FS #6636 - "Maze generator plugin" by Matthias Wientapper.

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@13732 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Antoine Cellerier 2007-06-28 21:13:04 +00:00
parent f91d06de7b
commit fef46334d8
2 changed files with 438 additions and 0 deletions

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@ -37,6 +37,7 @@ disktidy.c
flipit.c
#ifdef HAVE_LCD_BITMAP /* Not for the Player */
maze.c
mazezam.c
text_editor.c
wavview.c

437
apps/plugins/maze.c Normal file
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@ -0,0 +1,437 @@
/***************************************************************************
* __________ __ ___.
* 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"
PLUGIN_HEADER
#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
/* 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;
const struct button_mapping *plugin_contexts[]
= {generic_directions, generic_actions};
#if ( LCD_WIDTH == 112 )
#define MAZE_WIDTH 16
#define MAZE_HEIGHT 12
#else
#define MAZE_WIDTH 32
#define MAZE_HEIGHT 24
#endif
unsigned short maze[MAZE_WIDTH][MAZE_HEIGHT];
unsigned short solved_maze[MAZE_WIDTH][MAZE_HEIGHT];
int stack[MAZE_WIDTH*MAZE_HEIGHT];
int solved = false;
char buf[30];
int sy = 0;
int sx = 0;
void init_maze(void){
int x, y;
rb->memset(maze, 0, sizeof(maze));
sx = 0;
sy = 0;
for(y=0; y<MAZE_HEIGHT; y++){
for(x=0; x<MAZE_WIDTH; x++){
/* all walls are up */
maze[x][y] |= WALL_ALL | PATH;
/* setup borders */
if(x == 0)
maze[x][y]|= BORDER_W;
if(y == 0)
maze[x][y]|= BORDER_N;
if(x == MAZE_WIDTH-1)
maze[x][y]|= BORDER_E;
if(y == MAZE_HEIGHT-1)
maze[x][y]|= BORDER_S;
}
}
}
void show_maze(void){
int x, y;
int wx, wy;
unsigned short cell;
wx = (int) LCD_WIDTH / MAZE_WIDTH;
wy = (int) LCD_HEIGHT / MAZE_HEIGHT;
rb->lcd_clear_display();
for(y=0; y<MAZE_HEIGHT; y++){
for(x=0; x<MAZE_WIDTH; x++){
cell = maze[x][y];
/* draw walls */
if(cell & WALL_N)
rb->lcd_drawline(x*wx, y*wy, x*wx+wx, y*wy);
if(cell & WALL_E)
rb->lcd_drawline(x*wx+wx, y*wy, x*wx+wx, y*wy+wy);
if(cell & WALL_S)
rb->lcd_drawline(x*wx, y*wy+wy, x*wx+wx, y*wy+wy);
if(cell & WALL_W)
rb->lcd_drawline(x*wx, y*wy, x*wx, y*wy+wy);
if(cell & BORDER_N)
rb->lcd_drawline(x*wx, y*wy, x*wx+wx, y*wy);
if(cell & BORDER_E)
rb->lcd_drawline(x*wx+wx, y*wy, x*wx+wx, y*wy+wy);
if(cell & BORDER_S)
rb->lcd_drawline(x*wx, y*wy+wy, x*wx+wx, y*wy+wy);
if(cell & BORDER_W)
rb->lcd_drawline(x*wx, y*wy, x*wx, y*wy+wy);
if(solved){
if(cell & PATH){
#if LCD_DEPTH >= 16
rb->lcd_set_foreground( LCD_RGBPACK( 127, 127, 127 ));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(1);
#endif
rb->lcd_fillrect(x*wx+2, y*wy+2, wx-3, wy-3);
#if LCD_DEPTH >= 16
rb->lcd_set_foreground( LCD_RGBPACK( 0, 0, 0));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(0);
#endif
}
}
}
}
/* mark start and end */
rb->lcd_drawline(0, 0, wx, wy);
rb->lcd_drawline(0, wy, wx, 0);
rb->lcd_drawline((MAZE_WIDTH-1)*wx,(MAZE_HEIGHT-1)*wy,
(MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy+wy);
rb->lcd_drawline((MAZE_WIDTH-1)*wx,(MAZE_HEIGHT-1)*wy+wy,
(MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy);
/* draw current position */
rb->lcd_fillrect(sx*wx+2, sy*wy+2, wx-3, wy-3);
rb->lcd_update();
}
int random_neighbour_cell_with_walls(int *px, int *py, int *pnx, int *pny){
int ncount = 0;
int neighbours[4];
int found_cell;
/* look for neighbour cells with walls */
/* north */
if(!(maze[*px][*py] & BORDER_N)){
if((maze[*px][*py-1] & WALL_ALL) == WALL_ALL){
/* save found cell coordinates */
neighbours[ncount]=(*px<<8)|((*py)-1);
ncount++;
}
}
/* west */
if(!(maze[*px][*py] & BORDER_W)){
if((maze[*px-1][*py] & WALL_ALL) == WALL_ALL){
/* save found cell coordinates */
neighbours[ncount]=((*px-1)<<8)|(*py);
ncount++;
}
}
/* east */
if(!(maze[*px][*py] & BORDER_E)){
if((maze[*px+1][*py] & WALL_ALL) == WALL_ALL){
/* save found cell coordinates */
neighbours[ncount]=((*px+1)<<8)|(*py);
ncount++;
}
}
/* south */
if(!(maze[*px][*py] & BORDER_S)){
if((maze[*px][*py+1] & WALL_ALL) == WALL_ALL){
/* save found cell coordinates */
neighbours[ncount]=(*px<<8)|((*py)+1);
ncount++;
}
}
/* randomly select neighbour cell with walls */
if(ncount!=0){
found_cell = neighbours[rb->rand()%ncount];
*pny = found_cell &0x000000ff;
*pnx = (unsigned int) found_cell >> 8;
}
return ncount;
}
void remove_walls(int *px, int *py, int *pnx, int *pny){
/* where is our neighbour? */
/* north or south */
if(*px==*pnx){
if(*py<*pny){
/*south*/
maze[*px][*py] &= ~WALL_S;
maze[*pnx][*pny] &= ~WALL_N;
} else {
/*north*/
maze[*px][*py] &= ~WALL_N;
maze[*pnx][*pny] &= ~WALL_S;
}
} else {
/* east or west */
if(*py==*pny){
if(*px<*pnx){
/* east */
maze[*px][*py] &= ~WALL_E;
maze[*pnx][*pny] &= ~WALL_W;
} else {
/*west*/
maze[*px][*py] &= ~WALL_W;
maze[*pnx][*pny] &= ~WALL_E;
}
}
}
}
void generate_maze(void){
int stp = 0;
int total_cells = MAZE_WIDTH * MAZE_HEIGHT;
int visited_cells;
int neighbour_cell;
int x, y;
int nx = 0;
int ny = 0;
int *px, *py, *pnx, *pny;
px = &x;
py = &y;
pnx = &nx;
pny = &ny;
x = rb->rand()%MAZE_WIDTH;
y = rb->rand()%MAZE_HEIGHT;
visited_cells = 1;
while (visited_cells < total_cells){
neighbour_cell = random_neighbour_cell_with_walls(px, py, pnx, pny);
if(neighbour_cell == 0){
/* pop from stack */
stp--;
*py = stack[stp];
*py &= 0xff;
*px = (stack[stp])>>8;
} else {
remove_walls(px, py, pnx, pny);
/* save position on the stack */
stack[stp] = ((*px<<8)|*py);
stp++;
/* current cell = neighbour cell */
x=nx;
y=ny;
visited_cells++;
}
}
}
void solve_maze(void){
int x, y;
unsigned short cell;
unsigned short w;
int dead_ends = 1;
/* dead end filler*/
/* copy maze for solving */
rb->memcpy(solved_maze, maze, (MAZE_HEIGHT*MAZE_WIDTH*sizeof(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[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++;
}
}
}
}
}
/**********************************/
/* this is the plugin entry point */
/**********************************/
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
int button = 0;
int quit = 0;
(void)parameter;
rb = api;
rb->backlight_set_timeout(1);
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
rb->lcd_set_background(LCD_DEFAULT_BG);
#endif
init_maze();
generate_maze();
show_maze();
while(!quit) {
button = pluginlib_getaction(rb, TIMEOUT_BLOCK, plugin_contexts, 2);
switch(button) {
case MAZE_NEW:
solved = false;
init_maze();
generate_maze();
show_maze();
break;
case MAZE_SOLVE:
solved = ~solved;
solve_maze();
show_maze();
break;
case MAZE_RIGHT:
case MAZE_RRIGHT:
if( !(maze[sx][sy] & WALL_E) && !(maze[sx][sy] & BORDER_E)){
sx++;
show_maze();
}
break;
case MAZE_LEFT:
case MAZE_RLEFT:
if( !(maze[sx][sy] & WALL_W) && !(maze[sx][sy] & BORDER_W)){
sx--;
show_maze();
}
break;
case MAZE_UP:
case MAZE_RUP:
if( !(maze[sx][sy] & WALL_N) && !(maze[sx][sy] & BORDER_N)){
sy--;
show_maze();
}
break;
case MAZE_DOWN:
case MAZE_RDOWN:
if( !(maze[sx][sy] & WALL_S) && !(maze[sx][sy] & BORDER_S)){
sy++;
show_maze();
}
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;
}
rb->yield();
}
rb->backlight_set_timeout(rb->global_settings->backlight_timeout);
return PLUGIN_OK;
}