深度寻路算法代码(带界面)

使用easyX图形库
安装easyX

运行效果

图片资源

pos.bmp深度寻路算法代码(带界面)_第1张图片
ren.bmp
深度寻路算法代码(带界面)_第2张图片

road.bmp
深度寻路算法代码(带界面)_第3张图片

wall.bmp
深度寻路算法代码(带界面)_第4张图片

res.h

#pragma once
#include 
#include 

//行数
#define ROWS  10
//列数
#define COLS  10

//情况
enum state{ road, wall };

//试探方向顺序
enum dir{ p_up, p_right, p_down, p_left };

//试探节点类型
typedef struct pathNode{
	int			dir;		//当前点的当前试探方向
	bool		isFind;		//是否走过
}pathNode;

//点类型
typedef struct MyPoint{
	int row, col;
}MyPoint;
#define MYPOINT_SIZE sizeof(struct MyPoint)

myStack.h

#pragma once

#include "res.h"


typedef struct MyStack{
	struct MyPoint*		pBuff;
	int					len;
	int					maxLen;
}MyStack;

//初始化栈
void init(MyStack* s);
//入栈
void push(MyStack* s, MyPoint* data);
//出栈
void pop(struct MyStack* s);
//获取栈顶元素
struct MyPoint* getTop(MyStack* s);
//判断栈是否为空
bool isEmpty(MyStack* s);

myStack.cpp

#include "myStack.h"

#include 
#include 

//初始化栈
void init(MyStack* s){
	if (NULL == s) return;

	s->pBuff = NULL;
	s->len = s->maxLen = 0;
}
//入栈
void push(MyStack* s, MyPoint* data){
	if (NULL == s || NULL == data) return;

	if (s->maxLen <= s->len){
		s->maxLen = s->maxLen +
			(((s->maxLen / 2) > 1) ? (s->maxLen / 2) : 1);

		MyPoint* pNew = (MyPoint*)malloc(s->maxLen * MYPOINT_SIZE);
		if (s->pBuff){
			memcpy(pNew, s->pBuff, s->len * MYPOINT_SIZE);
			free(s->pBuff);
		}
		s->pBuff = pNew;
	}
	s->pBuff[s->len].col = data->col;
	s->pBuff[s->len].row = data->row;

	s->len++;
}
//出栈
void pop(MyStack* s){
	if (NULL == s) return;
	if (s->len > 0) s->len--;
}
//获取栈顶元素
struct MyPoint* getTop(MyStack* s){
	if (NULL == s) return NULL;
	return s->pBuff + (s->len - 1);
}
//判断栈是否为空
bool isEmpty(MyStack* s){
	if (NULL == s) return true;
	return (0 == s->len);
}

main.cpp

#include "res.h"
#include "myStack.h"
#include 

#define SPACE   50

IMAGE img_pos, img_ren, img_road, img_wall;


void printMap(int map[ROWS][COLS], MyPoint* pos);

void initGame();
void showMap(int map[ROWS][COLS], MyPoint* pos);

int main(){

	initGame();
	//地图
	int map[ROWS][COLS] = {
		{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
		{ 1, 0, 1, 1, 0, 1, 0, 0, 0, 1 },
		{ 1, 0, 1, 0, 0, 1, 0, 1, 0, 1 },
		{ 1, 0, 1, 0, 1, 1, 1, 1, 0, 1 },
		{ 1, 0, 1, 0, 0, 0, 1, 1, 0, 1 },
		{ 1, 0, 0, 0, 1, 0, 1, 1, 0, 1 },
		{ 1, 0, 1, 1, 1, 0, 0, 0, 0, 1 },
		{ 1, 0, 1, 1, 0, 0, 1, 0, 1, 1 },
		{ 1, 0, 1, 0, 0, 1, 1, 0, 0, 1 },
		{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
	};

	//辅助地图
	pathNode pathMap[ROWS][COLS] = { 0 };
	//准备一个栈
	MyStack stack;
	init(&stack);
	//起点
	MyPoint begPos = { 1, 1 };
	//终点
	MyPoint endPos = { 8, 8 };

	//标记起点走过
	pathMap[begPos.row][begPos.col].isFind = true;
	//起点入栈
	push(&stack, &begPos);

	MyPoint currentPos = begPos;
	MyPoint searchPos;

	bool isFindEnd = false;
	while (1){//循环寻路
		//找出试探点
		searchPos = currentPos;
		switch (pathMap[currentPos.row][currentPos.col].dir){
		case p_up:
			searchPos.row--;
			//当前点的当前试探方向改变
			pathMap[currentPos.row][currentPos.col].dir = p_right;
			//判断能不能走
			if (wall != map[searchPos.row][searchPos.col] &&//不是障碍物
				//没有走过
				true != pathMap[searchPos.row][searchPos.col].isFind){
				//能走
				//入栈 
				push(&stack, &searchPos);
				//标记走过 
				pathMap[searchPos.row][searchPos.col].isFind = true;
				//走
				currentPos = searchPos;
			}
			break;
		case p_right:
			searchPos.col++;
			//当前点的当前试探方向改变
			pathMap[currentPos.row][currentPos.col].dir = p_down;
			//判断能不能走
			if (wall != map[searchPos.row][searchPos.col] &&//不是障碍物
				//没有走过
				true != pathMap[searchPos.row][searchPos.col].isFind){
				//能走
				//入栈 
				push(&stack, &searchPos);
				//标记走过 
				pathMap[searchPos.row][searchPos.col].isFind = true;
				//走
				currentPos = searchPos;
			}
			break;
		case p_down:
			searchPos.row++;
			//当前点的当前试探方向改变
			pathMap[currentPos.row][currentPos.col].dir = p_left;
			//判断能不能走
			if (wall != map[searchPos.row][searchPos.col] &&//不是障碍物
				//没有走过
				true != pathMap[searchPos.row][searchPos.col].isFind){
				//能走
				//入栈 
				push(&stack, &searchPos);
				//标记走过 
				pathMap[searchPos.row][searchPos.col].isFind = true;
				//走
				currentPos = searchPos;
			}
			break;
		case p_left:
			searchPos.col--;
			//当前点的当前试探方向改变
			pathMap[currentPos.row][currentPos.col].dir = p_right;
			//判断能不能走
			if (wall != map[searchPos.row][searchPos.col] &&//不是障碍物
				//没有走过
				true != pathMap[searchPos.row][searchPos.col].isFind){
				//能走
				//入栈 
				push(&stack, &searchPos);
				//标记走过 
				pathMap[searchPos.row][searchPos.col].isFind = true;
				//走
				currentPos = searchPos;
			}
			else{//不能走
				//出栈
				pop(&stack);
				//跳到当前栈顶元素处
				struct MyPoint* temp = getTop(&stack);
				currentPos.row = temp->row;
				currentPos.col = temp->col;
			}
			break;
		}

		Sleep(100);
		printMap(map, &currentPos);
		showMap(map, &currentPos);

		//判断是否找到终点
		if (endPos.row == currentPos.row &&
			endPos.col == currentPos.col){
			isFindEnd = true;
			break;
		}
		//判断栈是否为空
		if (isEmpty(&stack)) break;
	}

	int x, y;
	//找到终点了
	if (isFindEnd){
		printf("找到终点了!\n");
		//打印路径
		printf("path:");
		while (!isEmpty(&stack)){
			x = getTop(&stack)->col;
			y = getTop(&stack)->row;
			printf("(%d,%d)", y,x);

			putimage(x*SPACE + SPACE / 4,
				y*SPACE + SPACE / 4,
				&img_pos);

			pop(&stack);
		}
		printf("\n");
	}
	else{
		printf("木有找到终点!\n");
	}



	while (1);
	return 0;
}
void initGame(){
	initgraph(COLS*SPACE, ROWS*SPACE, SHOWCONSOLE);

	loadimage(&img_ren, L"ren.bmp", SPACE, SPACE, true);
	loadimage(&img_road, L"road.bmp", SPACE, SPACE, true);
	loadimage(&img_wall , L"wall.bmp", SPACE, SPACE, true);
	loadimage(&img_pos, L"pos.bmp", SPACE/2, SPACE/2, true);
}

void printMap(int map[ROWS][COLS], struct MyPoint* pos){
	system("cls");

	for (int i = 0; i < ROWS; i++){
		for (int j = 0; j < COLS; j++){
			if (pos->row == i && pos->col == j){
				printf("人");
			}
			else{
				if (map[i][j]){
					printf("墙");
				}
				else{
					printf("  ");
				}
			}
		}
		printf("\n");
	}
}

void showMap(int map[ROWS][COLS], struct MyPoint* pos){
	for (int i = 0; i < ROWS; i++){
		for (int j = 0; j < COLS; j++){
			if (pos->row == i && pos->col == j){
				putimage(j*SPACE, i*SPACE, &img_ren);
			}
			else{
				if (map[i][j]){
					putimage(j*SPACE, i*SPACE, &img_wall);
				}
				else{
					putimage(j*SPACE, i*SPACE, &img_road);
				}
			}
		}
	}
}

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