// Maze problem --- Search for breadth first ----- queue # include <stdio. h ># include <queue >#include <iostream> using namespace STD; # define max_row 5 # define max_col 5 struct point {int row; int Col ;}; queue <point> S; int maze [max_row] [max_col] = {, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0}; void print_maze () {for (INT I = 0; I <max_row; ++ I) {for (Int J = 0; j <max_col; ++ J) {printf ("% d", maze [I] [J]);} printf ("\ n ");} printf ("********************* * ** \ N ");} struct point predecessor [max_row] [max_col] ={{-1,-1 },{-1,-1 }, {-1,-1}, {-1,-1}, {-1,-1 }}, {-1,-1}, {-1, -1}, {-1,-1}, {-1,-1}, {-1,-1 }}, {-1,-1 }, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1 }}, {-1, -1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1 }}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1, -1 }}; void visit (INT row, int Col, struct point pre) {point visit_point = {row, Col}; maze [row] [col] = 2; predecessor [row] [col] = pre; S. push (visit _ Point) ;}int main () {point P = {0, 0}; maze [p. row] [p. col] = 2; S. push (p); While (! S. empty () {P = S. front (); S. pop (); // arrive at the destination if (P. row = MAX_ROW-1 & P. col = MAX_COL-1) {break;} // move down if (P. row + 1 <max_row & maze [p. row + 1] [p. col] = 0) {visit (P. row + 1, p. col, P);} // move it to the right if (P. col + 1 <max_col & maze [p. row] [p. col + 1] = 0) {visit (P. row, P. col + 1, P);} // move up if (P. col-1> = 0 & maze [p. row] [p. col-1] = 0) {visit (P. row, P. col-1, P);} // move it to the left if (P. row-1> = 0 & maze [p. row-1] [p. col] = 0) {visit (P. row-1, p. col, P);} print _ Maze ();} If (P. row = MAX_ROW-1 & P. col = MAX_COL-1) {printf ("(% d, % d) \ n", p. row, P. COL); While (predecessor [p. row] [p. col]. row! =-1) {P = predecessor [p. row] [p. col]; printf ("(% d, % d) \ n", p. row, P. COL) ;}} else {cout <"no path" <Endl ;}return 0 ;}
Running result:
2 2 0 0 0
2 0 0 1 0
0 1 0 0 0
0 0 0 0 0
0 0 0 1 0
************************
2 2 0 0 0
2 2 0 1 0
2 1 0 0 0
0 0 0 0 0
0 0 0 1 0
************************
2 2 2 0 0
2 2 0 1 0
2 1 0 0 0
0 0 0 0 0
0 0 0 1 0
************************
2 2 2 0 0
2 2 0 1 0
2 1 0 0 0
2 0 0 0 0
0 0 0 1 0
************************
2 2 2 0 0
2 2 2 1 0
2 1 0 0 0
2 0 0 0 0
0 0 0 1 0
************************
2 2 2 2 0
2 2 2 1 0
2 1 0 0 0
2 0 0 0 0
0 0 0 1 0
************************
2 2 2 2 0
2 2 2 1 0
2 1 0 0 0
2 2 0 0 0
2 0 0 1 0
************************
2 2 2 2 0
2 2 2 1 0
2 1 2 0 0
2 2 0 0 0
2 0 0 1 0
************************
2 2 2 2
2 2 2 1 0
2 1 2 0 0
2 2 0 0 0
2 0 0 1 0
************************
2 2 2 2
2 2 2 1 0
2 1 2 0 0
2 2 0 0 0
2 2 0 1 0
************************
2 2 2 2
2 2 2 1 0
2 1 2 0 0
2 2 2 0 0
2 2 0 1 0
************************
2 2 2 2
2 2 2 1 0
2 1 2 2 0
2 2 2 0 0
2 2 0 1 0
************************
2 2 2 2
2 2 2 1 2
2 1 2 2 0
2 2 2 0 0
2 2 0 1 0
************************
2 2 2 2
2 2 2 1 2
2 1 2 2 0
2 2 2 0 0
2 2 2 1 0
************************
2 2 2 2
2 2 2 1 2
2 1 2 2 0
2 2 2 2 0
2 2 2 1 0
************************
2 2 2 2
2 2 2 1 2
2 1 2 2 2
2 2 2 2 0
2 2 2 1 0
************************
2 2 2 2
2 2 2 1 2
2 1 2 2 2
2 2 2 2 0
2 2 2 1 0
************************
2 2 2 2
2 2 2 1 2
2 1 2 2 2
2 2 2 2 0
2 2 2 1 0
************************
2 2 2 2
2 2 2 1 2
2 1 2 2 2
2 2 2 2
2 2 2 1 0
************************
2 2 2 2
2 2 2 1 2
2 1 2 2 2
2 2 2 2
2 2 2 1 0
************************
2 2 2 2
2 2 2 1 2
2 1 2 2 2
2 2 2 2
2 2 2 1 2
************************
(4, 4)
(3, 4)
(3, 3)
(3, 2)
(3, 1)
(3, 0)
(2, 0)
(1, 0)
(0, 0)
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A 0-1 matrix is used to simulate a maze. 1 indicates an obstacle and 0 indicates a channel. 2 indicates the accessed data.
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