Find largest area in 2d array in c++ - c++

I need to write recursive function in c++ that finds largest area of number '1' in 2d array that contains only 1 or 0.
Example:
int Arr[5][8] =
{
{ 0, 0, 0, 0, 1, 1, 0, 0, },
{ 1, 0, 0, 1, 1, 1, 0, 0, },
{ 1, 1, 0, 1, 0, 1, 1, 0, },
{ 0, 0, 0, 1, 1, 1, 1, 0, },
{ 0, 1, 1, 0, 0, 0, 0, 0, },
};
Visual example: http://s23.postimg.org/yabwp6h23/find_largest.png
Largest area of this array is 12, second largest is 3 and third largest is 2.
I was thinking to do this with something similar to flood fill algorithm, but just can't figure out how.

bool visited[5][8];
int i,j;
// variables for the area:
int current_area = 0, max_area = 0;
int Arr[5][8]={ // type your map of values here
}
// functions
void prepare_visited_map() {
for(i=0;i<5;i++) {
for(j=0;j<8;j++) visited[i][j] = false;
}
}
// recursive function to calculate the area around (x,y)
void calculate_largest_area(int x, int y) {
if(visited[x][y]) return;
// check if out of boundaries
if(x<0 || y<0 || x>=5 || y>=8) return;
// check if the cell is 0
if(!Arr[x][y]) {
visited[x][y] = true;
return;
}
// found a propper cell, proceed
current_area++;
visited[x][y] = true;
// call recursive function for the adjacent cells (north, east, south, west)
calculate_largest_area(x,y-1);
calculate_largest_area(x+1,y);
calculate_largest_area(x,y+1);
calculate_largest_area(x-1,y);
// by the end of the recursion current_area will hold the area around the initial cell
}
// main procedure where the above functions are used
int mian() {
// calculate the sorrounding area of each cell, and pick up the largest of all results
for(i=0;i<5;i++) {
for(j=0;j<8;j++) {
prepare_visited_map();
calculate_largest_area(i,j);
if(current_area > max_area) max_area = current_area;
}
}
printf("Max area is %d",max_area");
}
Hope this was helpful :)

I was thinking to do this with something similar to flood fill algorithm
I think that's a pretty good way to do it. Apply flood fill to any 1, counting the ones and replacing them with zeros.
Repeat until the grid consists entirely of zeroes.
The following will print out the sizes of the connected components in no particular order:
#include <iostream>
constexpr int N = 5;
constexpr int M = 8;
int arr[N][M] =
{
{ 0, 0, 0, 0, 1, 1, 0, 0, },
{ 1, 0, 0, 1, 1, 1, 0, 0, },
{ 1, 1, 0, 1, 0, 1, 1, 0, },
{ 0, 0, 0, 1, 1, 1, 1, 0, },
{ 0, 1, 1, 0, 0, 0, 0, 0, },
};
int fill(int arr[N][M], int r, int c) {
int count = 0;
if (r < N && arr[r][c]) {
for (int i = c; i >= 0 && arr[r][i]; --i) {
arr[r][i] = 0;
count += fill(arr, r + 1, i) + 1;
}
for (int i = c + 1; i < M && arr[r][i]; ++i) {
arr[r][i] = 0;
count += fill(arr, r + 1, i) + 1;
}
}
return count;
}
int print_components(int arr[N][M]) {
for (int r = 0; r < N; ++r) {
for (int c = 0; c < M; ++c) {
if (arr[r][c]) {
std::cout << fill(arr, r, c) << std::endl;
}
}
}
}
int main() {
print_components(arr);
}

something like,
int max_area = 0;
foreach y
foreach x
if (pos[y][x] == 1 && !visited[y][x])
{
int area = 0;
Queue queue = new Queue();
queue.push(new Point(x, y));
visited[y][x] = true;
while (!queue.empty())
{
Point pt = queue.pop();
area++;
foreach neightboor of pt (pt.x±1, pt.y±1)
if (pos[neightboor.y][neightboor.x] == 1 && !visited[neightboor.y][neightboor.x])
{
visited[neightboor.y][neightboor.x] = true;
queue.push(new Point(neightboor.x, neightboor.y));
}
}
if (area > max_area)
max_area = area;
}

Quick approach, but I don't know if there is a way to do this in a sane way (recursive
call for each element does not scale for C++ because call stack is limited)
int maxy = 5
int maxx = 8
int areasize(int x, int y) {
if (x < 0 || y < 0 || x > maxx || y > maxy || !Arr[y][x])
return 0;
Arr[y][x] = 0;
return 1
+ areasize(x + 1, y)
+ areasize(x - 1, y)
+ areasize(x, y + 1)
+ areasize(x, y - 1);
}
maxarea = 0;
for (int y = 0; y < maxy; y++) {
for (int x = 0; x < maxx; x++) {
maxarea = std::max(maxarea, areasize(x, y));
}
}

Related

Distance transform :

Kindly help me with the working of Distance transform and rectify the errors. I have tried Borgefors' method which has defined values for Eucledian measure. I get all zeros as output.
Below is the code which i have tried.
int _tmain(int argc, _TCHAR* argv[])
{
Mat v = imread("ref.png", 0);
imshow("input", v);
Mat forward = (Mat_<uchar>(5, 5) << 0, 11, 0, 11, 0, 11, 7, 5, 7, 11, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
Mat backward = (Mat_<uchar>(5, 5) << 0,0,0,0,0, 0,0,0,0,0, 0, 0, 0, 5, 0, 11, 7, 5, 7, 11, 0, 11, 0, 11, 0);
Mat op = cv::Mat::zeros(v.size(), CV_32FC1);
cout << forward;
cout << backward;
int r = v.rows;
int c = v.cols;
float min=100, x = 0;
int size = 3;
int lim = size / 2;
int a, b;
for (int i = lim; i <= r-1-lim; i++)
{
for (int j = lim; j <= c-1-lim; j++)
{
for (int k = -lim; k <= lim; k++)
{
for (int l = -lim; l <= lim; l++)
{
a = (v.at<uchar>(i + k, j + l));
b=(forward.at<uchar>(k + lim, l + lim));
x = a + b;
if (x>0 && min> x)
min = x;
}
}
op.at<float>(i, j) = min;
}
}
cout << min;
for (int i = (r-1-lim); i >lim; i--)
{
for (int j = (c-1-lim); j >lim; j--)
{
for (int k = -lim; k <= lim; k++)
{
for (int l = -lim; l <= lim; l++)
{
a = (v.at<uchar>(i + k, j + l));
b = (forward.at<uchar>(k + lim, l + lim));
x = a + b;
if (x >0 && min> x) min = x;
}
}
op.at<float>(i, j) = min;
}
}
cout << op;
Mat res = cv::Mat::ones(v.size(), CV_8UC1);
normalize(op, res, 0, 255, NORM_MINMAX);
imshow("output",res);
waitKey(0);
return 0;
}
Which is the best method and why it is the best way to implement Distance Transform?
Here is how to fix your code:
Apply the backward mask in the backward loop, you apply the same mask there as in the forward loop.
Use only the defined weights, the values in the mask where you wrote 0 are not part of the mask. Those pixels don't have a distance of 0!
As for your second question, it's probably out of scope for SO. But what the best method is depends very much on the goal. You have a fast and relatively accurate method here, there are other methods that are exact but more expensive.

Incomplete graph

I have the adjacency matrix of a graph. I wish to calculate the number of hamiltonian paths.
I know the brute force approach tests all N! permutations. However, I am unable to code it, I tried searching but couldn't find a possible approach.
I was looking for help for the simple brute force approach.
Thanks.
See my implementation I just did:
Also check this Hamilton cycle implementation to get some insights how it's done.
#include <stdio.h>
#include <stdbool.h>
#define NUM_VERTICES 4
bool graph[NUM_VERTICES][NUM_VERTICES] = {
{0, 1, 0, 1},
{1, 0, 1, 1},
{0, 1, 0, 0},
{1, 1, 0, 0},
};
int parent[NUM_VERTICES];
bool fin_hp_r(int v, int n)
{
// If all vertices are connected
if (n == NUM_VERTICES)
return true;
// For all neighbours
for (int i = 0; i < NUM_VERTICES; ++i)
if (graph[v][i] && parent[i] == -1)
{
parent[i] = v;
if (fin_hp_r(i, n + 1))
return true;
parent[i] = -1;
}
return false;
}
bool find_hamilton_path()
{
memset(parent, -1, sizeof(int) * NUM_VERTICES);
for (int i = 0; i < NUM_VERTICES; ++i)
{
parent[i] = i;
if (fin_hp_r(i, 1))
return true;
parent[i] = -1;
}
}
int main(void) {
find_hamilton_path();
for (int i = 0; i < NUM_VERTICES; ++i)
printf ("%d -> %d\n", parent[i], i);
return 0;
}
And this one for counting number of all Hamilton paths:
#include <stdio.h>
#include <stdbool.h>
#define NUM_VERTICES 4
bool graph[NUM_VERTICES][NUM_VERTICES] = {
{0, 1, 0, 1},
{1, 0, 1, 1},
{0, 1, 0, 0},
{1, 1, 0, 0},
};
int parent[NUM_VERTICES];
long long cnt_fin_hp_r(int v, int n)
{
// If all vertices are connected
if (n == NUM_VERTICES)
return 1;
// For all neighbours
long long res = 0;
for (int i = 0; i < NUM_VERTICES; ++i)
if (graph[v][i] && parent[i] == -1)
{
parent[i] = v;
res += cnt_fin_hp_r(i, n + 1);
parent[i] = -1;
}
return res;
}
long long find_hamilton_path_number()
{
memset(parent, -1, sizeof(int) * NUM_VERTICES);
long long res = 0;
for (int i = 0; i < NUM_VERTICES; ++i)
{
parent[i] = i;
res += cnt_fin_hp_r(i, 1);
parent[i] = -1;
}
return res;
}
int main(void) {
printf("%lld\n", find_hamilton_path_number());
return 0;
}
This is a problem from an ongoing contest
https://www.codechef.com/JAN16/problems/SEAKAM

How do you find out in which sub-grid a 2D array element is located

C++ beginner here. I'm currently trying to make a sudoku solving program, so I have to check whether a value exists in the 9x9 box it's located in.
This is my code for checking if the element follows the rules:
//constants for rows and columns of the sudoku puzzle, can be changed
const int ROWS = 9;
const int COLS = 9;
bool follows_rule(int grid[ROWS][COLS], int rowIndex, int colIndex, int value){
for (int i = 0; i < COLS; i++){
if (grid[rowIndex][i] == value) //check if there are any other values on the same column
return false;
if (grid[i][colIndex] == value) //or the same row
return false;
}
//to-do: check if another equal value exists in the 9x9 box
return true;
}
//returns true if another element has the same value as "value", false otherwise
bool exists_in_2d_array(int grid[ROWS][COLS], int value){
for (int x = 0; x < ROWS / 3; x++)
{
for (int y = 0; y < COLS / 3; y++)
{
if (grid[x][y] == value)
{
return true;
}
}
}
return false;
}
My idea was to find out which 9x9 box the coordinates of the current element lead to, then put that 9x9 grid in another 2D array and check if the element's value exists somewhere else in the grid. I don't really know how, though.
The SUDOKU rules require that the digit is used only once:
Rule 1: in each row
Rule 2: in each column
Rule 3: in each 3x3 subgrid of the 9x9 grid
Function follows_rule() checks for a given grid position, if the value would be allowed or not. For the moment it checks only rules 1 and 2. I propose you the following code for rule 3:
bool follows_rule(int grid[ROWS][COLS], int rowIndex, int colIndex, int value){
for (int i = 0; i < COLS; i++){
if (grid[rowIndex][i] == value)
return false;
if (grid[i][colIndex] == value) // ATTENTION THIS IS OK BECAUSE ROWS==COLS !!
return false;
}
// Check if another equal value exists in the 3x3 box
int sgc = (colIndex / 3) * 3; // in wich subgrid are we ?
int sgr = (rowIndex / 3) * 3;
// check all the elements of the 3x3 grid startic at sgr, sgc
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
if (grid[sgr + i][sgc + j] == value)
return false;
return true;
}
You can test the 3x3 verification with the following code:
int sudoku[ROWS][COLS] = {
{ 1, 0, 0, 0, 0, 0, 0, 8, 0 },
{ 0, 0, 2, 0, 0, 0, 0, 0, 0 },
{ 0, 3, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 1, 3, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 5, 0, 0, 0 },
{ 0, 0, 0, 0, 8, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0 }
};
if (follows_rule(sudoku, 1, 0, 1) == false
&& follows_rule(sudoku, 1, 0, 4) == true
&& follows_rule(sudoku, 5, 5, 8) == false
&& follows_rule(sudoku, 5, 5, 1) == false
&& follows_rule(sudoku, 5, 5, 7) == true)
cout << "Test ok !" << endl;
else cout << "Tests failed" << endl;
Accepted answer does not calculate the subgrids correctly , sgc and and sgr needs to be multiplied with 3 too after division to crrectly identify the subgrid vertices
public boolean isValidEntry(char[][] board, int row , int col,char val)
{
for(int i = 0 ; i < 9 ;i++){
if(board[row][i] == val)
return false;
}
for(int j = 0 ; j < 9 ;j++){
if(board[j][col] == val)
return false;
}
int sgc = col / 3; // in wich subgrid are we ?
int sgr = row / 3;
// check all the elements of the 3x3 grid startic at sgr, sgc
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++)
if (board[(3*sgr) + i][(3*sgc) + j] == val)
return false;
}
return true;
}

c++ class: using a private array in a public function?

Here's the code I'm working with in the header file:
#ifndef TETRIS_TETRIMINO
#define TETRIS_TETRIMINO
const int TETRIMINO_GRID_SIZE = 4;
struct Location {
int row;
int col;
};
class Tetrimino {
private:
int grid[TETRIMINO_GRID_SIZE][TETRIMINO_GRID_SIZE];
char color;
Location location;
public:
// constructor
Tetrimino(int type = 7); // valid type values are 0-6
//---------------------------------------------
//accessors
char getColor();
Location getLocation();
void getGrid(int gridOut[][TETRIMINO_GRID_SIZE]);
//---------------------------------------------
//mutators
void setLocation(Location newLocation);
void setLocation(int row, int col);
void rotateLeft();
void rotateRight();
void moveLeft();
void moveRight();
void moveDown();
void moveUp();
//---------------------------------------------
//others
void dataDump();
};
#endif
And here's the .cpp:
#include "tetrimino.h"
#include <iostream>
#include <ctime>
using namespace std;
//random number generator
int randNum()
{
int randNum;
int high = 6;
int low = 0;
srand(static_cast<unsigned int>(time(NULL)));
randNum = rand() % (high - low + 1) + low;
return randNum;
}
Tetrimino::Tetrimino(int type)
{
//check to see if type is 0-6, if not set to 7
if (type < 0 || type >= 7)
{
type = randNum();
}
//set associated type to a tetrimino
if (type == 0)
{
//set grid to i tetro
int grid[TETRIMINO_GRID_SIZE][TETRIMINO_GRID_SIZE] =
{
{ 0, 0, 0, 0 },
{ 1, 1, 1, 1 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 }
};
//set color to teal
color = 't';
//initialize starting position
location.row = 0;
location.col = 0;
}
else if (type == 1)
{
//set grid to j tetro
int grid[TETRIMINO_GRID_SIZE][TETRIMINO_GRID_SIZE] =
{
{ 0, 0, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 1, 1, 1 },
{ 0, 0, 0, 0 }
};
//set color to blue
color = 'b';
//initialize starting position
location.row = 0;
location.col = 0;
}
else if (type == 2)
{
//set grid to L tetro
int grid[TETRIMINO_GRID_SIZE][TETRIMINO_GRID_SIZE] =
{
{ 0, 0, 0, 0 },
{ 0, 0, 1, 0 },
{ 1, 1, 1, 0 },
{ 0, 0, 0, 0 }
};
//set color to orange
color = 'o';
//initialize starting position
location.row = 0;
location.col = 0;
}
else if (type == 3)
{
//set grid to o tetro
int grid[TETRIMINO_GRID_SIZE][TETRIMINO_GRID_SIZE] =
{
{ 0, 0, 0, 0 },
{ 0, 1, 1, 0 },
{ 0, 1, 1, 0 },
{ 0, 0, 0, 0 }
};
//set color to yellow
color = 'y';
//initialize starting position
location.row = 0;
location.col = 0;
}
else if (type == 4)
{
//set grid to s tetro
int grid[TETRIMINO_GRID_SIZE][TETRIMINO_GRID_SIZE] =
{
{ 0, 0, 0, 0 },
{ 0, 1, 1, 0 },
{ 1, 1, 0, 0 },
{ 0, 0, 0, 0 }
};
//set color to green
color = 'g';
//initialize starting position
location.row = 0;
location.col = 0;
}
else if (type == 5)
{
//set grid to T tetro
int grid[TETRIMINO_GRID_SIZE][TETRIMINO_GRID_SIZE] =
{
{ 0, 0, 0, 0 },
{ 0, 1, 0, 0 },
{ 1, 1, 1, 0 },
{ 0, 0, 0, 0 }
};
//set color to purple
color = 'p';
//initialize starting position
location.row = 0;
location.col = 0;
}
else if (type == 6)
{
//set grid to z tetro
int grid[TETRIMINO_GRID_SIZE][TETRIMINO_GRID_SIZE] =
{
{ 0, 0, 0, 0 },
{ 0, 1, 1, 0 },
{ 0, 0, 1, 1 },
{ 0, 0, 0, 0 }
};
//set color to red
color = 'r';
//initialize starting position
location.row = 0;
location.col = 0;
}
};
//accessors
char Tetrimino::getColor()
{
return color;
}
Location Tetrimino::getLocation()
{
return location;
}
void Tetrimino::getGrid(int gridOut[][TETRIMINO_GRID_SIZE])
{
//loop goes through each row
for (int row = 0; row < TETRIMINO_GRID_SIZE; row++)
{
//goes through each col of current row
for (int column = 0; column < TETRIMINO_GRID_SIZE; column++)
{
cout << gridOut[row][column] << " ";
}
//new line between rows
cout << endl;
}
}
//mutators
//leaving these out of this for sanity
void main()
{
Tetrimino test(0);
cout << test.getColor() << endl;
test.getGrid(test.grid);
}
Ok, so obviously the code is incomplete. I'm super stuck and confused on how to print out the grid array from the Tetrimino class using the public function getGrid. The Header file was given to me pre-made (although I understand it) so I don't want to edit it. Why is the getGrid function requiring a parameter in the first place?
I can't simply call the grid I want to print like I attempted in main() because it's private. I'm just really.. yeah I know it's wrong but I have no idea how to go about doing it correct.
EDIT/UPDATE:
I removed the parameter from getGrid() and changed the gridOut to simply grid in the function. However, when I call the function using test.getGrid() the array that prints is:
-858993460 -858993460 -858993460 -858993460
-858993460 -858993460 -858993460 -858993460
-858993460 -858993460 -858993460 -858993460
-858993460 -858993460 -858993460 -858993460
The code I changed was:
void Tetrimino::getGrid()
{
//loop goes through each row
for (int row = 0; row < TETRIMINO_GRID_SIZE; row++)
{
//goes through each col of current row
for (int column = 0; column < TETRIMINO_GRID_SIZE; column++)
{
cout << grid[row][column] << " ";
}
//new line between rows
cout << endl;
}
}
The getGrid was changed to grid.
I'm now calling the function like this:
void main()
{
Tetrimino test(0);
test.getGrid();
}
As you mention, that the header file was provided to you, I guess, this is an assignment. getGrid method is meant to provide interface for outside caller to get a copy of the Tetrmino objects grid. As you cannot return an array from function, the getGrid method provides an output parameter.
Example usage:
void Tetrimino::getGrid(int gridOut[][TETRIMINO_GRID_SIZE]) {
for(int i = 0; i < TETRMINO_GRID_SIZE; i++) {
for(int j = 0; j < TETRMINO_GRID_IZE; j++ ) {
gridOut[i][j] = grid[i][j];
}
}
}
...
...
Tetrmino obj(3);
...
...
int grid[TETRIMINO_GRID_SIZE][TETRMINO_GRID_SIZE];
obj.getGrid(grid);
// now grid holds the copy of interal grid
for(int i = 0; i < TETRMINO_GRID_SIZE; i++) {
for(int j = 0; j < TETRMINO_GRID_IZE; j++ ) {
std::cout << grid[i][j] << " ";
}
std::cout << "\n";
}
std::cout << std::flush;
Edit:
To expand on the answer: why grid is not assigned?
The problem is, that within your constructor you are declaring a new int array with the same name as the class member. This means, that you are not initializing the member variable. C++ does not allow to assign to raw array after its initialization, you are left just with copying.
Change the new variable to gridNew or something similar and copy from gridNew to grid element by element just like you are now copying from grid to gridOut in getGrid method.
That method is simply wrong, it was designed to print one parameter not the internal data, just remove the input parameter and use the internal matrix.
Btw you shouldn't use std::endl to print only \n, use \n directly. std::endl will flush the fd and take more time.
Do not call your private member from your main and do not send any argument from your main. It is your member you do not need anything for print it out , you just use it and if you confusing with using it directly , use it with this keyword in your function
for (int row = 0; row < TETRIMINO_GRID_SIZE; row++)
{
//goes through each col of current row
for (int column = 0; column < TETRIMINO_GRID_SIZE; column++)
{
cout << this->grid[row][column] << " ";
}
//new line between rows
cout << endl;
}

InvalidCursor error from multi-threaded SDL application

I rewrote Lode's raycasting tutorial code to make it process events in a separate thread. I found out that any SDL calls that call xlib functions need to be the main thread, so in this code all functions that rely on xlib are in the main thread.
This is the error I still get randomly from the application:
X Error of failed request: BadCursor (invalid Cursor parameter)
Major opcode of failed request: 95 (X_FreeCursor)
Resource id in failed request: 0x4a0000b
Serial number of failed request: 108
Current serial number in output stream: 107
Sometimes when I run it I'll get this error, but if I run it again it will work.
I'm not for sure how else I need to change the code because all of the graphics processing is in the main thread, the separate thread only deals with events processing. Does anybody know what I'm doing wrong?
raycaster.cpp
#include <iostream>
#include <cmath>
#include "SDL.h"
#include "SDL/SDL_image.h"
#include "SDL/SDL_ttf.h"
#include "game.hpp"
using std::cout;
static int SCREENW = 500;
static int SCREENH = 500;
static int BPP = 32;
int events_loop(void* data);
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_EVERYTHING | SDL_INIT_EVENTTHREAD);
TTF_Init();
SDL_Thread* events;
Game_state* gs = new Game_state();
events = SDL_CreateThread(events_loop, (void*)gs);
SDL_Surface* screen = SDL_SetVideoMode(SCREENW, SCREENH, BPP, SDL_SWSURFACE);
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
SDL_WM_SetCaption("Raycaster (non-textured)", NULL);
Game* game = new Game(screen, SCREENW, SCREENH, BPP);
//BEGIN GAME VARIABLES
//game map
int map[Game::MAP_WIDTH][Game::MAP_WIDTH] = {
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 4, 0, 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 3, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 2, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 4, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 3, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 1 },
{ 1, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
};
//direction variables
double pos_x = Game::PLAYER_START_X;
double pos_y = Game::PLAYER_START_Y;
double dir_x = -1; double old_dir_x;
double dir_y = 0;
int map_x, map_y;
//timing variables
double start_ticks = 0;
double end_ticks = 0;
double frame_time = 0;
//camera varibales
double camera_x;
double ray_pos_x, ray_pos_y;
double ray_dir_x, ray_dir_y;
double plane_x = 0; double plane_y = Game::FOV; double old_plane_x;
int line_height;
//DDA variables
double side_dist_x, side_dist_y;
double delta_dist_x, delta_dist_y;
double perpen_wall_dist;
int step_x, step_y;
bool EW_side; //east west side hit, negative implies north south side
bool hit = false;
//drawing variables
int draw_low_y, draw_high_y;
int r, g, b;
//movement variables
double move_speed, rotation_speed;
//BEGIN RENDERING LOGIC
while(gs->over == false) {
start_ticks = SDL_GetTicks();
//lock screen to modify its pixels
/*if(SDL_MUSTLOCK(screen)) {
SDL_LockSurface(screen);
}*/
game->clear_screen();
//BEGIN DRAWING PIXELS
for(int x = 0; x < SCREENW; x++) {
//set up camera
camera_x = 2 * x / (double(SCREENW) - 1);
ray_pos_x = pos_x; ray_pos_y = pos_y;
ray_dir_x = dir_x + plane_x * camera_x;
ray_dir_y = dir_y + plane_y * camera_x;
delta_dist_x = sqrt(1 + (ray_dir_y * ray_dir_y) / (ray_dir_x * ray_dir_x));
delta_dist_y = sqrt(1 + (ray_dir_x * ray_dir_x) / (ray_dir_y * ray_dir_y));
//what box are we in?
map_x = int(ray_pos_x); map_y = int(ray_pos_y);
//calculate step and side_dist
if(ray_dir_x < 0) {
step_x = -1;
side_dist_x = (ray_pos_x - map_x) * delta_dist_x;
}
else {
step_x = 1;
side_dist_x = (map_x + 1.0 - ray_pos_x) * delta_dist_x;
}
if(ray_dir_y < 0) {
step_y = -1;
side_dist_y = (ray_pos_y - map_y) * delta_dist_y;
}
else {
step_y = 1;
side_dist_y = (map_y + 1.0 - ray_pos_y) * delta_dist_y;
}
//step using DDA until a wall is hit
hit = false;
while(hit == false) {
if(side_dist_x < side_dist_y) {
side_dist_x += delta_dist_x;
map_x += step_x;
EW_side = false;
}
else {
side_dist_y += delta_dist_y;
map_y += step_y;
EW_side = true;
}
if(map[map_x][map_y] > 0) { hit = true; }
}
//calculate dist from camera to wall that was hit
if(EW_side == false) {
perpen_wall_dist = fabs((map_x - ray_pos_x + (1 - step_x) / 2) / ray_dir_x);
}
else {
perpen_wall_dist = fabs((map_y - ray_pos_y + (1 - step_y) / 2) / ray_dir_y);
}
//calculate line height from perpendicular wall distance
line_height = abs(int(SCREENH / perpen_wall_dist));
//calculate how high to draw the line
draw_high_y = -line_height / 2 + SCREENH / 2;
if(draw_high_y < 0) { draw_high_y = 0; }
draw_low_y = line_height / 2 + SCREENH / 2;
if(draw_low_y >= SCREENH) { draw_low_y = SCREENH - 1; }
if(draw_low_y < 0) { draw_low_y = 0; } //added (shouldn't need to be here)
//finally draw the line
game->draw_line(x, draw_low_y, draw_high_y, map[map_x][map_y], EW_side);
}
//unlock screen for blitting
/*if(SDL_MUSTLOCK(screen)) {
SDL_UnlockSurface(screen);
}*/
//calculate timing and print the FPS
end_ticks = SDL_GetTicks();
frame_time = (end_ticks - start_ticks) / 1000.0;
game->blit_fps(frame_time);
game->blit_location(map_x, map_y);
if(SDL_Flip(screen) != 0) {
cout << "ERROR: couldn't draw to the screen <" << SDL_GetError() << ">\n";
}
//BEGIN CALCULATING NEXT STEP
//calculate new direction based on frames drawn
move_speed = frame_time * Game_state::MOVEMENT_MULTIPLIER;
rotation_speed = frame_time * Game_state::ROTATION_MULTIPLIER;
//process movement for next frame
if(gs->movement_forward == Game_state::MOVE_UP) {
if(map[int(pos_x + dir_x * move_speed)][int(pos_y)] == 0) { pos_x += dir_x * move_speed; }
if(map[int(pos_x)][int(pos_y + dir_y * move_speed)] == 0) { pos_y += dir_y * move_speed; }
}
else if(gs->movement_forward == Game_state::MOVE_DOWN) {
if(map[int(pos_x - dir_x * move_speed)][int(pos_y)] == 0) { pos_x -= dir_x * move_speed; }
if(map[int(pos_x)][int(pos_y - dir_y * move_speed)] == 0) { pos_y -= dir_y * move_speed; }
}
if(gs->movement_side == Game_state::MOVE_RIGHT) {
old_dir_x = dir_x;
dir_x = dir_x * cos(-rotation_speed) - dir_y * sin(-rotation_speed);
dir_y = old_dir_x * sin(-rotation_speed) + dir_y * cos(-rotation_speed);
old_plane_x = plane_x;
plane_x = plane_x * cos(-rotation_speed) - plane_y * sin(-rotation_speed);
plane_y = old_plane_x * sin(-rotation_speed) + plane_y * cos(-rotation_speed);
}
else if(gs->movement_side == Game_state::MOVE_LEFT) {
old_dir_x = dir_x;
dir_x = dir_x * cos(rotation_speed) - dir_y * sin(rotation_speed);
dir_y = old_dir_x * sin(rotation_speed) + dir_y * cos(rotation_speed);
old_plane_x = plane_x;
plane_x = plane_x * cos(rotation_speed) - plane_y * sin(rotation_speed);
plane_y = old_plane_x * sin(rotation_speed) + plane_y * cos(rotation_speed);
}
}
delete gs;
delete game;
return 0;
}
int events_loop(void* data) {
Game_state* gs = (Game_state*)data;
SDL_Event evt;
while(1) {
while(SDL_PollEvent(&evt)) {
if(evt.type == SDL_QUIT) { gs->over = true; cout << "quit\n"; return 0; }
else if(evt.type == SDL_KEYDOWN) {
if(evt.key.keysym.sym == SDLK_w) {
gs->move(Game_state::MOVE_UP);
}
else if(evt.key.keysym.sym == SDLK_s) {
gs->move(Game_state::MOVE_DOWN);
}
else if(evt.key.keysym.sym == SDLK_a) {
gs->move(Game_state::MOVE_LEFT);
}
else if(evt.key.keysym.sym == SDLK_d) {
gs->move(Game_state::MOVE_RIGHT);
}
else if(evt.key.keysym.sym == SDLK_ESCAPE) { gs->over = true; cout << "escape\n"; return 0; }
}
else if(evt.type == SDL_KEYUP) {
if(evt.key.keysym.sym == SDLK_w) {
gs->stop_move(Game_state::MOVE_UP);
}
else if(evt.key.keysym.sym == SDLK_s) {
gs->stop_move(Game_state::MOVE_DOWN);
}
else if(evt.key.keysym.sym == SDLK_a) {
gs->stop_move(Game_state::MOVE_LEFT);
}
else if(evt.key.keysym.sym == SDLK_d) {
gs->stop_move(Game_state::MOVE_LEFT);
}
}
else { /* ignore */ }
}
}
}
game.cpp
#include <iostream>
#include "game.hpp"
using std::cout; using std::endl;
Game_state::Game_state() {
movement_forward = NO_MOVE;
movement_side = NO_MOVE;
over = false;
}
void Game_state::move(int direction) {
switch(direction) {
case NO_MOVE:
break;
case MOVE_UP:
if(movement_forward == MOVE_DOWN) { movement_forward = NO_MOVE; }
else { movement_forward = MOVE_UP; }
break;
case MOVE_DOWN:
if(movement_forward == MOVE_UP) { movement_forward = NO_MOVE; }
else { movement_forward = MOVE_DOWN; }
break;
case MOVE_LEFT:
if(movement_side == MOVE_RIGHT) { movement_side = NO_MOVE; }
else { movement_side = MOVE_LEFT; }
break;
case MOVE_RIGHT:
if(movement_side == MOVE_LEFT) { movement_side = NO_MOVE; }
else { movement_side = MOVE_RIGHT; }
break;
default:
cout << "ERROR: invalid movement in Game_state::move() at time " << SDL_GetTicks() << endl;
break;
}
}
void Game_state::stop_move(int direction) {
switch(direction) {
case NO_MOVE:
break;
case MOVE_UP:
case MOVE_DOWN:
movement_forward = NO_MOVE;
break;
case MOVE_RIGHT:
case MOVE_LEFT:
movement_side = NO_MOVE;
break;
default:
cout << "ERROR: invalid movement in Game_state::stop_move() at time " << SDL_GetTicks() << endl;
break;
}
}
Game::Game(SDL_Surface* scr, int w, int h, int b) {
screen = scr;
scr_w = w; scr_h = h; bpp = b;
//fps printing vars
fps_location.x = 0; fps_location.y = 0;
fps_font = TTF_OpenFont("/usr/share/fonts/truetype/ttf-liberation/LiberationMono-Regular.ttf", 24);
fps_color.r = 0; fps_color.g = 0; fps_color.b = 255; //blue
//location printing vars
location_font = TTF_OpenFont("/usr/share/fonts/truetype/ttf-liberation/LiberationMono-Regular.ttf", 18);
//determine how high the font surface should be from the bottom
location_color.r = 0; location_color.g = 90; location_color.b = 240;
location_surface = TTF_RenderText_Solid(location_font, location_buffer, location_color);
location_location.x = 0; location_location.y = scr_h - location_surface->clip_rect.h;
//set up the wall colors
wall_color[OUTSIDE_WALL].r = 255; wall_color[OUTSIDE_WALL].g = 255; wall_color[OUTSIDE_WALL].b = 255;
wall_color[RED_WALL].r = 255; wall_color[RED_WALL].g = 0; wall_color[RED_WALL].b = 0;
wall_color[GRAY_WALL].r = 160; wall_color[GRAY_WALL].g = 160; wall_color[GRAY_WALL].b = 160;
wall_color[GOLD_WALL].r = 232; wall_color[GOLD_WALL].g = 211; wall_color[GOLD_WALL].g = 34;
}
void Game::clear_screen() {
SDL_FillRect(screen, &screen->clip_rect, SDL_MapRGB(screen->format, 0, 0, 0));
}
void Game::blit_fps(double frame_time) {
sprintf(fps_buffer, "FPS: %3.3f", 1.0 / frame_time);
fps_surface = TTF_RenderText_Solid(fps_font, fps_buffer, fps_color);
if(SDL_BlitSurface(fps_surface, NULL, screen, &fps_location) != 0) {
cout << "ERROR: couldn't blit the FPS surface <" << SDL_GetError() << ">\n";
}
}
void Game::blit_location(int x, int y) {
sprintf(location_buffer, "location: %d, %d", x, y);
location_surface = TTF_RenderText_Solid(location_font, location_buffer, location_color);
if(SDL_BlitSurface(location_surface, NULL, screen, &location_location) != 0) {
cout << "ERROR: couldn't blit the location surface <" << SDL_GetError() << ">\n";
}
}
//high_y means the y coord closest to the top of the screen
void Game::draw_line(int x, int low_y, int high_y, int wall_type, bool EW_side) {
//cout << "high_y = " << high_y << " low_y = " << low_y << endl;
int r = wall_color[wall_type].r;
int g = wall_color[wall_type].g;
int b = wall_color[wall_type].b;
if(EW_side == true) { r /= 2; g /= 2; b /= 2; }
//cout << "r = " << r << " g = " << g << " b = " << b << "\n";
//draw ceiling
/*for(int y = 0; y < high_y - 1; y++) {
put_pixel(x, y, 0, 255, 90);
}*/
for(int y = high_y; y <= low_y; y++) {
put_pixel(x, y, r, g, b);
}
//draw floor (checkered)
/*for(int y = low_y + 1; y <= scr_h; y++) {
if(x % 20 > 10 && y % 20 > 10) {
put_pixel(x, y, 255, 255, 255);
}
}*/
}
void Game::put_pixel(int x, int y, int r, int g, int b) {
int bpp = screen->format->BytesPerPixel;
Uint8* p = (Uint8*)screen->pixels + y * screen->pitch + x * bpp;
Uint32 pixel = SDL_MapRGB(screen->format, r, g, b);
switch(bpp) {
case 1:
*p = pixel;
break;
case 2:
*(Uint16*)p = pixel;
break;
case 3:
if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
p[0] = (pixel >> 16) & 0xff;
p[1] = (pixel >> 8) & 0xff;
p[2] = pixel & 0xff;
}
else {
p[0] = pixel & 0xff;
p[1] = (pixel >> 8) & 0xff;
p[2] = (pixel >> 16) & 0xff;
}
break;
case 4:
*(Uint32*)p = pixel;
break;
}
}
game.hpp
#include "SDL.h"
#include "SDL/SDL_image.h"
#include "SDL/SDL_ttf.h"
class Game_state {
public:
//movement statics
static const int NO_MOVE = 0;
static const int MOVE_UP = 1;
static const int MOVE_DOWN = 2;
static const int MOVE_LEFT = 3;
static const int MOVE_RIGHT = 4;
static const double MOVEMENT_MULTIPLIER = 5.0;
static const double ROTATION_MULTIPLIER = 3.0;
int movement_forward;
int movement_side;
bool over;
Game_state();
void move(int direction);
void stop_move(int direction);
};
class Game {
private:
//fps vars
char fps_buffer[50];
TTF_Font* fps_font;
SDL_Surface* fps_surface;
SDL_Rect fps_location;
SDL_Color fps_color;
//location vars
char location_buffer[24];
TTF_Font* location_font;
SDL_Surface* location_surface;
SDL_Rect location_location;
SDL_Color location_color;
void put_pixel(int x, int y, int r, int g, int b);
public:
//game statics
static const int MAP_WIDTH = 20;
static const int MAP_HEIGHT = 20;
static const double FOV = 0.66;
static const int PLAYER_START_X = 1;
static const int PLAYER_START_Y = 1;
//wall options
static const int FLOOR = 0;
static const int OUTSIDE_WALL = 1;
static const int RED_WALL = 2;
static const int GRAY_WALL = 3;
static const int GOLD_WALL = 4;
//game variables
SDL_Surface* screen;
int scr_w;
int scr_h;
int bpp;
SDL_Color wall_color[5];
Game(SDL_Surface* scr, int w, int h, int b);
void clear_screen();
void blit_fps(double frame_time);
void blit_location(int x, int y);
void draw_line(int x, int low_y, int high_y, int wall_type, bool EW_side);
};
SDL_PollEvent documentation states (clearly for SDL 1.2 at least) that it should only be called from the same thread that set the video mode.