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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");
	}
}