mirror of
https://github.com/Valeh2012/PersonalVotingMachine
synced 2024-11-26 19:01:00 +02:00
177 lines
4.2 KiB
C
177 lines
4.2 KiB
C
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/*
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Source: http://rosettacode.org/wiki/Maze_generation#C
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License: http://www.gnu.org/licenses/fdl.html
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another option could be "recursive division"
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http://weblog.jamisbuck.org/2011/1/12/maze-generation-recursive-division-algorithm
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roguelike:
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http://www.roguebasin.com/index.php?title=Roguelike_Dev_FAQ
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http://www.roguebasin.com/index.php?title=How_to_Write_a_Roguelike_in_15_Steps
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http://www.roguebasin.com/index.php?title=Finding_graphical_tiles
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http://opengameart.org/content/2d-rpg-tiles
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http://opengameart.org/content/tileset-1bit-color
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http://opengameart.org/content/tileset-1bit-color-extention
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http://dwarffortresswiki.org/index.php/Tileset_repository
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http://game-icons.net/ << could be nice
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https://www.reddit.com/r/gamedev/comments/444zbl/roguelike_tilesets/
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http://cc.retinaleclipse.com/minirogue-c64-all.png (https://forums.tigsource.com/index.php?topic=14166.0)
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http://quale-art.blogspot.de/p/scroll-o-sprites.html oder http://imgur.com/a/uHx4k
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fonts:
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http://de.fonts2u.com/pixelcharas.schriftart
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http://fontstruct.com/fontstructions/show/475298/monstapix (http://de.fonts2u.com/monstapix-regular.schriftart)
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <locale.h>
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#define DOUBLE_SPACE 0
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#if DOUBLE_SPACE
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# define SPC " "
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#else
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# define SPC " "
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#endif
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wchar_t glyph[] = L""SPC"│││─┘┐┤─└┌├─┴┬┼"SPC"┆┆┆┄╯╮ ┄╰╭ ┄";
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typedef unsigned char byte;
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enum { N = 1, S = 2, W = 4, E = 8, V = 16 };
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byte **cell;
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int w, h, avail;
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#define each(i, x, y) for (i = x; i <= y; i++)
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int irand(int n)
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{
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int r, rmax = n * (RAND_MAX / n);
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while ((r = rand()) >= rmax);
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return r / (RAND_MAX/n);
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}
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void show()
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{
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int i, j, c;
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each(i, 0, 2 * h) {
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each(j, 0, 2 * w) {
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c = cell[i][j];
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if (c > V) printf("\033[31m");
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printf("%lc", glyph[c]);
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if (c > V) printf("\033[m");
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}
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putchar('\n');
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}
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}
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inline int max(int a, int b) { return a >= b ? a : b; }
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inline int min(int a, int b) { return b >= a ? a : b; }
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static int dirs[4][2] = {{-2, 0}, {0, 2}, {2, 0}, {0, -2}};
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void walk(int x, int y)
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{
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int i, t, x1, y1, d[4] = { 0, 1, 2, 3 };
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cell[y][x] |= V;
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avail--;
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for (x1 = 3; x1; x1--)
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if (x1 != (y1 = irand(x1 + 1)))
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i = d[x1], d[x1] = d[y1], d[y1] = i;
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for (i = 0; avail && i < 4; i++) {
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x1 = x + dirs[ d[i] ][0], y1 = y + dirs[ d[i] ][1];
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if (cell[y1][x1] & V) continue;
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/* break walls */
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if (x1 == x) {
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t = (y + y1) / 2;
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cell[t][x+1] &= ~W, cell[t][x] &= ~(E|W), cell[t][x-1] &= ~E;
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} else if (y1 == y) {
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t = (x + x1)/2;
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cell[y-1][t] &= ~S, cell[y][t] &= ~(N|S), cell[y+1][t] &= ~N;
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}
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walk(x1, y1);
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}
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}
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int solve(int x, int y, int tox, int toy)
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{
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int i, t, x1, y1;
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cell[y][x] |= V;
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if (x == tox && y == toy) return 1;
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each(i, 0, 3) {
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x1 = x + dirs[i][0], y1 = y + dirs[i][1];
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if (cell[y1][x1]) continue;
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/* mark path */
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if (x1 == x) {
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t = (y + y1)/2;
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if (cell[t][x] || !solve(x1, y1, tox, toy)) continue;
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cell[t-1][x] |= S, cell[t][x] |= V|N|S, cell[t+1][x] |= N;
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} else if (y1 == y) {
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t = (x + x1)/2;
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if (cell[y][t] || !solve(x1, y1, tox, toy)) continue;
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cell[y][t-1] |= E, cell[y][t] |= V|E|W, cell[y][t+1] |= W;
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}
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return 1;
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}
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/* backtrack */
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cell[y][x] &= ~V;
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return 0;
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}
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void make_maze()
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{
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int i, j;
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int h2 = 2 * h + 2, w2 = 2 * w + 2;
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byte **p;
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p = calloc(sizeof(byte*) * (h2 + 2) + w2 * h2 + 1, 1);
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p[1] = (byte*)(p + h2 + 2) + 1;
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each(i, 2, h2) p[i] = p[i-1] + w2;
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p[0] = p[h2];
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cell = &p[1];
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each(i, -1, 2 * h + 1) cell[i][-1] = cell[i][w2 - 1] = V;
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each(j, 0, 2 * w) cell[-1][j] = cell[h2 - 1][j] = V;
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each(i, 0, h) each(j, 0, 2 * w) cell[2*i][j] |= E|W;
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each(i, 0, 2 * h) each(j, 0, w) cell[i][2*j] |= N|S;
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each(j, 0, 2 * w) cell[0][j] &= ~N, cell[2*h][j] &= ~S;
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each(i, 0, 2 * h) cell[i][0] &= ~W, cell[i][2*w] &= ~E;
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avail = w * h;
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walk(irand(2) * 2 + 1, irand(h) * 2 + 1);
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/* reset visited marker (it's also used by path finder) */
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each(i, 0, 2 * h) each(j, 0, 2 * w) cell[i][j] &= ~V;
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solve(1, 1, 2 * w - 1, 2 * h - 1);
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show();
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}
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int main(int c, char **v)
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{
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setlocale(LC_ALL, "");
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if (c < 2 || (w = atoi(v[1])) <= 0) w = 16;
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if (c < 3 || (h = atoi(v[2])) <= 0) h = 8;
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make_maze();
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return 0;
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}
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