迷宫问题在游戏里非常常见,例如仙剑系列就有各种虐人的迷宫…………刚好有个老师布置了迷宫问题给舍友,出于兴趣我就自己查阅一些知识把他简单的实现了。废话不多说,下面进入正文:
一、阅读需要的预备知识:
栈以及栈的操作(入栈、出栈)、C语言基础、BFS(广度优先搜索算法)和DFS(深度优先搜索算法)以及邻接矩阵的概念
二、实现思路:
1、既然要解决迷宫问题,那么我们肯定需要用一种方式把迷宫给存储起来。在这里采用的是邻接矩阵maze[][]。在设计邻接矩阵的时候,为了操作方便,不使用maze[0][]和maze[][0]。但是这些空间白白浪费了很不值得呀,这时不妨考虑一下迷宫本身的特点,迷宫除了一些障碍肯定还有迷宫的“墙壁”,于是我们就可以把这些空间设置成墙壁了。
2、迷宫中的点首先会有一个坐标,所以我们需要x和y来存储坐标。此外,迷宫问题中,我们的点有三种“状态”,也就是:起点,终点,障碍(所有可行方向都是墙壁,俗称——死胡同)、通路、墙壁。所以要通过宏定义来设置一些常量
3、走迷宫当然需要确定哪些方向能走了,所以用一个dir[]数组来存储可以走的方向。
4、最后就是设计一个搜索迷宫的算法了。最短路径用BFS算法就可以实现,所有路径这里我是用深搜,先搜到一条可达的路径,然后通过回溯找其他的路径。(关于BFS、DFS算法网上有个图非常好,可以去搜搜)
三、代码:
#include <stdio.h> #include <stdlib.h> #define WALL 1 #define ROAD 0 #define END -1 #define TRUE 1 #define FALSE 0 #define VISITED 1 #define UNVISITED 0 #define BARRIER -1 #define MAXSIZE 11 //迷宫每行或每列中点的的最大数量 #define STACK_SIZE 24 typedef int Status; //迷宫中的点 typedef struct Point{ int x; int y; Status status; Status visited; }Point; typedef struct Stack{ Point point[STACK_SIZE]; int top; }Stack, *StackPtr; void Stack_Init(StackPtr s); void Stack_Enter(StackPtr s, Point point); void Stack_Pop(StackPtr s); //搜索所有路径,第一条路径为最短。 //多入口多出口加个起点终点数组,将起点通过循环作为栈底,遍历到达不同终点的路径即可 void Maze_Search(StackPtr s, Point maze[MAXSIZE][MAXSIZE],Point dir[3]); void Maze_AutoCreate(); int main(){ StackPtr stack; Point dir[3]; Point up, down, right; Point maze[MAXSIZE][MAXSIZE]; int i, j; //初始化迷宫 for (i = 0; i < MAXSIZE; i++){ for (j = 0; j < MAXSIZE; j++) maze[i][j].status = ROAD; } for (i = 0; i < MAXSIZE; i++) for (j = 0; j < MAXSIZE; j++){ maze[i][j].x = i; maze[i][j].y = j; maze[i][j].visited = UNVISITED; } for (i = 0; i < MAXSIZE; i++){ maze[0][i].status = WALL; maze[10][i].status = WALL; maze[0][i].visited = VISITED; maze[10][i].visited = VISITED; } for (i = 0; i < MAXSIZE; i++){ maze[i][0].status = WALL; maze[i][10].status = WALL; maze[i][0].visited = VISITED; maze[i][10].visited = VISITED; } maze[1][2].status = WALL; maze[1][3].status = WALL; maze[1][5].status = WALL; maze[1][6].status = WALL; maze[1][9].status = WALL; maze[2][3].status = WALL; maze[2][4].status = WALL; maze[2][7].status = WALL; maze[2][8].status = WALL; maze[2][9].status = WALL; maze[3][3].status = WALL; maze[3][5].status = WALL; maze[3][6].status = WALL; maze[3][8].status = WALL; maze[4][2].status = WALL; maze[4][4].status = WALL; maze[4][7].status = WALL; maze[4][9].status = WALL; maze[5][6].status = WALL; maze[5][3].status = WALL; maze[5][5].status = WALL; maze[5][8].status = WALL; maze[6][1].status = WALL; maze[6][4].status = WALL; maze[6][6].status = WALL; maze[6][7].status = WALL; maze[6][9].status = WALL; maze[7][4].status = WALL; maze[7][8].status = WALL; maze[7][9].status = WALL; maze[8][2].status = WALL; maze[8][6].status = WALL; maze[9][1].status = WALL; maze[9][2].status = WALL; maze[1][1].visited = VISITED; maze[1][2].visited = VISITED; maze[1][3].visited = VISITED; maze[1][5].visited = VISITED; maze[1][6].visited = VISITED; maze[1][9].visited = VISITED; maze[2][3].visited = VISITED; maze[2][4].visited = VISITED; maze[2][7].visited = VISITED; maze[2][8].visited = VISITED; maze[2][9].visited = VISITED; maze[3][3].visited = VISITED; maze[3][5].visited = VISITED; maze[3][6].visited = VISITED; maze[3][8].visited = VISITED; maze[4][2].visited = VISITED; maze[4][4].visited = VISITED; maze[4][7].visited = VISITED; maze[4][9].visited = VISITED; maze[5][6].visited = VISITED; maze[5][3].visited = VISITED; maze[5][5].visited = VISITED; maze[5][8].visited = VISITED; maze[6][1].visited = VISITED; maze[6][4].visited = VISITED; maze[6][6].visited = VISITED; maze[6][7].visited = VISITED; maze[6][9].visited = VISITED; maze[7][4].visited = VISITED; maze[7][8].visited = VISITED; maze[7][9].visited = VISITED; maze[8][2].visited = VISITED; maze[8][6].visited = VISITED; maze[9][1].visited = VISITED; maze[9][2].visited = VISITED; maze[9][9].status = END; down.x = 1; down.y = 0; down.status = ROAD; right.x = 0; right.y = 1; right.status = ROAD; up.x = -1; up.y = 0; up.status = ROAD; dir[0] = down; dir[1] = right; dir[2] = up; //输出迷宫 for (i = 0; i < MAXSIZE; i++){ for (j = 0; j < MAXSIZE; j++){ if (maze[i][j].status == WALL) printf("▇"); else printf(" "); } printf("\n"); } printf("\n"); //初始化保存路径的栈 stack = (StackPtr)malloc(sizeof(Stack)); Stack_Init(stack); Maze_Search(stack, maze, dir); return 0; } void Stack_Init(StackPtr s){ Point temp; if (s == NULL) return; temp.x = 1; temp.y = 1; temp.status = ROAD; temp.visited = VISITED; s->top = 0; s->point[s->top] = temp; return; } void Stack_Push(StackPtr s, Point point){ if (s->top == (STACK_SIZE - 1)){ printf("栈已满!"); return; } s->top += 1; s->point[s->top] = point; } void Stack_Pop(StackPtr s){ Point temp; if (s->top == -1){ printf("栈为空!"); return; } temp.x = 0; temp.y = 0; temp.status = ROAD; s->point[s->top] = temp; s->top -= 1; } void Maze_Search(StackPtr s, Point maze[MAXSIZE][MAXSIZE],Point dir[3]){ int i,j; if (s->point[s->top].status == END){ for (i = 0; i < MAXSIZE; i++){ for (j = 0; j < MAXSIZE; j++){ if (maze[i][j].status == WALL) printf("▇"); else if ((maze[i][j].status == ROAD || maze[i][j].status == END) && maze[i][j].visited == VISITED && maze[i][j].visited != BARRIER) printf("※"); else printf(" "); } printf("\n"); } maze[9][9].visited = UNVISITED; Stack_Pop(s); printf("\n\n"); return; } for (i = 0; i < 3; i++){ if (maze[s->point[s->top].x + dir[i].x][s->point[s->top].y + dir[i].y].status != WALL && maze[s->point[s->top].x + dir[i].x][s->point[s->top].y + dir[i].y].visited != VISITED){ maze[s->point[s->top].x + dir[i].x][s->point[s->top].y + dir[i].y].visited = VISITED; Stack_Push(s, maze[s->point[s->top].x + dir[i].x][s->point[s->top].y + dir[i].y]); Maze_Search(s, maze, dir); } } for (i = 0; i < 3; i++){ if (maze[s->point[s->top].x + dir[i].x][s->point[s->top].y + dir[i].y].status != WALL && maze[s->point[s->top].x + dir[i].x][s->point[s->top].y + dir[i].y].visited != VISITED){ maze[s->point[s->top].x][s->point[s->top].y].visited = UNVISITED; Stack_Pop(s); return; } } if (maze[s->point[s->top].x][s->point[s->top].y - 1].status == ROAD && maze[s->point[s->top].x][s->point[s->top].y - 1].visited == UNVISITED) maze[s->point[s->top].x][s->point[s->top].y].visited = UNVISITED; maze[s->point[s->top].x][s->point[s->top].y].visited = BARRIER; Stack_Pop(s); return; }