1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
|
/***************************************************************************
* __________ __ ___.
* 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
#if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_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
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, lastbutton = BUTTON_NONE;
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);
#if LCD_DEPTH >= 16
rb->lcd_set_foreground( LCD_RGBPACK( 0, 0, 0));
#elif LCD_DEPTH == 2
rb->lcd_set_foreground(0);
#endif
#endif
init_maze();
generate_maze();
show_maze();
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
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;
}
if( button != BUTTON_NONE )
lastbutton = button;
rb->yield();
}
rb->backlight_set_timeout(rb->global_settings->backlight_timeout);
return PLUGIN_OK;
}
|