);
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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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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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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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// Create colormap and allocate colour for visited cells
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Colormap cm = XCreateColormap(
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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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// Map window
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XSelectInput(dpy, window, StructureNotifyMask);
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XMapWindow(dpy, window);
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do
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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), 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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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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clear_path(gen_start);
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generate(gen_start);
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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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// 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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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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prev = p;
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}
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draw_visited(exit);
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sleep(1);
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}
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// Wait for window exit
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bool is_del = false;
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do {
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XNextEvent(dpy, &evt);
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if (ClientMessage == evt.type)
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is_del = (unsigned long)evt.xclient.data.l[0] == del;
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} while (!is_del);
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XCloseDisplay(dpy);
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return EXIT_SUCCESS;
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}
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