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.#include stdafx.h#include #include #include #include #include using namespace std;void drawwalls(void);void drawtop(void);void drawball(void);#define IDM_APPLICATION_EXIT (101)#define IDM_APPLICATION_TEXTURE (102)#define IDM_APPLICATION_BANK (103)#define MAZE_HEIGHT (16)#define MAZE_WIDTH (16)#define STARTING_POINT_X (13.5f);#define STARTING_POINT_Y (1.5f);#define STARTING_HEADING (90.0f);float player_x = STARTING_POINT_X ;float player_y = STARTING_POINT_Y ;float player_h = STARTING_HEADING ; / players headingfloat player_s = 0.0f; / forward speed of the playerfloat player_m = 1.0f; / speed multiplier of the playerfloat player_t = 0.0f; / players turning (change in heading)float player_b = 0.0f; / viewpoint bank (roll)static float texcoordX=0.0f;int walllist=0;int mazelist=0;int balllist=0;int status=1;bool searchroute=false;bool keystate4=false,false,false,false;char mazedataMAZE_HEIGHTMAZE_WIDTH = H,H,H,H,H,H,H,H,H,H,H,H,H,H,H,H, H, , , , , , , ,H, , , , , , ,H, H, ,H, ,H,H,H, ,H, ,H, , , , ,H, H, ,H,H, , ,H, ,H,H, ,H, ,H, ,H, H, , , , , ,H, , , , , , ,H, ,H, H, ,H,H,H,H,H,H,H,H, ,H,H,H, ,H, H, , , , , , , , , , , ,H, , ,H, H, ,H,H,H,H,H, ,H,H,H, ,H,H,H,H, H, ,H, , , ,H, , , ,H, , , , ,H, H, , , ,H,H,H,H,H,H,H, , , , ,H, H, ,H, , , ,H, , , ,H, , ,H, ,H, H, ,H,H,H,H,H, ,H,H,H,H, ,H, ,H, H, , , , , ,H, , , , , , ,H, ,H, H, , ,H,H, ,H,H,H,H, ,H,H,H, ,H, H, , , ,H, ,H, , , , ,H, , , ,H, H,H,H,H,H,H,H,H,H,H,H,H,H, ,H,H,;void myinit()glClearColor(0.5f, 0.5f, 0.5f, 0.0f);glColor3f(1.0,1.0,1.0);glEnable(GL_DEPTH_TEST);glEnable(GL_TEXTURE_2D);walllist=glGenLists(2);mazelist=walllist+1;balllist=walllist+2;glNewList(walllist,GL_COMPILE);drawwalls();glEndList();glNewList(mazelist,GL_COMPILE);drawtop();glEndList();glNewList(balllist,GL_COMPILE);drawball();glEndList(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, 1.0 , 0.1, 60.0); glMatrixMode(GL_MODELVIEW); glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);/bool wall(int x,int y) return (x=0 & y=0 & xMAZE_WIDTH & yMAZE_HEIGHT & mazedatayx!= );bool onopen(int x,int y)if(wall(x,y) return(mazedatayx=H);void closeit(int x,int y) if(onopen(x,y) mazedatayx= X;bool neighbor(int x,int y,int w,int *nx,int *ny) switch(w) case 0: *nx = x-1; *ny=y; break; case 1: *nx = x; *ny=y+1; break; case 2: *nx = x+1; *ny=y; break; case 3: *nx = x; *ny=y-1; break; default:break; return wall(*nx,*ny);bool diagnal(int x,int y,int w,int *nx,int *ny) switch(w) case 0: *nx = x-1; *ny=y-1; break; case 1: *nx = x-1; *ny=y+1; break; case 2: *nx = x+1; *ny=y+1; break; case 3: *nx = x+1; *ny=y-1; break; default:break; return wall(*nx,*ny);void dw(int x,int y,int p) int w=p; closeit(x,y); doint x2=0;int y2=0;if(neighbor(x,y,w,&x2,&y2)if(onopen(x2,y2) dw(x2,y2,(w+3)%4); else if(w+1)%4 =p)return ; else float fx; float fy;if(diagnal(x,y,w,&x2,&y2) & onopen(x2,y2) dw(x2,y2,(w+2)%4);texcoordX=(texcoordX0.5)?1.0f:0.0f;fx = (float)x+(w=1|w=2)?1.0f:0.0f); fy = (float)y+(w=0|w=1)?1.0f:0.0f); glTexCoord2f(texcoordX,0.0f); glVertex3f(fx,fy,0.0f); glTexCoord2f(texcoordX,1.0f); glVertex3f(fx,fy,1.0f);w+;w%=4;while (w!=p); return ;void drawwalls() glEnable(GL_TEXTURE_2D); glBegin(GL_QUAD_STRIP);glColor3f(1.0,1.0,1.0); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3f(0.0f, 0.0f, 1.0f); dw(0,0,0); glEnd();void drawtop() int x,y; glBegin(GL_QUADS); for(y=0;yMAZE_HEIGHT;y+) for(x=0;x x+1.0f - bf) & wall(x+1,y) px = (float)(x)+1.0f-bf; h+; if(py y+1.0f-bf & wall(x,y+1) py = (float)(y)+1.0f-bf; h+; if(px x+bf & wall(x-1,y) px = (float)(x)+bf; h+; if(py y+bf & wall(x,y-1) py = (float)(y)+bf; h+; player_x=px; player_y=py;void drawball()glDisable(GL_TEXTURE_2D); glColor3f(1.0,0.0,0.0);glutSolidSphere(0.2f,15,15);void navmaze1() forward(player_x+player_s*(float)sin(player_h*3.14/180), player_y+player_s*(float)cos(player_h*3.14/180),0.2f);coutplayer_xplayer_yendl; player_h+=player_t; player_b = 3*player_b/4 + player_t/4; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glPushMatrix(); glRotatef(-90.0f,1.0f,0.0f,0.0f); glRotatef(player_h,0.0f,0.0f,1.0f); glTranslatef(-player_x,-player_y,-0.5f); glCallList(walllist); glPopMatrix();void navmaze2()forward(player_x+player_m*player_s*(float)sin(player_h*3.14/180), player_y+player_m*player_s*(float)cos(player_h*3.14/180),0.2f);coutplayer_xplayer_xendl; player_h+=player_t; player_b = 3*player_b/4 + player_t/4; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity();glOrtho(-16.0,16.0,-16.0,16.0,-2.0,20.0); glPushMatrix();glRotatef(90.0f,0.0f,0.0f,1.0f); glTranslatef(-MAZE_WIDTH /2,-MAZE_HEIGHT/2,-0.5f); glCallList(walllist);glCallList(mazelist);glPushMatrix();glTranslatef(player_x,player_y,0.5f);glCallList(balllist);glPopMatrix(); glPopMatrix();void myDisplay()if(status=1)if(searchroute=true)else navmaze1();if(status=3)if(searchroute=true)else navmaze2();glFlush();glutSwapBuffers();void myReshape(int w, int h)glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glutPostRedisplay(); void specialKeys(int key,int x,int y)switch (key)case GLUT_KEY_LEFT:keystate2 = true;player_t = -2.0f;break;case GLUT_KEY_RIGHT:keystate3 = true;player_t = 2.0f;break;case GLUT_KEY_UP:keystate0 = true;player_s = 0.01f;break;case GLUT_KEY_DOWN:keystate1 = true;player_s = -0.01f;break;default:break;void keyboard(unsigned char key,int x,int y)switch (key)case 1:status=1;break;case 3:status=3;break;default:break;glutPostRedisplay();void upSpecialKeyboard(int key,int x,int y)switch (key)case GLUT_KEY_LEFT:keystate2 = false;player_t = 0.0f;break;case GL

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