rockbox/apps/plugins/maze.c
Solomon Peachy 9be5bc4cf0 plugins: More HAVE_BACKLIGHT cleanup
Change-Id: I70cf700f5bc3d4375c025efa62ef40fd2bd70293
2020-07-24 19:20:15 -04:00

599 lines
17 KiB
C

/***************************************************************************
* __________ __ ___.
* 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_3G_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_PLAY)
# 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; y<MAZE_HEIGHT; y++){
for(x=0; x<MAZE_WIDTH; x++){
maze->maze[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; y<MAZE_HEIGHT; y++){
for(x=0; x<MAZE_WIDTH; x++){
cell = maze->maze[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; 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);
}
}
/* link the cells in the path together */
for(y=0; y<MAZE_HEIGHT; y++){
for(x=0; x<MAZE_WIDTH; x++){
cell = maze->maze[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(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;
}
}
}
}
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; y<MAZE_HEIGHT; y++){
for(x=0; x<MAZE_WIDTH; x++){
solved_maze[x][y] |= PATH;
}
}
/* start solving */
while(dead_ends){
/* solve by blocking off dead ends -- backward approach */
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];
wall = cell & WALL_ALL;
if((wall == (WALL_E | WALL_S | WALL_W)) ||
(wall == (WALL_N | WALL_S | WALL_W)) ||
(wall == (WALL_N | WALL_E | WALL_W)) ||
(wall == (WALL_N | WALL_E | WALL_S))){
/* found dead end, clear path bit and set all its walls */
solved_maze[x][y] &= ~PATH;
solved_maze[x][y] |= WALL_ALL;
/* don't forget the neighbours */
if(!BORDER_S(y))
solved_maze[x][y+1] |= WALL_N;
if(!BORDER_W(x))
solved_maze[x-1][y] |= WALL_E;
if(!BORDER_N(y))
solved_maze[x][y-1] |= WALL_S;
if(!BORDER_E(x))
solved_maze[x+1][y] |= WALL_W;
dead_ends++;
}
}
}
}
/* copy all the path bits to the maze */
for(y=0; y<MAZE_HEIGHT; y++){
for(x=0; x<MAZE_WIDTH; x++){
maze->maze[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;
#ifdef MAZE_NEW_PRE
int lastbutton = BUTTON_NONE;
#endif
int quit = 0;
struct maze maze;
(void)parameter;
#ifdef HAVE_BACKLIGHT
/* Turn off backlight timeout */
backlight_ignore_timeout();
#endif
/* 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:
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;
}
#ifdef MAZE_NEW_PRE
if( button != BUTTON_NONE )
lastbutton = button;
#endif
}
/* Turn on backlight timeout (revert to settings) */
#ifdef HAVE_BACKLIGHT
backlight_use_settings();
#endif
return ((quit == 1) ? PLUGIN_OK : PLUGIN_USB_CONNECTED);
}