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#include <iostream>
#include <vector>
#include <utility>
#include <algorithm>
#include <chrono>
using namespace std;

#include <stdio.h>
#include <Windows.h>

int nScreenWidth = 120;			// Console Screen Size X (columns)
int nScreenHeight = 40;			// Console Screen Size Y (rows)
int nMapWidth = 16;				// World Dimensions
int nMapHeight = 16;

float fPlayerX = 14.7f;			// Player Start Position
float fPlayerY = 5.09f;
float fPlayerA = 0.0f;			// Player Start Rotation
float fFOV = 3.14159f / 4.0f;	// Field of View
float fDepth = 16.0f;			// Maximum rendering distance
float fSpeed = 5.0f;			// Walking Speed

int main()
{
	// Create Screen Buffer
	wchar_t *screen = new wchar_t[nScreenWidth*nScreenHeight];
	HANDLE hConsole = CreateConsoleScreenBuffer(GENERIC_READ | GENERIC_WRITE, 0, NULL, CONSOLE_TEXTMODE_BUFFER, NULL);
	SetConsoleActiveScreenBuffer(hConsole);
	DWORD dwBytesWritten = 0;

	// Create Map of world space # = wall block, . = space
	wstring map;
	map += L"#########.......";
	map += L"#...............";
	map += L"#.......########";
	map += L"#..............#";
	map += L"#......##......#";
	map += L"#......##......#";
	map += L"#..............#";
	map += L"###............#";
	map += L"##.............#";
	map += L"#......####..###";
	map += L"#......#.......#";
	map += L"#......#.......#";
	map += L"#..............#";
	map += L"#......#########";
	map += L"#..............#";
	map += L"################";

	auto tp1 = chrono::system_clock::now();
	auto tp2 = chrono::system_clock::now();
	
	while (1)
	{
		// We'll need time differential per frame to calculate modification
		// to movement speeds, to ensure consistant movement, as ray-tracing
		// is non-deterministic
		tp2 = chrono::system_clock::now();
		chrono::duration<float> elapsedTime = tp2 - tp1;
		tp1 = tp2;
		float fElapsedTime = elapsedTime.count();


		// Handle CCW Rotation
		if (GetAsyncKeyState((unsigned short)'A') & 0x8000)
			fPlayerA -= (fSpeed * 0.75f) * fElapsedTime;

		// Handle CW Rotation
		if (GetAsyncKeyState((unsigned short)'D') & 0x8000)
			fPlayerA += (fSpeed * 0.75f) * fElapsedTime;
		
		// Handle Forwards movement & collision
		if (GetAsyncKeyState((unsigned short)'W') & 0x8000)
		{
			fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;;
			fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;;
			if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#')
			{
				fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;;
				fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;;
			}			
		}

		// Handle backwards movement & collision
		if (GetAsyncKeyState((unsigned short)'S') & 0x8000)
		{
			fPlayerX -= sinf(fPlayerA) * fSpeed * fElapsedTime;;
			fPlayerY -= cosf(fPlayerA) * fSpeed * fElapsedTime;;
			if (map.c_str()[(int)fPlayerX * nMapWidth + (int)fPlayerY] == '#')
			{
				fPlayerX += sinf(fPlayerA) * fSpeed * fElapsedTime;;
				fPlayerY += cosf(fPlayerA) * fSpeed * fElapsedTime;;
			}
		}

		for (int x = 0; x < nScreenWidth; x++)
		{
			// For each column, calculate the projected ray angle into world space
			float fRayAngle = (fPlayerA - fFOV/2.0f) + ((float)x / (float)nScreenWidth) * fFOV;

			// Find distance to wall
			float fStepSize = 0.1f;		  // Increment size for ray casting, decrease to increase										
			float fDistanceToWall = 0.0f; //                                      resolution

			bool bHitWall = false;		// Set when ray hits wall block
			bool bBoundary = false;		// Set when ray hits boundary between two wall blocks

			float fEyeX = sinf(fRayAngle); // Unit vector for ray in player space
			float fEyeY = cosf(fRayAngle);

			// Incrementally cast ray from player, along ray angle, testing for 
			// intersection with a block
			while (!bHitWall && fDistanceToWall < fDepth)
			{
				fDistanceToWall += fStepSize;
				int nTestX = (int)(fPlayerX + fEyeX * fDistanceToWall);
				int nTestY = (int)(fPlayerY + fEyeY * fDistanceToWall);
				
				// Test if ray is out of bounds
				if (nTestX < 0 || nTestX >= nMapWidth || nTestY < 0 || nTestY >= nMapHeight)
				{
					bHitWall = true;			// Just set distance to maximum depth
					fDistanceToWall = fDepth;
				}
				else
				{
					// Ray is inbounds so test to see if the ray cell is a wall block
					if (map.c_str()[nTestX * nMapWidth + nTestY] == '#')
					{
						// Ray has hit wall
						bHitWall = true;

						// To highlight tile boundaries, cast a ray from each corner
						// of the tile, to the player. The more coincident this ray
						// is to the rendering ray, the closer we are to a tile 
						// boundary, which we'll shade to add detail to the walls
						vector<pair<float, float>> p;

						// Test each corner of hit tile, storing the distance from
						// the player, and the calculated dot product of the two rays
						for (int tx = 0; tx < 2; tx++)
							for (int ty = 0; ty < 2; ty++)
							{
								// Angle of corner to eye
								float vy = (float)nTestY + ty - fPlayerY;
								float vx = (float)nTestX + tx - fPlayerX;
								float d = sqrt(vx*vx + vy*vy); 
								float dot = (fEyeX * vx / d) + (fEyeY * vy / d);
								p.push_back(make_pair(d, dot));
							}

						// Sort Pairs from closest to farthest
						sort(p.begin(), p.end(), [](const pair<float, float> &left, const pair<float, float> &right) {return left.first < right.first; });
						
						// First two/three are closest (we will never see all four)
						float fBound = 0.01;
						if (acos(p.at(0).second) < fBound) bBoundary = true;
						if (acos(p.at(1).second) < fBound) bBoundary = true;
						if (acos(p.at(2).second) < fBound) bBoundary = true;
					}
				}
			}
		
			// Calculate distance to ceiling and floor
			int nCeiling = (float)(nScreenHeight/2.0) - nScreenHeight / ((float)fDistanceToWall);
			int nFloor = nScreenHeight - nCeiling;

			// Shader walls based on distance
			short nShade = ' ';
			if (fDistanceToWall <= fDepth / 4.0f)			nShade = 0x2588;	// Very close	
			else if (fDistanceToWall < fDepth / 3.0f)		nShade = 0x2593;
			else if (fDistanceToWall < fDepth / 2.0f)		nShade = 0x2592;
			else if (fDistanceToWall < fDepth)				nShade = 0x2591;
			else											nShade = ' ';		// Too far away

			if (bBoundary)		nShade = ' '; // Black it out
			
			for (int y = 0; y < nScreenHeight; y++)
			{
				// Each Row
				if(y <= nCeiling)
					screen[y*nScreenWidth + x] = ' ';
				else if(y > nCeiling && y <= nFloor)
					screen[y*nScreenWidth + x] = nShade;
				else // Floor
				{				
					// Shade floor based on distance
					float b = 1.0f - (((float)y -nScreenHeight/2.0f) / ((float)nScreenHeight / 2.0f));
					if (b < 0.25)		nShade = '#';
					else if (b < 0.5)	nShade = 'x';
					else if (b < 0.75)	nShade = '.';
					else if (b < 0.9)	nShade = '-';
					else				nShade = ' ';
					screen[y*nScreenWidth + x] = nShade;
				}
			}
		}

		// Display Stats
		swprintf_s(screen, 40, L"X=%3.2f, Y=%3.2f, A=%3.2f FPS=%3.2f ", fPlayerX, fPlayerY, fPlayerA, 1.0f/fElapsedTime);

		// Display Map
		for (int nx = 0; nx < nMapWidth; nx++)
			for (int ny = 0; ny < nMapWidth; ny++)
			{
				screen[(ny+1)*nScreenWidth + nx] = map[ny * nMapWidth + nx];
			}
		screen[((int)fPlayerX+1) * nScreenWidth + (int)fPlayerY] = 'P';

		// Display Frame
		screen[nScreenWidth * nScreenHeight - 1] = '\0';
		WriteConsoleOutputCharacter(hConsole, screen, nScreenWidth * nScreenHeight, { 0,0 }, &dwBytesWritten);
	}

	return 0;
}
#include <bits/stdc++.h>
#define MAXSIZE 50000
#define INF 100000

using namespace std;

vector<int> adj[MAXSIZE]; //Adjacency List

bool visited[MAXSIZE]; //Checks if a node is visited or not in BFS and DFS
bool isConnected = true; //Checks if the input graph is connected or not

int dist[MAXSIZE], discover[MAXSIZE], finish[MAXSIZE]; //Distance for BFS, in time and out time for DFS
int t = 1; //Time used for DFS
int u, v, i, j, k, N = 0;

stack<int> st; //Stack for TopSort

multiset<pair<int, int>> s; //collection of pairs to sort by distance
pair<int, int> current; //pointer variable to a position in the multiset

void BFS()
{
	queue<int> q; //queue for BFS
	q.push(1); //pushing the source
	dist[1] = 0; //assign the distance of source as 0
	visited[1] = 1; //marking as visited
	
	while(!q.empty())
	{
	u = q.front();
	q.pop();

	for(i=0; i < adj[u].size(); i++)
	{
	v = adj[u][i]; //Adjacent vertex

	if(!visited[v]) //if not visited, update the distance and push onto queue
	{
	visited[v] = 1;
	dist[v] = dist[u]+1;
	q.push(v);
	}

	}

	}
	
	for(i = 1; i <= N; i++)
	{
	s.insert(make_pair(dist[i], i)); //for sorted distance
	}
	
	cout << "BFS results:" << endl;
	
	//prints BFS results and checks if the graph is connected
	while(!s.empty())
	{
	current = *s.begin(); 
	s.erase(s.begin());

	i = current.second; 
	j = current.first;

	if(j == INF) //if any infinite value, graph is not connected
	{
	cout << i << " INF" << endl;
	isConnected = false;
	}
	else
	{
	cout << i << " " << j << endl;
	}

	}

	//marks blocks of memory as visited
	memset(visited, 0, sizeof visited);
}


void dfsSearch(int s)
{
	visited[s] = 1; //marking it visited
	discover[s] = t++; //assigning and incrementing time

	int i, v;

	for(i = 0; i < adj[s].size(); i++)
	{
	v = adj[s][i];

	if(!visited[v]) //if vertex is not visited then visit, else continue
	{
	dfsSearch(v);
	}

	}

	st.push(s); //pushed onto stack for TopSort if it was called
	finish[s] = t++; //out time
}

void DFS()
{

	for(i = 1; i <= N; i++)
	{
	if(visited[i]) //if visited continue, else visit it with DFS
	{
	continue;
	}

	dfsSearch(i); //embedded function to actually perform DFS
	}

	for(i=1;i<=N;i++)
	{
	s.insert(make_pair(discover[i], i)); //minheap for sorted discovery time
	}
	
	cout << "DFS results:" << endl;

	while(!s.empty()) //Prints DFS results as long as the multiset is not empty
	{
	current = *s.begin(); //duplicates the pointer to first object in the multiset
	s.erase(s.begin()); //erases the first object in multiset

	i = current.second;
	cout << i << " " << discover[i] << " " << finish[i] << endl; //prints discover times and finish times
	}

}

void TopSort()
{
	//call DFS so we can have a sorted stack to print
	for(i=1;i<=N;i++)
	{
	if(visited[i])
	{
	continue;
	}

	dfsSearch(i);
	}

	cout<<"Topological Sort results:"<<endl;

	//print sorted results from DFS
	while(!st.empty())
	{
	i = st.top(); 
	st.pop();

	cout << i << endl;
	}

	//declare blocks of memory as visited
	memset(visited, 0, sizeof visited);

}


int main()
{
	string str, num, input;
	int selection, connectedChoice = 0;


	//get to input any file, more freedom than declaring file in command line
	cout << "Enter the exact name of your input file [case sensitive]: ";
	cin >> input;
	
	ifstream inputFile(input); //Read the input file

	//checks if the ifstream cannot open
	if(inputFile.fail())
	{
	cout << endl << "No input files matching that name. Terminating..." << endl;
	return 0;
	}

	//Read until the end of file
	while(!inputFile.eof())
	{
	getline(inputFile, str); //read the current line

	if(str == "")
	{
	continue;
	}

	if(!isdigit(str[0])) //checks to see if the first item in a line is a digit or not
	{
	cout << "Invalid file format. You have a line beginning with a non-digit. Terminating..." << endl;
	return 0;
	}

	stringstream ss;
	ss << str; //convert the line to stream of strings
	
	ss >> num; //read the line num
	stringstream(num) >> u;
	
	while(!ss.eof())
	{
	ss>>num;
	if(stringstream(num) >> v)
	{
	adj[u].push_back(v); //read the adjacent vertices
	}
	}

	N++; //calculate the number of vertices
	sort(adj[u].begin(), adj[u].end()); //sort the adjacency list in case it is not sorted
	}
	
	//creates arbitrary values for distance, will check later if INF remain
	for(i = 1; i <= N; i++)
	{
	dist[i] = INF;
	}

	cout << endl << "Valid Input file loaded!" << endl;

	while(selection != 4)
	{
	cout << "************************************************" << endl;
	cout << "What type of analysis would you like to perform?" << endl;
	cout << "1: Breadth-First Search" << endl;
	cout << "2: Depth-First Search" << endl;
	cout << "3: Topological Sort" << endl;
	cout << "4: Quit" << endl;
	cout << "************************************************" << endl;
	
	//read user input and execute selection
	cin >> selection;

	switch(selection)
	{
	case 1:
	cout << endl;
	BFS();
	cout << endl;
	cout << "Would you like to know if the graph is connected?" << endl;
	cout << "1: Yes" << endl;
	cout << "Any other key: No" << endl;
	cin >> connectedChoice;

	switch(connectedChoice)
	{
	case 1:
	if(!isConnected)
	{
	cout << "The graph is not connected." << endl << endl;
	}
	else
	{
	cout << "The graph is connected!" << endl << endl;
	}
	break;
	default:
	break;
	}
	break;
	case 2:
	cout << endl;
	DFS();
	cout << endl;
	break;
	case 3:
	cout << endl;
	TopSort();
	cout << endl;
	break;
	case 4:
	return 0;
	default:
	cout << endl << "Invalid selection." << endl; //loops the selection prompt until a valid selection is input.
	}

	}
	
}