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|
/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2007 Matthias Wientapper
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* 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 "pluginlib_actions.h"
#include "helper.h"
PLUGIN_HEADER
#if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
# undef __PLUGINLIB_ACTIONS_H__
# define MAZE_NEW (BUTTON_SELECT | BUTTON_REPEAT)
# define MAZE_NEW_PRE BUTTON_SELECT
# define MAZE_QUIT (BUTTON_SELECT | BUTTON_MENU)
# define MAZE_SOLVE (BUTTON_SELECT | BUTTON_PLAY)
# define MAZE_RIGHT BUTTON_RIGHT
# define MAZE_LEFT BUTTON_LEFT
# define MAZE_UP BUTTON_MENU
# define MAZE_DOWN BUTTON_PLAY
# define MAZE_RRIGHT (BUTTON_RIGHT | BUTTON_REPEAT)
# define MAZE_RLEFT (BUTTON_LEFT | BUTTON_REPEAT)
# define MAZE_RUP (BUTTON_MENU | BUTTON_REPEAT)
# define MAZE_RDOWN (BUTTON_PLAY | BUTTON_REPEAT)
#else
# define MAZE_NEW PLA_START
# define MAZE_QUIT PLA_QUIT
# define MAZE_SOLVE PLA_FIRE
# define MAZE_RIGHT PLA_RIGHT
# define MAZE_LEFT PLA_LEFT
# define MAZE_UP PLA_UP
# define MAZE_DOWN PLA_DOWN
# define MAZE_RRIGHT PLA_RIGHT_REPEAT
# define MAZE_RLEFT PLA_LEFT_REPEAT
# define MAZE_RUP PLA_UP_REPEAT
# define MAZE_RDOWN PLA_DOWN_REPEAT
#endif
/* propertie bits of the cell */
#define WALL_N 0x00000001
#define WALL_E 0x00000002
#define WALL_S 0x00000004
#define WALL_W 0x00000008
#define WALL_ALL 0x0000000F
#define BORDER_N 0x00000010
#define BORDER_E 0x00000020
#define BORDER_S 0x00000040
#define BORDER_W 0x00000080
#define PATH 0x00000100
static struct plugin_api* rb;
#ifdef __PLUGINLIB_ACTIONS_H__
const struct button_mapping *plugin_contexts[]
= {generic_directions, generic_actions};
#endif
#if ( LCD_WIDTH == 112 )
#define MAZE_WIDTH 16
#define MAZE_HEIGHT 12
#else
#define MAZE_WIDTH 32
#define MAZE_HEIGHT 24
#endif
struct coord_stack
{
int data[MAZE_WIDTH*MAZE_HEIGHT];
int stp;
};
void coord_stack_init(struct coord_stack* stack)
{
stack->stp=0;
}
void coord_stack_push(struct coord_stack* stack, int x, int y)
{
stack->data[stack->stp] = ((x<<8)|y);
stack->stp++;
}
void coord_stack_get(struct coord_stack* stack, int index, int* x, int* y)
{
*y = stack->data[index];
*y &= 0xff;
*x = (stack->data[index])>>8;
}
void coord_stack_pop(struct coord_stack* stack, int* x, int* y)
{
stack->stp--;
coord_stack_get(stack, stack->stp, x, y);
}
int coord_stack_count(struct coord_stack* stack)
{
return(stack->stp);
}
struct maze
{
int solved;
int player_x;
int player_y;
unsigned short maze[MAZE_WIDTH][MAZE_HEIGHT];
};
void maze_init(struct maze* maze)
{
int x, y;
rb->memset(maze->maze, 0, sizeof(maze->maze));
maze->solved = false;
maze->player_x = 0;
maze->player_y = 0;
for(y=0; y<MAZE_HEIGHT; y++){
for(x=0; x<MAZE_WIDTH; x++){
/* all walls are up */
maze->maze[x][y] |= WALL_ALL | PATH;
/* setup borders */
if(x == 0)
maze->maze[x][y]|= BORDER_W;
if(y == 0)
maze->maze[x][y]|= BORDER_N;
if(x == MAZE_WIDTH-1)
maze->maze[x][y]|= BORDER_E;
if(y == MAZE_HEIGHT-1)
maze->maze[x][y]|= BORDER_S;
}
}
}
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;
unsigned short cell;
wx = (int) display->width / MAZE_WIDTH;
wy = (int) display->height / 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;
}
display->clear_display();
for(y=0; y<MAZE_HEIGHT; y++){
for(x=0; x<MAZE_WIDTH; x++){
cell = maze->maze[x][y];
/* draw walls */
if(cell & WALL_N)
display->drawline(x*wx, y*wy, x*wx+wx, y*wy);
if(cell & WALL_E)
display->drawline(x*wx+wx, y*wy, x*wx+wx, y*wy+wy);
if(cell & WALL_S)
display->drawline(x*wx, y*wy+wy, x*wx+wx, y*wy+wy);
if(cell & WALL_W)
display->drawline(x*wx, y*wy, x*wx, y*wy+wy);
if(cell & BORDER_N)
display->drawline(x*wx, y*wy, x*wx+wx, y*wy);
if(cell & BORDER_E)
display->drawline(x*wx+wx, y*wy, x*wx+wx, y*wy+wy);
if(cell & BORDER_S)
display->drawline(x*wx, y*wy+wy, x*wx+wx, y*wy+wy);
if(cell & BORDER_W)
display->drawline(x*wx, y*wy, x*wx, y*wy+wy);
}
}
if(maze->solved){
#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
for(y=0; y<MAZE_HEIGHT; y++){
for(x=0; x<MAZE_WIDTH; x++){
cell = maze->maze[x][y];
if(cell & PATH)
display->fillrect(x*wx+point_offset_x,
y*wy+point_offset_y,
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);
display->update();
}
int maze_pick_random_neighbour_cell_with_walls(struct maze* maze,
int x, int y, int *pnx, int *pny)
{
int ncount = 0;
struct coord_stack neighbours;
unsigned short current_cell=maze->maze[x][y];
coord_stack_init(&neighbours);
/* look for neighbour cells with walls */
/* north */
if(!(current_cell & BORDER_N)){
if((maze->maze[x][y-1] & WALL_ALL) == WALL_ALL){
coord_stack_push(&neighbours, x, y-1);
}
}
/* west */
if(!(current_cell & BORDER_W)){
if((maze->maze[x-1][y] & WALL_ALL) == WALL_ALL){
coord_stack_push(&neighbours, x-1, y);
}
}
/* east */
if(!(current_cell & BORDER_E)){
if((maze->maze[x+1][y] & WALL_ALL) == WALL_ALL){
coord_stack_push(&neighbours, x+1, y);
}
}
/* south */
if(!(current_cell & BORDER_S)){
if((maze->maze[x][y+1] & WALL_ALL) == WALL_ALL){
coord_stack_push(&neighbours, x, y+1);
}
}
/* randomly select neighbour cell with walls */
ncount=coord_stack_count(&neighbours);
if(ncount!=0)
coord_stack_get(&neighbours, rb->rand()%ncount, pnx, pny);
return ncount;
}
/* Removes the wall between the cell (x,y) and the cell (nx,ny) */
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(y<ny){
/*south*/
maze->maze[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(x<nx){
/* east */
maze->maze[x][y] &= ~WALL_E;
maze->maze[nx][ny] &= ~WALL_W;
} else {
/*west*/
maze->maze[x][y] &= ~WALL_W;
maze->maze[nx][ny] &= ~WALL_E;
}
}
}
}
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 {
maze_remove_wall(maze, x, y, nx, ny);
/* save position on the stack */
coord_stack_push(&done_cells, x, y);
/* current cell = neighbour cell */
x=nx;
y=ny;
visited_cells++;
}
}
}
void maze_solve(struct maze* maze)
{
int x, y;
int dead_ends = 1;
unsigned short cell;
unsigned short w;
unsigned short solved_maze[MAZE_WIDTH][MAZE_HEIGHT];
maze->solved = ~(maze->solved);
/* copy maze for solving */
rb->memcpy(solved_maze, maze->maze,
(MAZE_HEIGHT*MAZE_WIDTH*sizeof(maze->maze[0][0])));
/* remove some borders and walls on start and end point */
solved_maze[0][0] &= ~(WALL_N|BORDER_N);
solved_maze[MAZE_WIDTH-1][MAZE_HEIGHT-1] &= ~(WALL_S|BORDER_S);
while(dead_ends){
dead_ends = 0;
/* scan for dead ends */
for(y=0; y<MAZE_HEIGHT; y++){
rb->yield();
for(x=0; x<MAZE_WIDTH; x++){
cell = solved_maze[x][y];
w = ~cell & 0x000f;
if(w == WALL_N ||
w == WALL_E ||
w == WALL_S ||
w == WALL_W){
/* found dead end, clear path bit and fill it up */
maze->maze[x][y] &= ~PATH;
solved_maze[x][y] |= WALL_ALL;
/* don't forget the neighbours */
if(!(cell & BORDER_N))
solved_maze[x][y-1]|=WALL_S;
if(!(cell & BORDER_E))
solved_maze[x+1][y]|=WALL_W;
if(!(cell & BORDER_S))
solved_maze[x][y+1]|=WALL_N;
if(!(cell & BORDER_W))
solved_maze[x-1][y]|=WALL_E;
dead_ends++;
}
}
}
}
}
void maze_move_player_down(struct maze* maze)
{
unsigned short cell=maze->maze[maze->player_x][maze->player_y];
if( !(cell & WALL_S) &&
!(cell & BORDER_S)){
maze->player_y++;
}
}
void maze_move_player_up(struct maze* maze)
{
unsigned short cell=maze->maze[maze->player_x][maze->player_y];
if( !(cell & WALL_N) &&
!(cell & BORDER_N)){
maze->player_y--;
}
}
void maze_move_player_left(struct maze* maze)
{
unsigned short cell=maze->maze[maze->player_x][maze->player_y];
if( !(cell & WALL_W) &&
!(cell & BORDER_W)){
maze->player_x--;
}
}
void maze_move_player_right(struct maze* maze)
{
unsigned short cell=maze->maze[maze->player_x][maze->player_y];
if( !(cell & WALL_E) &&
!(cell & BORDER_E)){
maze->player_x++;
}
}
/**********************************/
/* this is the plugin entry point */
/**********************************/
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
int button, lastbutton = BUTTON_NONE;
int quit = 0;
int i;
struct maze maze;
(void)parameter;
rb = api;
/* Turn off backlight timeout */
backlight_force_on(rb); /* backlight control in lib/helper.c */
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
rb->lcd_set_background(LCD_DEFAULT_BG);
#if LCD_DEPTH >= 16
rb->lcd_set_foreground( LCD_RGBPACK( 0, 0, 0));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(0);
#endif
#endif
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(rb, TIMEOUT_BLOCK, plugin_contexts, 2);
#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:
maze_solve(&maze);
FOR_NB_SCREENS(i)
maze_draw(&maze, rb->screens[i]);
break;
case MAZE_RIGHT:
case MAZE_RRIGHT:
maze_move_player_right(&maze);
FOR_NB_SCREENS(i)
maze_draw(&maze, rb->screens[i]);
break;
case MAZE_LEFT:
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=1;
break;
default:
if (rb->default_event_handler(button) == SYS_USB_CONNECTED) {
/* quit plugin */
quit=2;
}
break;
}
if( button != BUTTON_NONE )
lastbutton = button;
if(!quit)
rb->yield(); /* BUG alert: always yielding causes data abort */
}
/* Turn on backlight timeout (revert to settings) */
backlight_use_settings(rb); /* backlight control in lib/helper.c */
return ((quit == 1) ? PLUGIN_OK : PLUGIN_USB_CONNECTED);
}
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