#include <acknex.h>
#define PRAGMA_POINTER
PANEL *panMaze;
int make_odd ( int i )
{
return i - ( i % 2 ) + 1;
}
#define array_cell(array,x,y) *(*(array+x)+y)
var **array_create ( int size_x, int size_y )
{
var **array = (var**)sys_malloc ( sizeof(var*) * size_x );
var **c = array;
var **cl = c + size_x;
for ( ; c<cl; c++ )
*c = (var*)sys_malloc ( sizeof(var) * size_y );
return array;
}
void array_remove ( var **array, int size_x )
{
var **c = array;
var **cl = c + size_x;
for ( ; c<cl; c++ )
{
var *r = *c;
sys_free ( r );
}
sys_free ( array );
}
#define MAZEX 81 // odd!
#define MAZEY 61 // odd!
#define ENDX 41 // odd!
#define ENDY 31 // odd!
#define UNVISITED 0
#define END 1
#define WALL 2
#define OPEN 3
void array_draw ( var **maze, int size_x, int size_y, BMAP *bmp )
{
var cell_x = bmap_width ( bmp ) / size_x;
var cell_y = bmap_height ( bmp ) / size_y;
bmap_rendertarget ( bmp, 0, 0 );
int c = 0;
for ( ; c<size_x; c+=1 )
{
int r = 0;
for ( ; r<size_y; r+=1 )
{
switch ( array_cell(maze,c,r) )
{
case UNVISITED:
case WALL:
break;
case END: draw_quad ( NULL, vector(c*cell_x, r*cell_y, 0), NULL, vector(cell_x+1, cell_y+1, 0), NULL, COLOR_RED, 100, 0 ); break;
case OPEN: draw_quad ( NULL, vector(c*cell_x, r*cell_y, 0), NULL, vector(cell_x+1, cell_y+1, 0), NULL, COLOR_GREY, 100, 0 ); break;
default: draw_quad ( NULL, vector(c*cell_x, r*cell_y, 0), NULL, vector(cell_x+1, cell_y+1, 0), NULL, COLOR_WHITE, 100, 0 ); break;
}
}
}
bmap_rendertarget ( NULL, 0, 0 );
}
var no[4][2] =
{
-1, 0,
0, -1,
1, 0,
0, 1
};
void maze_depth_first ( var **array, int size_x, int size_y, int end_x, int end_y )
{
var **c = array;
var **cl = c + size_x;
for ( ; c<cl; c+=2 )
{
var *r = *c;
var *rl = r + size_y;
for ( ; r<rl; r++ )
{
*r = WALL;
}
}
var **c = array + 1;
var **cl = c + size_x - 1;
for ( ; c<cl; c+=2 )
{
var *r = *c;
var *rl = r + size_y;
for ( ; r<rl; r+=2 )
{
*r = WALL;
}
}
int x = end_x;
int y = end_y;
array_cell(array,x,y) = END;
int cells_to_end = OPEN;
while (1)
{
int noi = integer ( random(4) );
int i = 0;
for ( ; i<4; i+=1 )
{
int nx = x + no[noi][0] * 2;
int ny = y + no[noi][1] * 2;
if ( ( nx < 0 ) || ( nx >= size_x ) || ( ny < 0 ) || ( ny >= size_y ) )
{
noi = cycle ( noi + 1, 0, 4 );
continue;
}
if ( array_cell(array,nx,ny) > UNVISITED )
{
noi = cycle ( noi + 1, 0, 4 );
continue;
}
int nx2 = x + no[noi][0];
int ny2 = y + no[noi][1];
array_cell(array,nx2,ny2) = OPEN;
array_cell(array,nx,ny) = OPEN;
x = nx;
y = ny;
cells_to_end += 2;
break;
}
if ( i == 4 )
{
if ( array_cell(array,x,y) == END )
break;
array_cell(array,x,y) = cells_to_end;
cells_to_end -= 1;
int i = 0;
for ( ; i<4; i+=1 )
{
int nx = x + no[i][0];
int ny = y + no[i][1];
if ( array_cell(array,nx,ny) != OPEN )
continue;
array_cell(array,nx,ny) = cells_to_end;
cells_to_end -= 1;
x += no[i][0] * 2;
y += no[i][1] * 2;
break;
}
}
// delete his two code lines to get a straight maze generation
array_draw ( array, size_x, size_y, panMaze->bmap );
wait(1);
}
array_draw ( array, size_x, size_y, panMaze->bmap );
}
void main ()
{
video_mode = 12;
fps_max = 20;
random_seed ( 0 );
wait(3);
panMaze = pan_create ( "flags=SHOW;", 1 );
panMaze->bmap = bmap_createblack ( screen_size.x, screen_size.y, 24 );
var **maze = array_create ( MAZEX, MAZEY );
maze_depth_first ( maze, MAZEX, MAZEY, ENDX, ENDY );
while ( !key_esc )
wait(1);
bmap_remove ( panMaze->bmap );
pan_remove ( panMaze );
array_remove ( maze, MAZEX );
sys_exit ( NULL );
}