/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2007 Matthias Wientapper * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ /* This is the implementation of a maze generation algorithm. * The generated mazes are "perfect", i.e. there is one and only * one path from any point in the maze to any other point. * * * The implemented algorithm is called "Depth-First search", the * solving is done by a dead-end filler routine. * */ #include "plugin.h" #include "lib/helper.h" /* key assignments */ #if (CONFIG_KEYPAD == IPOD_1G2G_PAD) \ || (CONFIG_KEYPAD == IPOD_3G_PAD) \ || (CONFIG_KEYPAD == IPOD_4G_PAD) # define MAZE_NEW (BUTTON_SELECT | BUTTON_REPEAT) # define MAZE_NEW_PRE BUTTON_SELECT # define MAZE_QUIT BUTTON_MENU # define MAZE_SOLVE (BUTTON_SELECT | BUTTON_REL) # define MAZE_SOLVE_PRE BUTTON_SELECT # define MAZE_RIGHT BUTTON_RIGHT # define MAZE_RIGHT_REPEAT BUTTON_RIGHT|BUTTON_REPEAT # define MAZE_LEFT BUTTON_LEFT # define MAZE_LEFT_REPEAT BUTTON_LEFT|BUTTON_REPEAT # define MAZE_UP BUTTON_SCROLL_BACK # define MAZE_UP_REPEAT BUTTON_SCROLL_BACK|BUTTON_REPEAT # define MAZE_DOWN BUTTON_SCROLL_FWD # define MAZE_DOWN_REPEAT BUTTON_SCROLL_FWD|BUTTON_REPEAT #else # include "lib/pluginlib_actions.h" # define MAZE_NEW PLA_SELECT_REPEAT # define MAZE_QUIT PLA_CANCEL # define MAZE_SOLVE PLA_SELECT_REL # define MAZE_RIGHT PLA_RIGHT # define MAZE_RIGHT_REPEAT PLA_RIGHT_REPEAT # define MAZE_LEFT PLA_LEFT # define MAZE_LEFT_REPEAT PLA_LEFT_REPEAT # define MAZE_UP PLA_UP # define MAZE_UP_REPEAT PLA_UP_REPEAT # define MAZE_DOWN PLA_DOWN # define MAZE_DOWN_REPEAT PLA_DOWN_REPEAT static const struct button_mapping *plugin_contexts[] = {pla_main_ctx}; #endif /* cell property bits */ #define WALL_N 0x0001 #define WALL_E 0x0002 #define WALL_S 0x0004 #define WALL_W 0x0008 #define WALL_ALL (WALL_N | WALL_E | WALL_S | WALL_W) #define PATH 0x0010 /* border tests */ #define BORDER_N(y) ((y) == 0) #define BORDER_E(x) ((x) == MAZE_WIDTH-1) #define BORDER_S(y) ((y) == MAZE_HEIGHT-1) #define BORDER_W(x) ((x) == 0) // we can and should change this to make square boxes #if ( LCD_WIDTH == 112 ) #define MAZE_WIDTH 16 #define MAZE_HEIGHT 12 #elif( LCD_WIDTH == 132 ) #define MAZE_WIDTH 26 #define MAZE_HEIGHT 16 #else #define MAZE_WIDTH 32 #define MAZE_HEIGHT 24 #endif struct maze { int show_path; int solved; int player_x; int player_y; uint8_t maze[MAZE_WIDTH][MAZE_HEIGHT]; }; static void maze_init(struct maze* maze) { int x, y; /* initialize the properties */ maze->show_path = false; maze->solved = false; maze->player_x = 0; maze->player_y = 0; /* all walls are up */ for(y=0; ymaze[x][y] = WALL_ALL; } } } static void maze_draw(struct maze* maze, struct screen* display) { int x, y; int wx, wy; int point_width, point_height, point_offset_x, point_offset_y; uint8_t cell; /* calculate the size variables */ wx = (int) display->lcdwidth / MAZE_WIDTH; wy = (int) display->lcdheight / MAZE_HEIGHT; if(wx>3){ point_width=wx-3; point_offset_x=2; }else{ point_width=1; point_offset_x=1; } if(wy>3){ point_height=wy-3; point_offset_y=2; }else{ point_height=1; point_offset_y=1; } /* start drawing */ display->clear_display(); /* draw the walls */ for(y=0; ymaze[x][y]; if(cell & WALL_N) display->hline(x*wx, x*wx+wx, y*wy); if(cell & WALL_E) display->vline(x*wx+wx, y*wy, y*wy+wy); if(cell & WALL_S) display->hline(x*wx, x*wx+wx, y*wy+wy); if(cell & WALL_W) display->vline(x*wx, y*wy, y*wy+wy); } } /* draw the path */ if(maze->show_path){ #if LCD_DEPTH >= 16 if(display->depth>=16) display->set_foreground(LCD_RGBPACK(127,127,127)); #endif #if LCD_DEPTH >= 2 if(display->depth==2) display->set_foreground(1); #endif /* highlight the path */ for(y=0; ymaze[x][y]; if(cell & PATH) display->fillrect(x*wx+point_offset_x, y*wy+point_offset_y, point_width, point_height); } } /* link the cells in the path together */ for(y=0; ymaze[x][y]; if(cell & PATH){ if(!(cell & WALL_N) && (maze->maze[x][y-1] & PATH)) display->fillrect(x*wx+point_offset_x, y*wy, point_width, wy-point_height); if(!(cell & WALL_E) && (maze->maze[x+1][y] & PATH)) display->fillrect(x*wx+wx-point_offset_x, y*wy+point_offset_y, wx-point_width, point_height); if(!(cell & WALL_S) && (maze->maze[x][y+1] & PATH)) display->fillrect(x*wx+point_offset_x, y*wy+wy-point_offset_y, point_width, wy-point_height); if(!(cell & WALL_W) && (maze->maze[x-1][y] & PATH)) display->fillrect(x*wx, y*wy+point_offset_y, wx-point_width, point_height); } } } #if LCD_DEPTH >= 16 if(display->depth>=16) display->set_foreground(LCD_RGBPACK(0,0,0)); #endif #if LCD_DEPTH >= 2 if(display->depth==2) display->set_foreground(0); #endif } /* mark start and end */ display->drawline(0, 0, wx, wy); display->drawline(0, wy, wx, 0); display->drawline((MAZE_WIDTH-1)*wx,(MAZE_HEIGHT-1)*wy, (MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy+wy); display->drawline((MAZE_WIDTH-1)*wx,(MAZE_HEIGHT-1)*wy+wy, (MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy); /* draw current position */ display->fillrect(maze->player_x*wx+point_offset_x, maze->player_y*wy+point_offset_y, point_width, point_height); /* update the display */ display->update(); } struct coord_stack { uint8_t x[MAZE_WIDTH*MAZE_HEIGHT]; uint8_t y[MAZE_WIDTH*MAZE_HEIGHT]; int stp; }; static void coord_stack_init(struct coord_stack* stack) { rb->memset(stack->x, 0, sizeof(stack->x)); rb->memset(stack->y, 0, sizeof(stack->y)); stack->stp = 0; } static void coord_stack_push(struct coord_stack* stack, int x, int y) { stack->x[stack->stp] = x; stack->y[stack->stp] = y; stack->stp++; } static void coord_stack_pop(struct coord_stack* stack, int* x, int* y) { stack->stp--; *x = stack->x[stack->stp]; *y = stack->y[stack->stp]; } static int maze_pick_random_neighbour_cell_with_walls(struct maze* maze, int x, int y, int *pnx, int *pny) { int n, i; int px[4], py[4]; n = 0; /* look for neighbours with all walls set up */ if(!BORDER_N(y) && ((maze->maze[x][y-1] & WALL_ALL) == WALL_ALL)){ px[n] = x; py[n] = y-1; n++; } if(!BORDER_E(x) && ((maze->maze[x+1][y] & WALL_ALL) == WALL_ALL)){ px[n] = x+1; py[n] = y; n++; } if(!BORDER_S(y) && ((maze->maze[x][y+1] & WALL_ALL) == WALL_ALL)){ px[n] = x; py[n] = y+1; n++; } if(!BORDER_W(x) && ((maze->maze[x-1][y] & WALL_ALL) == WALL_ALL)){ px[n] = x-1; py[n] = y; n++; } /* then choose one */ if (n > 0){ i = rb->rand() % n; *pnx = px[i]; *pny = py[i]; } return n; } /* Removes the wall between the cell (x,y) and the cell (nx,ny) */ static void maze_remove_wall(struct maze* maze, int x, int y, int nx, int ny) { /* where is our neighbour? */ /* north or south */ if(x==nx){ if(ymaze[x][y] &= ~WALL_S; maze->maze[nx][ny] &= ~WALL_N; } else { /*north*/ maze->maze[x][y] &= ~WALL_N; maze->maze[nx][ny] &= ~WALL_S; } } else { /* east or west */ if(y==ny){ if(xmaze[x][y] &= ~WALL_E; maze->maze[nx][ny] &= ~WALL_W; } else { /*west*/ maze->maze[x][y] &= ~WALL_W; maze->maze[nx][ny] &= ~WALL_E; } } } } static void maze_generate(struct maze* maze) { int total_cells = MAZE_WIDTH * MAZE_HEIGHT; int visited_cells; int available_neighbours; int x, y; int nx = 0; int ny = 0; struct coord_stack done_cells; coord_stack_init(&done_cells); x = rb->rand()%MAZE_WIDTH; y = rb->rand()%MAZE_HEIGHT; visited_cells = 1; while (visited_cells < total_cells){ available_neighbours = maze_pick_random_neighbour_cell_with_walls(maze, x, y, &nx, &ny); if(available_neighbours == 0){ /* pop from stack */ coord_stack_pop(&done_cells, &x, &y); } else { /* remove the wall */ maze_remove_wall(maze, x, y, nx, ny); /* save our position on the stack */ coord_stack_push(&done_cells, x, y); /* move to the next cell */ x=nx; y=ny; /* keep track of visited cells count */ visited_cells++; } } } static void maze_solve(struct maze* maze) { int x, y; int dead_ends = 1; uint8_t cell; uint8_t wall; uint8_t solved_maze[MAZE_WIDTH][MAZE_HEIGHT]; /* toggle the visibility of the path */ maze->show_path = ~(maze->show_path); /* no need to solve the maze if already solved */ if (maze->solved) return; /* work on a copy of the maze */ rb->memcpy(solved_maze, maze->maze, sizeof(maze->maze)); /* remove walls on start and end point */ solved_maze[0][0] &= ~WALL_N; solved_maze[MAZE_WIDTH-1][MAZE_HEIGHT-1] &= ~WALL_S; /* first, mark all the cells as reachable */ for(y=0; yyield(); for(x=0; xmaze[x][y] |= solved_maze[x][y] & PATH; } } /* mark the maze as solved */ maze->solved = true; } static void maze_move_player_up(struct maze* maze) { uint8_t cell = maze->maze[maze->player_x][maze->player_y]; if(!BORDER_N(maze->player_y) && !(cell & WALL_N)) maze->player_y--; } static void maze_move_player_right(struct maze* maze) { uint8_t cell = maze->maze[maze->player_x][maze->player_y]; if(!BORDER_E(maze->player_x) && !(cell & WALL_E)) maze->player_x++; } static void maze_move_player_down(struct maze* maze) { uint8_t cell = maze->maze[maze->player_x][maze->player_y]; if(!BORDER_S(maze->player_y) && !(cell & WALL_S)) maze->player_y++; } static void maze_move_player_left(struct maze* maze) { uint8_t cell = maze->maze[maze->player_x][maze->player_y]; if(!BORDER_W(maze->player_x) && !(cell & WALL_W)) maze->player_x--; } /**********************************/ /* this is the plugin entry point */ /**********************************/ enum plugin_status plugin_start(const void* parameter) { int button; #if defined(MAZE_NEW_PRE) || defined(MAZE_SOLVE_PRE) int lastbutton = BUTTON_NONE; #endif int quit = 0; struct maze maze; (void)parameter; /* Turn off backlight timeout */ backlight_ignore_timeout(); /* Seed the RNG */ rb->srand(*rb->current_tick); FOR_NB_SCREENS(i) rb->screens[i]->set_viewport(NULL); /* Draw the background */ #if LCD_DEPTH > 1 rb->lcd_set_backdrop(NULL); #if LCD_DEPTH >= 16 rb->lcd_set_foreground(LCD_RGBPACK( 0, 0, 0)); rb->lcd_set_background(LCD_RGBPACK(182, 198, 229)); /* rockbox blue */ #elif LCD_DEPTH == 2 rb->lcd_set_foreground(0); rb->lcd_set_background(LCD_DEFAULT_BG); #endif #endif /* Initialize and draw the maze */ maze_init(&maze); maze_generate(&maze); FOR_NB_SCREENS(i) maze_draw(&maze, rb->screens[i]); while(!quit) { #ifdef __PLUGINLIB_ACTIONS_H__ button = pluginlib_getaction(TIMEOUT_BLOCK, plugin_contexts, ARRAYLEN(plugin_contexts)); #else button = rb->button_get(true); #endif switch(button) { case MAZE_NEW: #ifdef MAZE_NEW_PRE if(lastbutton != MAZE_NEW_PRE) break; #endif maze_init(&maze); maze_generate(&maze); FOR_NB_SCREENS(i) maze_draw(&maze, rb->screens[i]); break; case MAZE_SOLVE: #ifdef MAZE_SOLVE_PRE if(lastbutton != MAZE_SOLVE_PRE) break; #endif maze_solve(&maze); FOR_NB_SCREENS(i) maze_draw(&maze, rb->screens[i]); break; case MAZE_UP: case MAZE_UP_REPEAT: maze_move_player_up(&maze); FOR_NB_SCREENS(i) maze_draw(&maze, rb->screens[i]); break; case MAZE_RIGHT: case MAZE_RIGHT_REPEAT: maze_move_player_right(&maze); FOR_NB_SCREENS(i) maze_draw(&maze, rb->screens[i]); break; case MAZE_DOWN: case MAZE_DOWN_REPEAT: maze_move_player_down(&maze); FOR_NB_SCREENS(i) maze_draw(&maze, rb->screens[i]); break; case MAZE_LEFT: case MAZE_LEFT_REPEAT: maze_move_player_left(&maze); FOR_NB_SCREENS(i) maze_draw(&maze, rb->screens[i]); break; case MAZE_QUIT: /* quit plugin */ quit=1; break; default: if (rb->default_event_handler(button) == SYS_USB_CONNECTED) { /* quit plugin */ quit=2; } break; } #if defined(MAZE_NEW_PRE) || defined(MAZE_SOLVE_PRE) if( button != BUTTON_NONE ) lastbutton = button; #endif } /* Turn on backlight timeout (revert to settings) */ backlight_use_settings(); return ((quit == 1) ? PLUGIN_OK : PLUGIN_USB_CONNECTED); }