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#include "maze.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
/**
* Returns a filled maze grid.
*
* Arguments:
* - width: The width of the new maze
* - height: The height of the new maze
* - wall: The wall to fill the new maze with
*/
char ***create_maze_grid(int width, int height, char *wall)
{
char ***maze;
// Fill the maze with walls
maze = malloc(height * sizeof(char **));
for (int y = 0; y < height; y++)
{
maze[y] = malloc(width * sizeof(char *));
for (int x = 0; x < width; x++)
{
maze[y][x] = wall;
}
}
return maze;
}
struct Maze maze_create(struct MazeSize size, char *wall)
{
struct Maze new_maze;
new_maze.grid = create_maze_grid(size.width * 2 + 1, size.height * 2 + 1, wall);
new_maze.size = size;
return new_maze;
}
void get_neighbours(struct Maze maze, struct Position pos, struct Position neighbours[3], int *neighbour_cnt)
{
if (pos.y != 0 && strcmp(maze.grid[pos.y * 2 - 1][pos.x * 2 + 1], " ") != 0)
{
struct Position down_neighbour_pos = {.x = pos.x, .y = pos.y - 1};
neighbours[*neighbour_cnt] = down_neighbour_pos;
(*neighbour_cnt)++;
}
if (pos.y != maze.size.height - 1 && strcmp(maze.grid[(pos.y + 1) * 2 + 1][pos.x * 2 + 1], " ") != 0)
{
struct Position up_neighbour_pos = {.x = pos.x, .y = pos.y + 1};
neighbours[*neighbour_cnt] = up_neighbour_pos;
(*neighbour_cnt)++;
}
if (pos.x != 0 && strcmp(maze.grid[pos.y * 2 + 1][pos.x * 2 - 1], " ") != 0)
{
struct Position left_neighbour_pos = {.x = pos.x - 1, .y = pos.y};
neighbours[*neighbour_cnt] = left_neighbour_pos;
(*neighbour_cnt)++;
}
if (pos.x != maze.size.width - 1 && strcmp(maze.grid[pos.y * 2 + 1][(pos.x + 1) * 2 + 1], " ") != 0)
{
struct Position right_neighbour_pos = {.x = pos.x + 1, .y = pos.y};
neighbours[*neighbour_cnt] = right_neighbour_pos;
(*neighbour_cnt)++;
}
}
/**
* Excavates a maze.
*
* This is what creates the actual maze.
*
* Arguments:
* - maze: The maze to excavate
* - start_pos: Start position
*/
void maze_excavate(struct Maze maze, struct Position start_pos)
{
struct PositionStack *path = create_pos_stack(maze.size.width * maze.size.height);
pos_stack_push(path, start_pos);
int visited_pos_cnt = 0;
while (1)
{
struct Position pos = pos_stack_peek(path);
maze.grid[pos.y * 2 + 1][pos.x * 2 + 1] = " ";
struct Position neighbours[3] = {};
int neighbour_cnt = 0;
get_neighbours(maze, pos, neighbours, &neighbour_cnt);
if (neighbour_cnt == 0)
{
if (visited_pos_cnt == (maze.size.height * maze.size.width) - 1)
{
// The whole maze have been visited
break;
}
// Go back a step
pos_stack_pop(path);
continue;
}
visited_pos_cnt++;
struct Position next_pos = neighbours[rand() % neighbour_cnt];
maze.grid[pos.y * 2 - (pos.y - next_pos.y) + 1]
[pos.x * 2 - (pos.x - next_pos.x) + 1] = " ";
pos_stack_push(path, next_pos);
}
}
void maze_print(char ***maze, int width, int height)
{
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
printf("%s", maze[y][x]);
}
printf("\n");
}
}
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