Example #1
0
static void buildMaze(int y, int x)
{
    int numOffsets, offset, offsets[4];


    while (1) {
	numOffsets = 0;
	maze[y][x].visited = true;

	if (y > 0 && !maze[y - 1][x].visited)
	    offsets[numOffsets ++] = -width;

	if (y < height - 1 && !maze[y + 1][x].visited)
	    offsets[numOffsets ++] = width;

	if (x > 0 && !maze[y][x - 1].visited)
	    offsets[numOffsets ++] = -1;

	if (x < width - 1 && !maze[y][x + 1].visited)
	    offsets[numOffsets ++] = 1;

	if (numOffsets > 0) {
	    offset = offsets[rand() % numOffsets];
	    addFirst(dp, offset(x, y));

	    if (offset == -width) {
		maze[y - 1][x].bottom = false;
		buildMaze(y - 1, x);
	    } else if (offset == width) {
		maze[y][x].bottom = false;
		buildMaze(y + 1, x);
	    } else if (offset == -1) {
		maze[y][x - 1].right = false;
		buildMaze(y, x - 1);
	    } else if (offset == 1) {
		maze[y][x].right = false;
		buildMaze(y, x + 1);
	    } else
		abort();

	} else if (numItems(dp) > 0) {
	    offset = removeFirst(dp);
	    x = xcoord(offset);
	    y = ycoord(offset);

	} else
	    break;
    }

    maze[height - 1][width - 1].right = false;
}
Example #2
0
int main()
{
    int x, y;
    WINDOW *win;


    win = initscr();
    curs_set(0);
    getmaxyx(win, y, x);
    width = x / 2 - 1;
    height = y / 2 - 1;
    createMaze();

    do {
	clear();
	refresh();
	initMaze();

	buildMaze(0, 0);

	printMaze();
	solveMaze();

	move(height * 2 + 1, 0);
	printw("Press 'q' to quit or any other key to run again.");
	refresh();
    } while (getchar() != 'q');

    clear();
    refresh();
    endwin();
    return EXIT_SUCCESS;
}
Example #3
0
void newMatch(void)
{
    buildMaze(glmaze, Graph_Space, tileSpace, Tilesize,
              Resources_Manager.texture("wall.tga"),
              Resources_Manager.texture("floor.tga"),
              Resources_Manager.texture("ceil.tga"), &Config_Info);
    restartMatch();
}
Example #4
0
Maze::Maze(int width, int height, int trapChance, bool failSafe)
{
	if (failSafe && (width*height) > 8649)
		throw std::exception("[ERR]Stack overflow possible at this size.\nKeep total nodes below 8649");

	this->width = width;
	this->height = height;
	this->root = new MazeNode();	//default maze node
	this->trapChance = trapChance;

	buildMaze();
}
Example #5
0
void ballSetStart() 
{
    if(sphereMesh.whichHole.last) 
    {
         cout << "YOU WON!!!!!" << endl;
         NUMBER_OF_WINS ++;
         buildMaze( abs(boardMesh.initial_bound.second.z - boardMesh.initial_bound.first.z) - 1, 
                    abs(boardMesh.initial_bound.second.x - boardMesh.initial_bound.first.x) - 1);
    }
    else
    {
        cout << "AWWWWW!! TOO BAD!!!!!!" << endl;
    }
    cout << "NUMBER OF WINS: " << NUMBER_OF_WINS << endl;

    MOUSE_X = 0; MOUSE_Y = 0;
    DELTA_X_CHANGE = 0.0; DELTA_Y_CHANGE = 0.0; //for mouse movement stuff
    X_CHANGE = 0.05; Y_CHANGE = 0.05;

    boardMesh.initialize("board");
    boardMesh.initial_bound = meshManager.getBounds("board");
    boardMesh.current_position = boardMesh.initial_bound;

    sphereMesh.initialize("sphere");
    sphereMesh.initial_bound = meshManager.getBounds("sphere");
    sphereMesh.current_position = sphereMesh.initial_bound;

    //set the location of the ball on top of the start hole
    sphereMesh.offset.x = mazeHoles[0].offset.x;
    sphereMesh.offset.z = mazeHoles[0].offset.z;
    sphereMesh.offset.y = 3.0f;

    //translate to the start position and update the current positions
    sphereMesh.model=glm::translate(glm::mat4(1.0f), glm::vec3( sphereMesh.offset.x, sphereMesh.offset.y, sphereMesh.offset.z));
    sphereMesh.current_position.first = sphereMesh.initial_bound.first + sphereMesh.offset;
    sphereMesh.current_position.second = sphereMesh.initial_bound.second + sphereMesh.offset;

    //set up the board and ball in the simulated physics world
    if(initPhysics == true) 
    {
        myPhysics.makeBoard(boardMesh);
        myPhysics.makeBall(sphereMesh);
        myPhysics.makeWalls(myMaze);
        initPhysics = false;
    }
    else 
    {
        myPhysics.resetMaze(sphereMesh, myMaze);
    }
}
	void CMazeGameEngine::setupWorld()
	{
		isWinScreenShowing = false;
		_endGameImg->setVisible(false);
		_sceneManager->clear();
		_videoDriver->setFog(irr::video::SColor(0, 30, 20, 10), irr::video::EFT_FOG_LINEAR, 3, 10, .03f, true, false);
		buildMaze();
		addFinishPoint();
		loadAdditionalResources();
		setupCamera();
		setupPlayerViews();
		hideMenu();
		startOrientationScene();
	}
Example #7
0
int main(int argc, char** argv) {
    std::string input;
    std::stringstream ss;

    while (std::getline(std::cin, input)) {
        if (!input.empty())
            ss << input << "!";
        else
            ss << "!";
    }

    std::vector<std::string> tokens = split(ss.str(), '!');
    std::printf("%s", buildMaze(tokens).c_str());

    return 0;
}
Example #8
0
void difficultyLevel(int id) 
{
    switch(id) 
    {
        case 1: //beastly
            level = 2;//set level
            break;
        case 2: //not so beastly
            level = 1;
            break;
        case 3: //easy peasy
            level = 0;
            break;
    }
    NUMBER_OF_WINS = 0; //reset the number of wins
    buildMaze(  abs(boardMesh.initial_bound.second.z - boardMesh.initial_bound.first.z) - 1, 
                abs(boardMesh.initial_bound.second.x - boardMesh.initial_bound.first.x) - 1);
    ballSetStart();
}
Example #9
0
void startMenu(int id) 
{
   switch(id) 
   {
        case 1: //pause
            paused = true;
            break;
        case 2: //restart
            ballSetStart();
            break;
        case 3://resume
            paused = false;
            break;
        case 4://new maze
            buildMaze(  abs(boardMesh.initial_bound.second.z - boardMesh.initial_bound.first.z) - 1, 
                        abs(boardMesh.initial_bound.second.x - boardMesh.initial_bound.first.x) - 1);
            ballSetStart();
        break;
   }
}
Example #10
0
int main()
{
	int m, n;

	in = fopen("input.txt","r");
	out = fopen("output.txt","w");

	if (in == NULL || out == NULL)
	{
		printf("Error opening files\n");
		return 0;
	}	

	fscanf(in,"%d %d", &m, &n);
	int **maze = initMaze(m, n), a, b, c, d;	
	int row = (m*ROW) - ( m - 1), col = (n*COL) - (n - 1), maxsec;
	
	buildMaze(in, maze,row, col);
	printMaze(out, maze, row, col);	
	evalMaze(out, maze, row, col);
	fscanf(in, "%d %d %d %d", &a, &b, &c, &d);

	a *= 2;
	b *= 2;
	c *= 2;
	d *= 2;	

	if(findPath(maze,a,b,c,d,row, col)){
		printMaze(out, maze, row, col);	
	}else{
		fprintf(out, "No Path Found!\n");
	}
	
	fclose(in);
	fclose(out);
	return 0;
}
Example #11
0
/* Este metodo e' chamado quando o a aplicacao arranca, ou quando o jogador
   carrega em "Novo" para re-gerar novo labirinto.
*/
void MainWindow::requestNewMaze()
{
    int w, h;

    // Abrir a caixa de dialogo com os valores iniciais identicos aos do
    // labirinto agora aberto
    if( map == NULL )
        {
        w = 25;
        h = 15;
        }
    else
        {
        w = (map->getWidth()  - 1) / 2;
        h = (map->getHeight() - 1) / 2;
        }

    DialogNew d( this, w, h );
    if( d.exec() == DialogNew::Accepted )
        {
        resetStateNew();
        buildMaze( d.getCorridorWidth()*2 + 1, d.getCorridorHeight()*2 + 1, d.getComplexity() );
        }
}
Example #12
0
//--Main
int main(int argc, char **argv) 
{
    //Initialize GLUT
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(w, h);
        
    Lighting.Init();////////////// ADD

    // Name and create the Window
    glutCreateWindow("LABYRINTH PROGRAM");

    //temp Mesh model
    Mesh tempMesh;
    
    //add the number of holes values
    numOfHoles.push_back(1);
    numOfHoles.push_back(3);
    numOfHoles.push_back(6);
    level = 0;

    //initialize textures
    char metal_file[] = "../textures/metal.png";
    char white_marble_file[] = "../textures/MarbleWhite.png";
    char black_marble_file[] = "../textures/gold.png";
    char red_solid_file[] = "../textures/red.png";
    char green_solid_file[] = "../textures/green.png";
    char black_solid_file[] = "../textures/black.png";
    char brown_solid_file[] = "../textures/brown.png";

    //load textures
    Magick::InitializeMagick(*argv);
    
    loadTexture(metal_file, metal);
    loadTexture(black_marble_file, black_marble);
    loadTexture(white_marble_file, white_marble);
    loadTexture(red_solid_file, red_solid);
    loadTexture(black_solid_file, black_solid);
    loadTexture(green_solid_file, green_solid);
    loadTexture(brown_solid_file, brown_solid);

    GLenum status = glewInit(); //check glut status
    if( status != GLEW_OK)
    {
        std::cerr << "[F] GLEW NOT INITIALIZED: ";
        std::cerr << glewGetErrorString(status) << std::endl;
        return -1;
    }

    //Set all of the callbacks to GLUT that we need
    glutDisplayFunc(render);    // Called when its time to display
    glutReshapeFunc(reshape);   // Called if the window is resized
    glutIdleFunc(update);       // Called if there is nothing else to do
    glutKeyboardFunc(keyboard); // Called if there is keyboard input
    glutMouseFunc(mouse);
    glutMotionFunc(mouseOnTheMove);

    //Initialize all of our resources
    shaderManager = new ShaderManager();

    bool init = initialize(); //initialize shaders and load models

    //build mesh objects
    tempMesh.initialize("board");
    tempMesh.initial_bound = meshManager.getBounds("board");
    tempMesh.current_position = tempMesh.initial_bound;
    boardMesh = tempMesh;

    tempMesh.initialize("sphere");
    tempMesh.initial_bound = meshManager.getBounds("sphere");
    tempMesh.current_position = tempMesh.initial_bound;
    sphereMesh = tempMesh;


    //initialize maze
    buildMaze(  abs(boardMesh.initial_bound.second.z - boardMesh.initial_bound.first.z) - 1,
                abs(boardMesh.initial_bound.second.x - boardMesh.initial_bound.first.x) - 1);
    
    //translate the ball to the start position
    ballSetStart();
    
    //initialize menus
    createMenus();

    if(init) 
    {
        t1 = std::chrono::high_resolution_clock::now();
        glutMainLoop();
    }

    return 0;
}