File:MAZE 30x20 DFS.ogv
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MAZE_30x20_DFS.ogv (Ogg Theora video file, length 1 min 1 s, 732 × 492 pixels, 69 kbps)
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Summary
DescriptionMAZE 30x20 DFS.ogv |
English: The generation of a maze using a depth-first search algorithm. This maze is 30x20 in size. The C++ source code used to create this can be seen at w:User:Purpy Pupple/Maze. |
Date | |
Source | Own work |
Author | Purpy Pupple |
Other versions |
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C src code
//Purpy Pupple's amazing maze generator.
//Released under the CC-BY-SA 3.0 License and the GFDL
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#define UP 0 //-y
#define DOWN 1 //+y
#define LEFT 2 //-x
#define RIGHT 3 //+x
#define OUTFILE "MAZE"
#define WHITE fprintf(outfile, "%c%c%c", 255,255,255)
#define BLACK fprintf(outfile, "%c%c%c", 0,0,0)
#define RED fprintf(outfile, "%c%c%c", 0,0,255)
#define nodeadend//generate a maze without any dead ends! (consequently, many solutions to maze)
//#define prim //enable this to generate mazes using prim's algorithm.
#define backtrack//enable this to generate mazes using depth-first search. Don't enable both.
//#define movie //this option spams bitmaps to illustrate each step of generation.
long numin=1; //Number of cells in the maze.
const int xsize=152;
const int ysize=122;
void initialize();
void generate();
void savebmp(int xspecial, int yspecial);
struct cell{
bool in; //Is this cell in the maze?
bool up; //Does the wall above this cell exist?
bool left;//Does the wall to the left of this cell exist?
int prevx, prevy; //The coordinates of the previous cell, used for backtracking.
};
cell MAZE[xsize][ysize];
int main(){
srand((unsigned int)time(NULL)); //seed random number generator with system time
initialize(); //initialize the maze
generate(); //generate the maze
#ifdef movie
for(int i=1;i<10;i++){
numin++;
savebmp(0,0); //output the bitmap
}
#else movie
savebmp(0,0);
#endif
return 0;
}
void initialize(){
//Initialize the maze!
for(int x=0;x<xsize;x++){
for(int y=0;y<ysize;y++){
//The maze cells on the edges of the maze are "in" to provide padding. Otherwise, all maze cells are not in.
MAZE[x][y].in = (x==0||x==xsize-1||y==0||y==ysize-1)?1:0;
//All maze cells have all walls existing by default, except the perimeter cells.
MAZE[x][y].up = (x==0||x==xsize-1||y==0)?0:1;
MAZE[x][y].left = (x==0||y==0||y==ysize-1)?0:1;
}
}
return;
}
void generate(){
int xcur=1, ycur=1;//start growing from the corner. It could theoretically start growing from anywhere, doesn't matter.
MAZE[xcur][ycur].in = 1;
int whichway;
bool success;
do{
#ifdef movie
savebmp(xcur,ycur);
#endif
#ifdef nodeadend
if( MAZE[xcur][ycur-1].in&&MAZE[xcur][ycur+1].in&&
MAZE[xcur-1][ycur].in&&MAZE[xcur+1][ycur].in ){
//If at a dead end, randomly destroy a wall to make it not a dead end!
do{
success=0;
whichway=rand()%4;
switch(whichway){
case UP:
if(MAZE[xcur][ycur].up&&ycur!=1){
success=1;
MAZE[xcur][ycur].up=0;
}
break;
case DOWN:
if(MAZE[xcur][ycur+1].up&&ycur!=ysize-2){
success=1;
MAZE[xcur][ycur+1].up=0;
}
break;
case LEFT:
if(MAZE[xcur][ycur].left&&xcur!=1){
success=1;
MAZE[xcur][ycur].left=0;
}
break;
case RIGHT:
if(MAZE[xcur+1][ycur].left&&xcur!=xsize-2){
success=1;
MAZE[xcur+1][ycur].left=0;
}
break;
}
}while(!success);
}
#endif
#ifdef backtrack
while( MAZE[xcur][ycur-1].in&&MAZE[xcur][ycur+1].in&&
MAZE[xcur-1][ycur].in&&MAZE[xcur+1][ycur].in ){
//If all the neighbourhood cells are in, backtrack.
int xcur2=MAZE[xcur][ycur].prevx;
ycur=MAZE[xcur][ycur].prevy;
xcur=xcur2;
}
#endif
#ifdef prim
do{
//randomly find a cell that's in the maze
xcur=rand()%(xsize-2)+1;
ycur=rand()%(ysize-2)+1;
}while(!MAZE[xcur][ycur].in ||
MAZE[xcur][ycur-1].in&&MAZE[xcur][ycur+1].in&&
MAZE[xcur-1][ycur].in&&MAZE[xcur+1][ycur].in);
#endif
do{
//Randomly grow the maze if possible.
success=0;
whichway=rand()%4;
switch(whichway){
case UP:
if(!MAZE[xcur][ycur-1].in){
success=1;
MAZE[xcur][ycur].up=0;
MAZE[xcur][ycur-1].prevx=xcur;
MAZE[xcur][ycur-1].prevy=ycur;
ycur--;
}
break;
case DOWN:
if(!MAZE[xcur][ycur+1].in){
success=1;
MAZE[xcur][ycur+1].up=0;
MAZE[xcur][ycur+1].prevx=xcur;
MAZE[xcur][ycur+1].prevy=ycur;
ycur++;
}
break;
case LEFT:
if(!MAZE[xcur-1][ycur].in){
success=1;
MAZE[xcur][ycur].left=0;
MAZE[xcur-1][ycur].prevx=xcur;
MAZE[xcur-1][ycur].prevy=ycur;
xcur--;
}
break;
case RIGHT:
if(!MAZE[xcur+1][ycur].in){
success=1;
MAZE[xcur+1][ycur].left=0;
MAZE[xcur+1][ycur].prevx=xcur;
MAZE[xcur+1][ycur].prevy=ycur;
xcur++;
}
break;
}
}while(!success);
MAZE[xcur][ycur].in=1;
numin++; //Every iteration of this loop, one maze cell is added to the maze.
}while(numin<(xsize-2)*(ysize-2));
#ifdef movie
savebmp(xcur,ycur);
#endif
return;
}
void savebmp(int xspecial, int yspecial){
//save a bitmap file! the xspecial, yspecial pixel is coloured red.
FILE * outfile;
int extrabytes, paddedsize;
int x, y, n;
int width=(xsize-1)*2-1;
int height=(ysize-1)*2-1;
extrabytes = (4 - ((width * 3) % 4))%4;
char filename[200];
sprintf(filename, "%s_%dx%d_n%d.bmp", OUTFILE, xsize, ysize, numin);
paddedsize = ((width * 3) + extrabytes) * height;
unsigned int headers[13] = {paddedsize + 54, 0, 54, 40, width, height, 0, 0, paddedsize, 0, 0, 0, 0};
outfile = fopen(filename, "wb");
fprintf(outfile, "BM");
for (n = 0; n <= 5; n++){
fprintf(outfile, "%c", headers[n] & 0x000000FF);
fprintf(outfile, "%c", (headers[n] & 0x0000FF00) >> 8);
fprintf(outfile, "%c", (headers[n] & 0x00FF0000) >> 16);
fprintf(outfile, "%c", (headers[n] & (unsigned int) 0xFF000000) >> 24);
}
fprintf(outfile, "%c", 1);fprintf(outfile, "%c", 0);
fprintf(outfile, "%c", 24);fprintf(outfile, "%c", 0);
for (n = 7; n <= 12; n++){
fprintf(outfile, "%c", headers[n] & 0x000000FF);
fprintf(outfile, "%c", (headers[n] & 0x0000FF00) >> 8);
fprintf(outfile, "%c", (headers[n] & 0x00FF0000) >> 16);
fprintf(outfile, "%c", (headers[n] & (unsigned int) 0xFF000000) >> 24);
}
//Actual writing of data begins here:
for(y = 0; y <= height - 1; y++){
for(x = 0; x <= width - 1; x++){
if(x%2 == 1 && y%2 == 1){
if(x/2+1 == xspecial && y/2+1 == yspecial) RED;
else{
if(MAZE[x/2+1][y/2+1].in) WHITE; else BLACK;
}
}else if(x%2 == 0 && y%2 == 0){
BLACK;
}else if(x%2 == 0 && y%2 == 1){
if(MAZE[x/2+1][y/2+1].left) BLACK; else WHITE;
}else if(x%2 == 1 && y%2 == 0){
if(MAZE[x/2+1][y/2+1].up) BLACK; else WHITE;
}
}
if (extrabytes){ // See above - BMP lines must be of lengths divisible by 4.
for (n = 1; n <= extrabytes; n++){
fprintf(outfile, "%c", 0);
}
}
}
printf("file printed: %s\n", filename);
fclose(outfile);
return;
}
Licensing
I, the copyright holder of this work, hereby publish it under the following licenses:



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- You are free:
- to share – to copy, distribute and transmit the work
- to remix – to adapt the work
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Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled GNU Free Documentation License.http://www.gnu.org/copyleft/fdl.htmlGFDLGNU Free Documentation Licensetruetrue |
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Captions
mazeWave Degenrated Back by Backtracking prims algorithm
Items portrayed in this file
depicts
some value
5 February 2011
File history
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Date/Time | Dimensions | User | Comment | |
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current | 18:41, 5 February 2011 | 1 min 1 s, 732 × 492 (510 KB) | Dllu | {{Information |Description ={{en|1=The generation of a maze using a depth-first search algorithm. This maze is 30x20 in size. The C++ source code used to create this can be seen at w:User:Purpy Pupple/Maze.}} |Source |
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Software used |
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Contact information | http://sourceforge.net/projects/theoraconverter |
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