5d3bbe6d38
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@13997 a1c6a512-1295-4272-9138-f99709370657
537 lines
15 KiB
C
537 lines
15 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2007 Matthias Wientapper
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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/* This is the implementation of a maze generation algorithm.
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* The generated mazes are "perfect", i.e. there is one and only
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* one path from any point in the maze to any other point.
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*
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*
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* The implemented algorithm is called "Depth-First search", the
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* solving is done by a dead-end filler routine.
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*
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*/
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#include "plugin.h"
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#include "pluginlib_actions.h"
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PLUGIN_HEADER
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#if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
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(CONFIG_KEYPAD == IPOD_3G_PAD)
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# undef __PLUGINLIB_ACTIONS_H__
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# define MAZE_NEW (BUTTON_SELECT | BUTTON_REPEAT)
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# define MAZE_NEW_PRE BUTTON_SELECT
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# define MAZE_QUIT (BUTTON_SELECT | BUTTON_MENU)
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# define MAZE_SOLVE (BUTTON_SELECT | BUTTON_PLAY)
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# define MAZE_RIGHT BUTTON_RIGHT
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# define MAZE_LEFT BUTTON_LEFT
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# define MAZE_UP BUTTON_MENU
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# define MAZE_DOWN BUTTON_PLAY
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# define MAZE_RRIGHT (BUTTON_RIGHT | BUTTON_REPEAT)
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# define MAZE_RLEFT (BUTTON_LEFT | BUTTON_REPEAT)
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# define MAZE_RUP (BUTTON_MENU | BUTTON_REPEAT)
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# define MAZE_RDOWN (BUTTON_PLAY | BUTTON_REPEAT)
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#else
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# define MAZE_NEW PLA_START
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# define MAZE_QUIT PLA_QUIT
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# define MAZE_SOLVE PLA_FIRE
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# define MAZE_RIGHT PLA_RIGHT
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# define MAZE_LEFT PLA_LEFT
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# define MAZE_UP PLA_UP
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# define MAZE_DOWN PLA_DOWN
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# define MAZE_RRIGHT PLA_RIGHT_REPEAT
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# define MAZE_RLEFT PLA_LEFT_REPEAT
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# define MAZE_RUP PLA_UP_REPEAT
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# define MAZE_RDOWN PLA_DOWN_REPEAT
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#endif
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/* propertie bits of the cell */
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#define WALL_N 0x00000001
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#define WALL_E 0x00000002
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#define WALL_S 0x00000004
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#define WALL_W 0x00000008
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#define WALL_ALL 0x0000000F
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#define BORDER_N 0x00000010
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#define BORDER_E 0x00000020
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#define BORDER_S 0x00000040
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#define BORDER_W 0x00000080
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#define PATH 0x00000100
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static struct plugin_api* rb;
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#ifdef __PLUGINLIB_ACTIONS_H__
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const struct button_mapping *plugin_contexts[]
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= {generic_directions, generic_actions};
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#endif
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#if ( LCD_WIDTH == 112 )
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#define MAZE_WIDTH 16
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#define MAZE_HEIGHT 12
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#else
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#define MAZE_WIDTH 32
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#define MAZE_HEIGHT 24
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#endif
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struct coord_stack{
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int data[MAZE_WIDTH*MAZE_HEIGHT];
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int stp;
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};
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void coord_stack_init(struct coord_stack* stack){
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stack->stp=0;
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}
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void coord_stack_push(struct coord_stack* stack, int x, int y){
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stack->data[stack->stp] = ((x<<8)|y);
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stack->stp++;
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}
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void coord_stack_get(struct coord_stack* stack, int index, int* x, int* y){
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*y = stack->data[index];
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*y &= 0xff;
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*x = (stack->data[index])>>8;
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}
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void coord_stack_pop(struct coord_stack* stack, int* x, int* y){
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stack->stp--;
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coord_stack_get(stack, stack->stp, x, y);
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}
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int coord_stack_count(struct coord_stack* stack){
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return(stack->stp);
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}
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struct maze{
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unsigned short maze[MAZE_WIDTH][MAZE_HEIGHT];
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int solved;
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int player_x;
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int player_y;
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};
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void maze_init(struct maze* maze){
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int x, y;
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rb->memset(maze->maze, 0, sizeof(maze->maze));
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maze->solved = false;
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maze->player_x = 0;
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maze->player_y = 0;
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for(y=0; y<MAZE_HEIGHT; y++){
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for(x=0; x<MAZE_WIDTH; x++){
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/* all walls are up */
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maze->maze[x][y] |= WALL_ALL | PATH;
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/* setup borders */
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if(x == 0)
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maze->maze[x][y]|= BORDER_W;
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if(y == 0)
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maze->maze[x][y]|= BORDER_N;
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if(x == MAZE_WIDTH-1)
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maze->maze[x][y]|= BORDER_E;
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if(y == MAZE_HEIGHT-1)
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maze->maze[x][y]|= BORDER_S;
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}
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}
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}
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void maze_draw(struct maze* maze, struct screen* display){
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int x, y;
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int wx, wy;
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int point_width, point_height, point_offset_x, point_offset_y;
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unsigned short cell;
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wx = (int) display->width / MAZE_WIDTH;
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wy = (int) display->height / MAZE_HEIGHT;
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if(wx>3){
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point_width=wx-3;
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point_offset_x=2;
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}else{
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point_width=1;
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point_offset_x=1;
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}
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if(wy>3){
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point_height=wy-3;
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point_offset_y=2;
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}else{
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point_height=1;
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point_offset_y=1;
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}
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display->clear_display();
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for(y=0; y<MAZE_HEIGHT; y++){
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for(x=0; x<MAZE_WIDTH; x++){
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cell = maze->maze[x][y];
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/* draw walls */
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if(cell & WALL_N)
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display->drawline(x*wx, y*wy, x*wx+wx, y*wy);
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if(cell & WALL_E)
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display->drawline(x*wx+wx, y*wy, x*wx+wx, y*wy+wy);
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if(cell & WALL_S)
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display->drawline(x*wx, y*wy+wy, x*wx+wx, y*wy+wy);
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if(cell & WALL_W)
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display->drawline(x*wx, y*wy, x*wx, y*wy+wy);
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if(cell & BORDER_N)
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display->drawline(x*wx, y*wy, x*wx+wx, y*wy);
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if(cell & BORDER_E)
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display->drawline(x*wx+wx, y*wy, x*wx+wx, y*wy+wy);
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if(cell & BORDER_S)
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display->drawline(x*wx, y*wy+wy, x*wx+wx, y*wy+wy);
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if(cell & BORDER_W)
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display->drawline(x*wx, y*wy, x*wx, y*wy+wy);
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}
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}
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if(maze->solved){
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#if LCD_DEPTH >= 16
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if(display->depth>=16)
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display->set_foreground(LCD_RGBPACK(127,127,127));
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#endif
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#if LCD_DEPTH >= 2
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if(display->depth==2)
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display->set_foreground(1);
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#endif
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for(y=0; y<MAZE_HEIGHT; y++){
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for(x=0; x<MAZE_WIDTH; x++){
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cell = maze->maze[x][y];
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if(cell & PATH)
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display->fillrect(x*wx+point_offset_x,
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y*wy+point_offset_y,
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point_width, point_height);
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}
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}
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#if LCD_DEPTH >= 16
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if(display->depth>=16)
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display->set_foreground(LCD_RGBPACK(0,0,0));
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#endif
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#if LCD_DEPTH >= 2
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if(display->depth==2)
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display->set_foreground(0);
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#endif
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}
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/* mark start and end */
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display->drawline(0, 0, wx, wy);
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display->drawline(0, wy, wx, 0);
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display->drawline((MAZE_WIDTH-1)*wx,(MAZE_HEIGHT-1)*wy,
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(MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy+wy);
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display->drawline((MAZE_WIDTH-1)*wx,(MAZE_HEIGHT-1)*wy+wy,
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(MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy);
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/* draw current position */
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display->fillrect(maze->player_x*wx+point_offset_x,
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maze->player_y*wy+point_offset_y,
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point_width, point_height);
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display->update();
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}
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int maze_pick_random_neighbour_cell_with_walls(struct maze* maze,
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int x, int y, int *pnx, int *pny){
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int ncount = 0;
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struct coord_stack neighbours;
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unsigned short current_cell=maze->maze[x][y];
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coord_stack_init(&neighbours);
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/* look for neighbour cells with walls */
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/* north */
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if(!(current_cell & BORDER_N)){
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if((maze->maze[x][y-1] & WALL_ALL) == WALL_ALL){
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coord_stack_push(&neighbours, x, y-1);
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}
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}
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/* west */
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if(!(current_cell & BORDER_W)){
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if((maze->maze[x-1][y] & WALL_ALL) == WALL_ALL){
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coord_stack_push(&neighbours, x-1, y);
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}
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}
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/* east */
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if(!(current_cell & BORDER_E)){
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if((maze->maze[x+1][y] & WALL_ALL) == WALL_ALL){
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coord_stack_push(&neighbours, x+1, y);
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}
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}
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/* south */
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if(!(current_cell & BORDER_S)){
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if((maze->maze[x][y+1] & WALL_ALL) == WALL_ALL){
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coord_stack_push(&neighbours, x, y+1);
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}
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}
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/* randomly select neighbour cell with walls */
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ncount=coord_stack_count(&neighbours);
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if(ncount!=0)
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coord_stack_get(&neighbours, rb->rand()%ncount, pnx, pny);
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return ncount;
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}
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/* Removes the wall between the cell (x,y) and the cell (nx,ny) */
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void maze_remove_wall(struct maze* maze, int x, int y, int nx, int ny){
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/* where is our neighbour? */
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/* north or south */
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if(x==nx){
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if(y<ny){
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/*south*/
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maze->maze[x][y] &= ~WALL_S;
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maze->maze[nx][ny] &= ~WALL_N;
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} else {
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/*north*/
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maze->maze[x][y] &= ~WALL_N;
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maze->maze[nx][ny] &= ~WALL_S;
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}
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} else {
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/* east or west */
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if(y==ny){
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if(x<nx){
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/* east */
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maze->maze[x][y] &= ~WALL_E;
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maze->maze[nx][ny] &= ~WALL_W;
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} else {
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/*west*/
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maze->maze[x][y] &= ~WALL_W;
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maze->maze[nx][ny] &= ~WALL_E;
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}
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}
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}
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}
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void maze_generate(struct maze* maze){
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int total_cells = MAZE_WIDTH * MAZE_HEIGHT;
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int visited_cells;
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int available_neighbours;
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int x, y;
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int nx = 0;
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int ny = 0;
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struct coord_stack done_cells;
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coord_stack_init(&done_cells);
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x = rb->rand()%MAZE_WIDTH;
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y = rb->rand()%MAZE_HEIGHT;
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visited_cells = 1;
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while (visited_cells < total_cells){
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available_neighbours =
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maze_pick_random_neighbour_cell_with_walls(maze, x, y, &nx, &ny);
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if(available_neighbours == 0){
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/* pop from stack */
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coord_stack_pop(&done_cells, &x, &y);
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} else {
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maze_remove_wall(maze, x, y, nx, ny);
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/* save position on the stack */
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coord_stack_push(&done_cells, x, y);
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/* current cell = neighbour cell */
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x=nx;
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y=ny;
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visited_cells++;
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}
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}
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}
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void maze_solve(struct maze* maze){
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int x, y;
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unsigned short cell;
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unsigned short w;
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int dead_ends = 1;
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unsigned short solved_maze[MAZE_WIDTH][MAZE_HEIGHT];
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maze->solved = ~(maze->solved);
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/* copy maze for solving */
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rb->memcpy(solved_maze, maze->maze, (MAZE_HEIGHT*MAZE_WIDTH*sizeof(maze->maze[0][0])));
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/* remove some borders and walls on start and end point */
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solved_maze[0][0] &= ~(WALL_N|BORDER_N);
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solved_maze[MAZE_WIDTH-1][MAZE_HEIGHT-1] &= ~(WALL_S|BORDER_S);
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while(dead_ends){
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dead_ends = 0;
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/* scan for dead ends */
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for(y=0; y<MAZE_HEIGHT; y++){
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rb->yield();
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for(x=0; x<MAZE_WIDTH; x++){
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cell = solved_maze[x][y];
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w = ~cell & 0x000f;
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if(w == WALL_N ||
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w == WALL_E ||
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w == WALL_S ||
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w == WALL_W){
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/* found dead end, clear path bit and fill it up */
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maze->maze[x][y] &= ~PATH;
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solved_maze[x][y] |= WALL_ALL;
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/* don't forget the neighbours */
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if(!(cell & BORDER_N))
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solved_maze[x][y-1]|=WALL_S;
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if(!(cell & BORDER_E))
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solved_maze[x+1][y]|=WALL_W;
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if(!(cell & BORDER_S))
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solved_maze[x][y+1]|=WALL_N;
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if(!(cell & BORDER_W))
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solved_maze[x-1][y]|=WALL_E;
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dead_ends++;
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}
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}
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}
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}
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}
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void maze_move_player_down(struct maze* maze){
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unsigned short cell=maze->maze[maze->player_x][maze->player_y];
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if( !(cell & WALL_S) &&
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!(cell & BORDER_S)){
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maze->player_y++;
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}
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}
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void maze_move_player_up(struct maze* maze){
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unsigned short cell=maze->maze[maze->player_x][maze->player_y];
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if( !(cell & WALL_N) &&
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!(cell & BORDER_N)){
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maze->player_y--;
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}
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}
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void maze_move_player_left(struct maze* maze){
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unsigned short cell=maze->maze[maze->player_x][maze->player_y];
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if( !(cell & WALL_W) &&
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!(cell & BORDER_W)){
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maze->player_x--;
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}
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}
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void maze_move_player_right(struct maze* maze){
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unsigned short cell=maze->maze[maze->player_x][maze->player_y];
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if( !(cell & WALL_E) &&
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!(cell & BORDER_E)){
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maze->player_x++;
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}
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}
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/**********************************/
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/* this is the plugin entry point */
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/**********************************/
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enum plugin_status plugin_start(struct plugin_api* api, void* parameter){
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int button, lastbutton = BUTTON_NONE;
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int quit = 0;
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int i;
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struct maze maze;
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(void)parameter;
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rb = api;
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rb->backlight_set_timeout(1);
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#if LCD_DEPTH > 1
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rb->lcd_set_backdrop(NULL);
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rb->lcd_set_background(LCD_DEFAULT_BG);
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#if LCD_DEPTH >= 16
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rb->lcd_set_foreground( LCD_RGBPACK( 0, 0, 0));
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#elif LCD_DEPTH == 2
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rb->lcd_set_foreground(0);
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#endif
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#endif
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maze_init(&maze);
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maze_generate(&maze);
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FOR_NB_SCREENS(i)
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maze_draw(&maze, rb->screens[i]);
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while(!quit) {
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#ifdef __PLUGINLIB_ACTIONS_H__
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button = pluginlib_getaction(rb, TIMEOUT_BLOCK, plugin_contexts, 2);
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#else
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button = rb->button_get(true);
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#endif
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switch(button) {
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case MAZE_NEW:
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#ifdef MAZE_NEW_PRE
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if(lastbutton != MAZE_NEW_PRE)
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break;
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#endif
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maze_init(&maze);
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maze_generate(&maze);
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FOR_NB_SCREENS(i)
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maze_draw(&maze, rb->screens[i]);
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break;
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case MAZE_SOLVE:
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maze_solve(&maze);
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FOR_NB_SCREENS(i)
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maze_draw(&maze, rb->screens[i]);
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break;
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case MAZE_RIGHT:
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case MAZE_RRIGHT:
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maze_move_player_right(&maze);
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FOR_NB_SCREENS(i)
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maze_draw(&maze, rb->screens[i]);
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break;
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case MAZE_LEFT:
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case MAZE_RLEFT:
|
|
maze_move_player_left(&maze);
|
|
FOR_NB_SCREENS(i)
|
|
maze_draw(&maze, rb->screens[i]);
|
|
break;
|
|
case MAZE_UP:
|
|
case MAZE_RUP:
|
|
maze_move_player_up(&maze);
|
|
FOR_NB_SCREENS(i)
|
|
maze_draw(&maze, rb->screens[i]);
|
|
break;
|
|
case MAZE_DOWN:
|
|
case MAZE_RDOWN:
|
|
maze_move_player_down(&maze);
|
|
FOR_NB_SCREENS(i)
|
|
maze_draw(&maze, rb->screens[i]);
|
|
break;
|
|
case MAZE_QUIT:
|
|
/* quit plugin */
|
|
quit=true;
|
|
return PLUGIN_OK;
|
|
break;
|
|
default:
|
|
if (rb->default_event_handler(button) == SYS_USB_CONNECTED) {
|
|
return PLUGIN_USB_CONNECTED;
|
|
}
|
|
break;
|
|
}
|
|
if( button != BUTTON_NONE )
|
|
lastbutton = button;
|
|
rb->yield();
|
|
}
|
|
rb->backlight_set_timeout(rb->global_settings->backlight_timeout);
|
|
return PLUGIN_OK;
|
|
}
|