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myMaze+(pre)getPath
| Uploader: |  Eternal_Pain | 
| Datum/Zeit: | 22.03.2013 14:42:48 | 
Type tListNode
    NextEntry  as tListNode ptr
    PrevEntry  as tListNode ptr
    EntryValue as Integer
End Type
Type tList
    Declare Sub AddEntry(byval Value as Integer)
    Declare Sub DelEntry(byval ListNode as tListNode ptr)
    Declare Sub DestroyList()
    FirstEntry as tListNode ptr
    LastEntry  as tListNode ptr
End Type
Sub tList.AddEntry(byval Value as Integer)
    Dim NewEntry as tListNode ptr = NEW tListNode
    NewEntry -> EntryValue = Value
    If (LastEntry = 0) Then
        FirstEntry = NewEntry
        LastEntry  = NewEntry
    Else
        NewEntry -> PrevEntry = LastEntry
        LastEntry -> NextEntry = NewEntry
        LastEntry = NewEntry
    End If
End Sub
Sub tList.DestroyList()
    while FirstEntry
        LastEntry = FirstEntry -> NextEntry
        Delete FirstEntry
        FirstEntry = LastEntry
    wend
End Sub
Sub tList.DelEntry(byval ListNode as tListNode ptr)
    If (ListNode = 0) Then Exit Sub
    'Dim TempNode as tListNode ptr = ListNode
    If ListNode -> NextEntry Then ListNode -> NextEntry -> PrevEntry = ListNode -> PrevEntry
    If ListNode -> PrevEntry Then ListNode -> PrevEntry -> NextEntry = ListNode -> NextEntry
    If ListNode = FirstEntry Then FirstEntry = FirstEntry -> NextEntry
    If ListNode = LastEntry  Then LastEntry  = LastEntry -> PrevEntry
    Delete ListNode
End Sub
Randomize Timer
#Define MazeFloor     &h00
#Define MazeStart     &h01
#Define MazeGoal      &h02
#Define MazeWall      &h70
Type Vector2
    X as Integer
    Y as Integer
End Type
Function Distance2d (byval X1 as Integer, byval Y1 as Integer, byval X2 as Integer, byval Y2 as Integer) as Double
    Dim PX as Integer = abs(X1-X2)*abs(X1-X2)
    Dim PY as Integer = abs(Y1-Y2)*abs(Y1-Y2)
    Function = SQR(PX+PY)
End Function
Function Distance2i (byval XY1 as Vector2, Byval XY2 as Vector2) as Integer
    Dim PX as Integer = abs(XY1.X-XY2.X)*abs(XY1.X-XY2.X)
    Dim PY as Integer = abs(XY1.Y-XY2.Y)*abs(XY1.Y-XY2.Y)
    Function = SQR(PX+PY)
End Function
Function getRandom(Byval imin as Integer, Byval imax as Integer) as Integer
    Dim rndnum as Integer
    Dim as Integer min, max
    min = imin : max = imax
    If min>max then swap min,max
    rndnum = min + int( rnd*( max - (min-1) ) )
    return rndnum
End Function
Type tMaze
    Private:
    Declare Sub fillPath(byval posX as Integer, byval posY as Integer)
    MazeControl as Integer
    Public:
    MazeP as ubyte ptr
    MazeW as integer
    MazeH as integer
    Declare Function genMaze(Byval sizeW as integer, byval sizeH as integer) as Integer
    Declare Function delMaze() as Integer
    'experimantal path-find
    Declare Function getPath(byval fromX as Integer, byval fromY as Integer, byval targetX as Integer, byval targetY as Integer) as Integer ptr
End Type
Sub tMaze.fillPath(byval posX as Integer, byval posY as Integer)
    Dim fillmap as byte ptr = NEW byte[MazeW*MazeH]
    Dim fillList as tList
    Dim fillNode as tListNode ptr
    Dim as Integer fX = posX
    Dim as Integer fY = posY
    Dim mappos as Integer = fX+(fY*MazeW)
    fillList.AddEntry(mappos)
    fillmap[mappos] = 1
    Do
        fillNode = fillList.FirstEntry
        If fillNode Then
            mappos = fillNode -> EntryValue
            fillList.DelEntry(fillNode)
            if MazeP[mappos] = MazeGoal Then
                MazeControl = 1
                Exit Do
            End If
        Else
            Exit Do
        End If
        fX = mappos mod MazeW
        fY = mappos \ MazeW
        If (fX > 0)         andalso ( (fillmap[mappos-1]     = 0) and (MazeP[mappos-1]     < MazeWall) ) Then fillList.AddEntry(mappos-1)     : fillmap[mappos-1]     = 1
        If (fY > 0)         andalso ( (fillmap[mappos-MazeW] = 0) and (MazeP[mappos-MazeW] < MazeWall) ) Then fillList.AddEntry(mappos-MazeW) : fillmap[mappos-MazeW] = 1
        If (fX < (MazeW-1)) andalso ( (fillmap[mappos+1]     = 0) and (MazeP[mappos+1]     < MazeWall) ) Then fillList.AddEntry(mappos+1)     : fillmap[mappos+1]     = 1
        If (fY < (MazeH-1)) andalso ( (fillmap[mappos+MazeW] = 0) and (MazeP[mappos+MazeW] < MazeWall) ) Then fillList.AddEntry(mappos+MazeW) : fillmap[mappos+MazeW] = 1
    Loop
    Delete[] fillmap
    fillList.DestroyList()
End Sub
Function tMaze.genMaze(Byval sizeW as integer, byval sizeH as integer) as Integer
    Dim MazeS as Vector2 'start position
    Dim MazeG as Vector2 'goal position
    Dim granularity  as Integer
    Dim randomLength as Integer
    Dim minLength    as Integer
    Dim maxLength    as Integer
    Dim numWalls     as Integer
    Dim rndWallPosX  as Integer
    Dim rndWallPosY  as Integer
    Dim rndDest      as Integer
    Dim dX           as Integer
    Dim dY           as Integer
    Dim mappos       as Integer
    Dim minDist      as Integer
    Do
        If MazeP Then delMaze()
        MazeW = sizeW : MazeH = sizeH
        If (MazeW mod 2) = 0 Then MazeW -= 1
        If (MazeH mod 2) = 0 Then MazeH -= 1
        If (MazeW < 9) Then MazeW = 9
        If (MazeH < 9) Then MazeH = 9
        MazeP = NEW ubyte[MazeW*MazeH]
        'gen outwalls
        For WallW as Integer = 0 to MazeW-1
            MazeP[WallW] = MazeWall
            MazeP[((MazeH-1)*MazeW)+WallW] = MazeWall
        Next WallW
        For WallH as Integer = 0 to MazeH-1
            MazeP[WallH*MazeW] = MazeWall
            MazeP[(MazeW-1)+(WallH*MazeW)] = MazeWall
        Next WallH
        minDist = sqr(sqr(MazeW*MazeH))
        'gen random start position
        Do : MazeS.X = getRandom(1,MazeW-2) : Loop while ((MazeS.X mod 2) = 0)
        Do : MazeS.Y = getRandom(1,MazeH-2) : Loop while ((MazeS.Y mod 2) = 0)
        'gen random goal position (with minimal distance)
        Do
            Do : MazeG.X = getRandom(1,MazeW-2) : Loop while ((MazeG.X mod 2) = 0)
            Do : MazeG.Y = getRandom(1,MazeH-2) : Loop while ((MazeG.Y mod 2) = 0)
        Loop while (Distance2i(MazeS,MazeG) < minDist)
        MazeP[MazeS.X+(MazeS.Y*MazeW)]=MazeStart
        MazeP[MazeG.X+(MazeG.Y*MazeW)]=MazeGoal
        For G as Integer = 4 to 1 step -1
            granularity = 2 ^ G '...16,8,4,2
            numWalls = (MazeW*MazeH)/G
            For W as Integer = 1 to numWalls '1 to...
                rndWallPosX = granularity * (getRandom(1,MazeW-1) \ granularity)
                rndWallPosY = granularity * (getRandom(1,MazeH-1) \ granularity)
                minLength   = getRandom(1,4)
                maxLength   = getRandom(2,10)
                rndDest     = getRandom(0,3)
                Select Case rndDest
                    Case 0 'North/Up
                        dX =  0 : dY = -1
                    Case 1 'East/Right
                        dX =  1 : dY =  0
                    Case 2 'South/Down
                        dX =  0 : dY =  1
                    Case 3 'West/Left
                        dX = -1 : dY =  0
                End Select
                randomLength = granularity * (getRandom(minLength,maxLength)+1)
                For L as Integer = 1 to randomLength
                    mappos = (rndWallPosX + (rndWallPosY*MazeW))
                    If MazeP[mappos] <> MazeFloor Then Exit For
                    MazeP[mappos] = MazeWall
                    rndWallPosX += dX : rndWallPosY += dY
                Next L
            Next W
        Next G
        fillPath(MazeS.X,MazeS.Y) 'mark all reachable tiles (from start)
    Loop until MazeControl 'not necassary | just for sure, the goal is reachable from start
    Return -1'TRUE
End Function
Function tMaze.delMaze() as Integer
    If MazeP Then Delete[] MazeP
    MazeP = 0
    MazeControl = 0
    MazeW = 0
    MazeH = 0
    return -1'TRUE
End Function
Function tMaze.getPath(byval fromX as Integer, byval fromY as Integer, byval targetX as Integer, byval targetY as Integer) as Integer ptr
    Dim PathMap    as Integer ptr = NEW Integer[MazeW*MazeH]
    Dim PathList   as Integer ptr
    Dim frompos    as Integer = fromX+(fromY*MazeW)
    Dim targetpos  as Integer = targetX+(targetY*MazeW)
    Dim mappos     as Integer
    Dim nearestpos as Integer
    Dim distance   as Double
    Dim distanceL  as Double = MazeW*MazeH
    Dim as integer tX,tY
    'Dim PathCost as Integer
    Dim fillList as tList
    fillList.AddEntry(frompos)
    While fillList.FirstEntry
        mappos = fillList.FirstEntry -> EntryValue
        fillList.DelEntry(fillList.FirstEntry)
        PathMap[mappos] += 1 'Set PathCost
        tX = mappos mod MazeW
        tY = mappos \ MazeW
        distance = Distance2d(tX,tY,targetX,targetY)
        If (distance < distanceL) Then
            distanceL  = distance
            nearestpos = mappos
        End If
        If (mappos = targetpos) then exit while
        If (tX > 0)         andalso ( (MazeP[mappos-1]     < MazeWall) and PathMap[mappos-1]     = 0 ) Then fillList.AddEntry(mappos-1)     : PathMap[mappos-1]     = PathMap[mappos]
        If (tY > 0)         andalso ( (MazeP[mappos-MazeW] < MazeWall) and PathMap[mappos-MazeW] = 0 ) Then fillList.AddEntry(mappos-MazeW) : PathMap[mappos-MazeW] = PathMap[mappos]
        If (tX < (MazeW-1)) andalso ( (MazeP[mappos+1]     < MazeWall) and PathMap[mappos+1]     = 0 ) Then fillList.AddEntry(mappos+1)     : PathMap[mappos+1]     = PathMap[mappos]
        If (tY < (MazeH-1)) andalso ( (MazeP[mappos+MazeW] < MazeWall) and PathMap[mappos+MazeW] = 0 ) Then fillList.AddEntry(mappos+MazeW) : PathMap[mappos+MazeW] = PathMap[mappos]
    Wend
    mappos = 0
    do
        If PathMap[mappos] Then
            tX = mappos mod MazeW
            tY = mappos \ MazeW
            draw string (tX*20,tY*20),str(PathMap[mappos]),&hFF8800
        End If
        mappos += 1
    loop until (mappos = MazeW*MazeH)
    tX = nearestpos mod MazeW
    tY = nearestpos \ MazeW
    draw string ((tX*20)+8,(tY*20)+8),"X",&hFF0000
    'Dim PathLength as Integer = PathMap[nearestpos]
    'PathList    = New Integer[PathLength+1]
    'PathList[0] = PathMap[nearestpos]
    'PathList[PathMap[nearestpos]] = PathMap[nearestpos]
    fillList.DestroyList()
    Delete[] PathMap
    return PathList
End Function
screenres 800,600,32',,&h08
Dim myMaze   as tMaze
Dim mappos   as Integer
Dim mazeread as ubyte
'Dim genTime  as Double
Dim fsize    as Integer = 20
Dim MazeS    as Vector2
Dim MazeG    as Vector2
Dim as Integer MX,MY,MB
myMaze.genMaze(40,30)
Do
    screenlock
        cls
        For Y as Integer=0 to myMaze.MazeH-1
            For X as Integer=0 to myMaze.MazeW-1
                mappos = X+(Y*myMaze.MazeW)
                mazeread = myMaze.MazeP[mappos]
                If mazeread = MazeWall  Then line(X*fsize,Y*fsize)-((fsize-1)+(X*fsize),(fsize-1)+(Y*fsize)),&hFFFFFF,bf
                if mazeread = MazeStart Then
                    MazeS.X = mappos mod myMaze.MazeW
                    MazeS.Y = mappos \ myMaze.MazeW
                    line(X*fsize,Y*fsize)-((fsize-1)+(X*fsize),(fsize-1)+(Y*fsize)),&hFFFF00,bf
                End If
                if mazeread = MazeGoal  Then
                    'MazeG.X = mappos mod myMaze.MazeW
                    'MazeG.Y = mappos \ myMaze.MazeW
                    line(X*fsize,Y*fsize)-((fsize-1)+(X*fsize),(fsize-1)+(Y*fsize)),&h00FF00,bf
                end if
            Next X
        Next Y
        line(MazeG.X*fsize,MazeG.Y*fsize)-((fsize-1)+(MazeG.X*fsize),(fsize-1)+(MazeG.Y*fsize)),&h6666EE,bf
        'genTime = Timer-genTime
        'locate 1,1:?genTime
        myMaze.getPath(MazeS.X,MazeS.Y,MazeG.X,MazeG.Y)
    Screenunlock
    do : getmouse MX,MY,,MB : loop while (MB > 0)
    do
        getmouse MX,MY,,MB
        If MB>0 Then MazeG.X = fix(MX/20) : MazeG.Y = fix(MY/20) : Exit Do
        sleep 10
    loop until multikey(&h01)
Loop until multikey(&h01)
myMaze.delMaze()
	
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