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| #include <stdio.h>
#include <conio.h>
#include <stdlib.h>
#include <time.h>
#include <iostream>
#include <windows.h>
#include <string.h>
using namespace std;
#define MAX 299 // 30 * 2 + 1
#define CELL 9000 // 30 * 30
#define WALL -1 // ну стена
#define PATH -2 // ну путь
#define begun -3 // бегунок
#define wi -4 // точка конца
void init_maze(int maze[MAX][MAX]);
void maze_generator(int indeks, int maze[MAX][MAX], int backtrack_x[CELL], int bactrack_y[CELL], int x, int y, int n, int visited);
void print_maze(int maze[MAX][MAX], int maze_size);
int is_closed(int maze[MAX][MAX], int x, int y);
unsigned short keysArrow;
LARGE_INTEGER timerFrequency, timerStart, timerStop;
int s1=1, s2=1,b=0;
int maze[MAX][MAX];
int size;
int len,p=1;
int val=0;
double t1,t2,t3;
bool validate(int xIn, int yIn, int xOut, int yOut);
void gotoXY(int line, int column)
{
COORD coord;
coord.X = column;
coord.Y = line;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
}
void win()
{
system("cls");
printf("\n\n\n\n\n\n\n\n\n\n\n\n\t\t TpaTaTa ! risovka=%f labgen=%f %.10f\n\n\n\n\n\n\n\n\n\n\n", t3, t1, t2);
b=1;
s1=1;s2=1;
gotoXY(s1,s2);
}
int main(void)
{
QueryPerformanceFrequency(&timerFrequency);
short int flag;
int indeks = 0;
char cc[15];
printf("MAZE CREATOR\n\n");
printf("s - navigator\n\n");
printf("q - exit\n\n3");
printf("input (5 ~ 30): ");
do
{
gets(cc);
flag=1;
for (int i=0; i < strlen(cc); i++)
{
sscanf(cc, "%d", &size);
if (cc[i]<48||cc[i]>57)
{flag=0;printf("5 ~ 30\n");break;}
else if((size<5)||(size>150))
{printf ("5 ~ 30\n"); flag=0;break;}
}
}
while(flag!=1);
sscanf(cc, "%d", &size);
printf("\n");
int backtrack_x[CELL];
int backtrack_y[CELL];
s1=1, s2=1;
for(int i=0; i < 1000; i++)
{
QueryPerformanceCounter(&timerStart);
init_maze(maze);
backtrack_x[indeks] = 1;
backtrack_y[indeks] = 1;
maze_generator(indeks, maze, backtrack_x, backtrack_y, 1, 1, size, 1);
QueryPerformanceCounter(&timerStop);
double const f( static_cast<double>( timerStop.QuadPart - timerStart.QuadPart ) / timerFrequency.QuadPart );
t1+=f;
}
maze [size * 2 ][size * 2-1]=wi;
maze [s1][s2]=begun;
system("cls");
QueryPerformanceCounter(&timerStart);
for(int a = 0; a < (size) * 2 + 1; a++)
{
for(int b = 0; b < size * 2 + 1; b++)
{
if(maze[a][b] == WALL)
printf("%c",176);
else if ((maze[a][b]==begun))
printf("%c",4);
else if (maze[a][b]==wi)
printf("#");
else if (maze[a][b]==-7)
printf("#");
else
printf(" ");
}
printf("\n");
}
//printf("%d",maze[size*2][size*2-1]);
QueryPerformanceCounter(&timerStop);
double const t( static_cast<double>( timerStop.QuadPart - timerStart.QuadPart ) / timerFrequency.QuadPart );
t3+=t;
maze [(size)*2 ][size * 2-1]=wi;
do
{
keysArrow = getch();
//timer 3
if(keysArrow == 72)
{
// Вверх
maze[s1][s2] = 0; // ну и эта штука тоже
s1--;
if (maze[s1][s2] ==WALL)
{s1++;}
else
{
maze[s1][s2] = begun;
gotoXY(s1,s2);
printf("%c",4);
gotoXY(s1+1,s2);
printf(" ");
}
gotoXY(size*2,size*2);
}
if(keysArrow == 80)
{
// Вниз
maze[s1][s2] = 0;
s1++;
if (maze[s1][s2] ==wi) {win();getch();return 0;}
if (maze[s1][s2] ==WALL) {s1--;}
else
{
maze[s1][s2] = begun;
gotoXY(s1,s2);
printf("%c",4);
gotoXY(s1-1,s2);
printf(" ");
}
gotoXY(size*2,size*2);
}
if(keysArrow == 77)
{
// Вправо
maze[s1][s2] = 0;
s2++;
// if (maze[s1][s2] ==wi) {win();}
if (maze[s1][s2] ==WALL)
{s2--;}
else
{
maze[s1][s2] = begun;
gotoXY(s1,s2);
printf("\b %c",4);
}
gotoXY(size*2,size*2);
}
if(keysArrow == 75)
{
// Влево
maze[s1][s2] = 0;
s2--;
// if (maze[s1][s2] ==wi) {win();}
if (maze[s1][s2] ==WALL)
{s2++;}
else
{
maze[s1][s2] = begun;
gotoXY(s1,s2);
printf(" \b\b%c",4);
}
gotoXY(size*2,size*2);
}
if (keysArrow=='s')
{
QueryPerformanceCounter(&timerStart);
if(val==0)
{
validate (s1,s2,size*2,size*2-1); val=1;//строим выход при нажатии
int v,b;
p= maze[(size)*2-1 ][size * 2-1];
b=size*2-1;
v=size*2-1;
while (p > 1)
{
if (maze[b-1][v]==p-1)
{
b--;p--;
gotoXY(b,v);
printf("#");
}
else if (maze[b][v-1]==p-1)
{
v--;p--;
gotoXY(b,v);
printf("#");
}
else if (maze[b+1][v]==p-1)
{
b++;p--;
gotoXY(b,v);
printf("#");
}
else
{
v++;p--;
gotoXY(b,v);
printf("#");
}
}
//вынес проверку на равенство p из цикла и поменял местами сравнения, убрал последний иф, ибо зачем
QueryPerformanceCounter(&timerStop);
double const f1( static_cast<double>( timerStop.QuadPart - timerStart.QuadPart ) / timerFrequency.QuadPart );
t2+=f1;
maze [(size)*2 ][size * 2-1]=wi;
}
}
if (keysArrow=='q')
{
s1=size*2-1;
s2=size*2-1;
}
}
while(b!=1);
getch();
return 0;
}
bool validate(int xIn, int yIn, int xOut, int yOut) // ищем выход
{
if (xIn == xOut && yIn == yOut)//|| (maze[xIn][yIn] == WALL) ||(maze[xIn][yIn] > 0) )
return 0;
if (maze[xIn][yIn] == WALL)
return false;
if (maze[xIn][yIn] > 0)
{return false;}
if(maze[xIn][yIn-1]>0)
{p=maze[xIn][yIn-1]+1;}
else if(maze[xIn-1][yIn]>0)
{p=maze[xIn-1][yIn]+1;}
else if(maze[xIn+1][yIn]>0)
{p=maze[xIn+1][yIn]+1;}
else if(maze[xIn][yIn+1]>0)
{p=maze[xIn][yIn+1]+1;}
maze[xIn][yIn] = p;
p++;
validate(xIn, yIn + 1, xOut, yOut);
validate(xIn + 1, yIn, xOut, yOut);
validate(xIn, yIn - 1, xOut, yOut);
validate(xIn - 1, yIn, xOut, yOut);
}
void init_maze(int maze[MAX][MAX]) // построение лабиринта, а точнее начального поля, ну как видно если хотя бы одна координата четная, то это стена
{
for(int a = 0; a < MAX; a++)
{
for(int b = 0; b < MAX; b++)
{
if(a % 2 == 0 || b % 2 == 0)
maze[a][b] = WALL;
else
maze[a][b] = PATH;
}
}
}
void maze_generator(int indeks, int maze[MAX][MAX], int backtrack_x[CELL], int backtrack_y[CELL],
int x, int y, int n, int visited) // вот тут короч магия основная, уф уф уф(
{
if(visited < n * n)
{
int neighbour_valid = -1;
int neighbour_x[4];
int neighbour_y[4];
int step[4];
int x_next;
int y_next;
if(x - 2 > 0 && is_closed(maze, x - 2, y)) // upside
{
neighbour_valid++;
neighbour_x[neighbour_valid]=x - 2;
neighbour_y[neighbour_valid]=y;
step[neighbour_valid]=1;
}
if(y - 2 > 0 && is_closed(maze, x, y - 2)) // leftside
{
neighbour_valid++;
neighbour_x[neighbour_valid]=x;
neighbour_y[neighbour_valid]=y - 2;
step[neighbour_valid]=2;
}
if(y + 2 < n * 2 + 1 && is_closed(maze, x, y + 2)) // rightside
{
neighbour_valid++;
neighbour_x[neighbour_valid]=x;
neighbour_y[neighbour_valid]=y + 2;
step[neighbour_valid]=3;
}
if(x + 2 < n * 2 + 1 && is_closed(maze, x + 2, y)) // downside
{
neighbour_valid++;
neighbour_x[neighbour_valid]=x+2;
neighbour_y[neighbour_valid]=y;
step[neighbour_valid]=4;
}
if(neighbour_valid == -1)
{
// backtrack
x_next = backtrack_x[indeks];
y_next = backtrack_y[indeks];
indeks--;
}
if(neighbour_valid != -1) // меняем на else, в 1.1 раза быстрее
{
int randomization = neighbour_valid + 1;
int random = rand()%randomization;
x_next = neighbour_x[random];
y_next = neighbour_y[random];
indeks++;
backtrack_x[indeks] = x_next;
backtrack_y[indeks] = y_next;
int rstep = step[random];
if(rstep == 1)
maze[x_next+1][y_next] = PATH;
else if(rstep == 2)
maze[x_next][y_next + 1] = PATH;
else if(rstep == 3)
maze[x_next][y_next - 1] = PATH;
else
maze[x_next - 1][y_next] = PATH;
visited++;
}
maze_generator(indeks, maze, backtrack_x, backtrack_y, x_next, y_next, n, visited); //рек
}
}
int is_closed(int maze[MAX][MAX], int x, int y)
{
if
(
maze[x - 1][y] == WALL
&& maze[x][y - 1] == WALL
&& maze[x][y + 1] == WALL
&& maze[x + 1][y] == WALL
)
return 1;
return 0;
} |