forked from len0rd/rockbox
Accept FS#9191 - lots of code reworking for maze.rock, should also fix FS#9184
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@18045 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
parent
ee206db620
commit
4aafed43d4
2 changed files with 219 additions and 192 deletions
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@ -31,15 +31,15 @@
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*/
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*/
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#include "plugin.h"
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#include "plugin.h"
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#include "pluginlib_actions.h"
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#include "helper.h"
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#include "helper.h"
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PLUGIN_HEADER
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PLUGIN_HEADER
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/* key assignments */
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#if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
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#if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
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(CONFIG_KEYPAD == IPOD_3G_PAD) || \
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(CONFIG_KEYPAD == IPOD_3G_PAD) || \
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(CONFIG_KEYPAD == IPOD_1G2G_PAD)
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(CONFIG_KEYPAD == IPOD_1G2G_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 (BUTTON_SELECT | BUTTON_REPEAT)
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# define MAZE_NEW_PRE BUTTON_SELECT
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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_QUIT (BUTTON_SELECT | BUTTON_MENU)
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@ -54,6 +54,7 @@ PLUGIN_HEADER
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# define MAZE_RDOWN (BUTTON_PLAY | BUTTON_REPEAT)
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# define MAZE_RDOWN (BUTTON_PLAY | BUTTON_REPEAT)
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#else
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#else
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# include "pluginlib_actions.h"
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# define MAZE_NEW PLA_START
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# define MAZE_NEW PLA_START
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# define MAZE_QUIT PLA_QUIT
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# define MAZE_QUIT PLA_QUIT
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# define MAZE_SOLVE PLA_FIRE
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# define MAZE_SOLVE PLA_FIRE
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@ -65,29 +66,29 @@ PLUGIN_HEADER
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# define MAZE_RLEFT PLA_LEFT_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_RUP PLA_UP_REPEAT
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# define MAZE_RDOWN PLA_DOWN_REPEAT
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# define MAZE_RDOWN PLA_DOWN_REPEAT
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static const struct button_mapping *plugin_contexts[]
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= {generic_directions, generic_actions};
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#endif
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#endif
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/* propertie bits of the cell */
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/* cell property bits */
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#define WALL_N 0x00000001
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#define WALL_N 0x0001
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#define WALL_E 0x00000002
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#define WALL_E 0x0002
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#define WALL_S 0x00000004
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#define WALL_S 0x0004
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#define WALL_W 0x00000008
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#define WALL_W 0x0008
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#define WALL_ALL 0x0000000F
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#define WALL_ALL (WALL_N | WALL_E | WALL_S | WALL_W)
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#define PATH 0x0010
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#define BORDER_N 0x00000010
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/* border tests */
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#define BORDER_E 0x00000020
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#define BORDER_N(y) ((y) == 0)
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#define BORDER_S 0x00000040
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#define BORDER_E(x) ((x) == MAZE_WIDTH-1)
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#define BORDER_W 0x00000080
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#define BORDER_S(y) ((y) == MAZE_HEIGHT-1)
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#define PATH 0x00000100
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#define BORDER_W(x) ((x) == 0)
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/* the API */
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static const struct plugin_api* rb;
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static const struct plugin_api* rb;
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#ifdef __PLUGINLIB_ACTIONS_H__
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// we can and should change this to make square boxes
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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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#if ( LCD_WIDTH == 112 )
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#define MAZE_WIDTH 16
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#define MAZE_WIDTH 16
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#define MAZE_HEIGHT 12
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#define MAZE_HEIGHT 12
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@ -99,82 +100,41 @@ const struct button_mapping *plugin_contexts[]
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#define MAZE_HEIGHT 24
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#define MAZE_HEIGHT 24
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#endif
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#endif
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struct coord_stack
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{
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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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{
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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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{
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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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{
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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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{
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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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{
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return(stack->stp);
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}
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struct maze
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struct maze
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{
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{
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int show_path;
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int solved;
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int solved;
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int player_x;
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int player_x;
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int player_y;
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int player_y;
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unsigned short maze[MAZE_WIDTH][MAZE_HEIGHT];
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uint8_t maze[MAZE_WIDTH][MAZE_HEIGHT];
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};
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};
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void maze_init(struct maze* maze)
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static void maze_init(struct maze* maze)
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{
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{
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int x, y;
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int x, y;
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rb->memset(maze->maze, 0, sizeof(maze->maze));
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/* initialize the properties */
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maze->show_path = false;
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maze->solved = false;
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maze->solved = false;
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maze->player_x = 0;
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maze->player_x = 0;
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maze->player_y = 0;
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maze->player_y = 0;
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/* all walls are up */
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for(y=0; y<MAZE_HEIGHT; y++){
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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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for(x=0; x<MAZE_WIDTH; x++){
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maze->maze[x][y] = WALL_ALL;
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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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}
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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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static void maze_draw(struct maze* maze, struct screen* display)
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{
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{
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int x, y;
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int x, y;
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int wx, wy;
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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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int point_width, point_height, point_offset_x, point_offset_y;
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unsigned short cell;
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uint8_t cell;
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/* calculate the size variables */
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wx = (int) display->lcdwidth / MAZE_WIDTH;
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wx = (int) display->lcdwidth / MAZE_WIDTH;
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wy = (int) display->lcdheight / MAZE_HEIGHT;
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wy = (int) display->lcdheight / MAZE_HEIGHT;
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@ -195,14 +155,14 @@ void maze_draw(struct maze* maze, struct screen* display)
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point_offset_y=1;
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point_offset_y=1;
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}
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}
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/* start drawing */
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display->clear_display();
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display->clear_display();
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/* draw the walls */
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for(y=0; y<MAZE_HEIGHT; y++){
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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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for(x=0; x<MAZE_WIDTH; x++){
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cell = maze->maze[x][y];
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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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if(cell & WALL_N)
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display->hline(x*wx, x*wx+wx, y*wy);
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display->hline(x*wx, x*wx+wx, y*wy);
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if(cell & WALL_E)
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if(cell & WALL_E)
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@ -211,18 +171,11 @@ void maze_draw(struct maze* maze, struct screen* display)
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display->hline(x*wx, x*wx+wx, y*wy+wy);
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display->hline(x*wx, x*wx+wx, y*wy+wy);
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if(cell & WALL_W)
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if(cell & WALL_W)
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display->vline(x*wx, y*wy, y*wy+wy);
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display->vline(x*wx, y*wy, y*wy+wy);
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if(cell & BORDER_N)
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display->hline(x*wx, x*wx+wx, y*wy);
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if(cell & BORDER_E)
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display->vline(x*wx+wx, y*wy, y*wy+wy);
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if(cell & BORDER_S)
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display->hline(x*wx, x*wx+wx, y*wy+wy);
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if(cell & BORDER_W)
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display->vline(x*wx, y*wy, y*wy+wy);
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}
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}
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}
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}
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if(maze->solved){
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/* draw the path */
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if(maze->show_path){
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#if LCD_DEPTH >= 16
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#if LCD_DEPTH >= 16
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if(display->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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display->set_foreground(LCD_RGBPACK(127,127,127));
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@ -231,6 +184,8 @@ void maze_draw(struct maze* maze, struct screen* display)
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if(display->depth==2)
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if(display->depth==2)
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display->set_foreground(1);
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display->set_foreground(1);
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#endif
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#endif
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/* highlight the path */
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for(y=0; y<MAZE_HEIGHT; y++){
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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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for(x=0; x<MAZE_WIDTH; x++){
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cell = maze->maze[x][y];
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cell = maze->maze[x][y];
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@ -240,6 +195,32 @@ void maze_draw(struct maze* maze, struct screen* display)
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point_width, point_height);
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point_width, point_height);
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}
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}
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}
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}
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/* link the cells in the path together */
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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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if(!(cell & WALL_N) && (maze->maze[x][y-1] & PATH))
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display->fillrect(x*wx+point_offset_x,
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y*wy,
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point_width, wy-point_height);
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if(!(cell & WALL_E) && (maze->maze[x+1][y] & PATH))
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display->fillrect(x*wx+wx-point_offset_x,
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y*wy+point_offset_y,
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wx-point_width, point_height);
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if(!(cell & WALL_S) && (maze->maze[x][y+1] & PATH))
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display->fillrect(x*wx+point_offset_x,
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y*wy+wy-point_offset_y,
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point_width, wy-point_height);
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if(!(cell & WALL_W) && (maze->maze[x-1][y] & PATH))
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display->fillrect(x*wx,
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y*wy+point_offset_y,
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wx-point_width, point_height);
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}
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}
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}
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#if LCD_DEPTH >= 16
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#if LCD_DEPTH >= 16
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if(display->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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display->set_foreground(LCD_RGBPACK(0,0,0));
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@ -258,64 +239,90 @@ void maze_draw(struct maze* maze, struct screen* display)
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display->drawline((MAZE_WIDTH-1)*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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(MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy);
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/* draw current position */
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/* draw current position */
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display->fillrect(maze->player_x*wx+point_offset_x,
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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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maze->player_y*wy+point_offset_y,
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point_width, point_height);
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point_width, point_height);
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/* update the display */
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display->update();
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display->update();
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}
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}
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int maze_pick_random_neighbour_cell_with_walls(struct maze* maze,
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struct coord_stack
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{
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uint8_t x[MAZE_WIDTH*MAZE_HEIGHT];
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uint8_t y[MAZE_WIDTH*MAZE_HEIGHT];
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int stp;
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};
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static void coord_stack_init(struct coord_stack* stack)
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{
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rb->memset(stack->x, 0, sizeof(stack->x));
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rb->memset(stack->y, 0, sizeof(stack->y));
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stack->stp = 0;
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}
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static void coord_stack_push(struct coord_stack* stack, int x, int y)
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{
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stack->x[stack->stp] = x;
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stack->y[stack->stp] = y;
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stack->stp++;
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}
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static void coord_stack_pop(struct coord_stack* stack, int* x, int* y)
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{
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stack->stp--;
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*x = stack->x[stack->stp];
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*y = stack->y[stack->stp];
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}
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static 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 x, int y, int *pnx, int *pny)
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{
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{
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int n, i;
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int px[4], py[4];
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int ncount = 0;
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n = 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 neighbours with all walls set up */
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/* look for neighbour cells with walls */
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/* north */
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if(!BORDER_N(y) && ((maze->maze[x][y-1] & WALL_ALL) == WALL_ALL)){
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if(!(current_cell & BORDER_N)){
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px[n] = x;
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if((maze->maze[x][y-1] & WALL_ALL) == WALL_ALL){
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py[n] = y-1;
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coord_stack_push(&neighbours, x, y-1);
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n++;
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}
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}
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}
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/* west */
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if(!BORDER_E(x) && ((maze->maze[x+1][y] & WALL_ALL) == WALL_ALL)){
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if(!(current_cell & BORDER_W)){
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px[n] = x+1;
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if((maze->maze[x-1][y] & WALL_ALL) == WALL_ALL){
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py[n] = y;
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coord_stack_push(&neighbours, x-1, y);
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n++;
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}
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}
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}
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/* east */
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if(!BORDER_S(y) && ((maze->maze[x][y+1] & WALL_ALL) == WALL_ALL)){
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if(!(current_cell & BORDER_E)){
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px[n] = x;
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if((maze->maze[x+1][y] & WALL_ALL) == WALL_ALL){
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py[n] = y+1;
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coord_stack_push(&neighbours, x+1, y);
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n++;
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}
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}
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}
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/* south */
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if(!BORDER_W(x) && ((maze->maze[x-1][y] & WALL_ALL) == WALL_ALL)){
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if(!(current_cell & BORDER_S)){
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px[n] = x-1;
|
||||||
if((maze->maze[x][y+1] & WALL_ALL) == WALL_ALL){
|
py[n] = y;
|
||||||
coord_stack_push(&neighbours, x, y+1);
|
n++;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/* randomly select neighbour cell with walls */
|
/* then choose one */
|
||||||
ncount=coord_stack_count(&neighbours);
|
if (n > 0){
|
||||||
if(ncount!=0)
|
i = rb->rand() % n;
|
||||||
coord_stack_get(&neighbours, rb->rand()%ncount, pnx, pny);
|
*pnx = px[i];
|
||||||
return ncount;
|
*pny = py[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
return n;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Removes the wall between the cell (x,y) and the cell (nx,ny) */
|
/* 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)
|
static void maze_remove_wall(struct maze* maze, int x, int y, int nx, int ny)
|
||||||
{
|
{
|
||||||
/* where is our neighbour? */
|
/* where is our neighbour? */
|
||||||
|
|
||||||
|
|
@ -346,7 +353,7 @@ void maze_remove_wall(struct maze* maze, int x, int y, int nx, int ny)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void maze_generate(struct maze* maze)
|
static void maze_generate(struct maze* maze)
|
||||||
{
|
{
|
||||||
int total_cells = MAZE_WIDTH * MAZE_HEIGHT;
|
int total_cells = MAZE_WIDTH * MAZE_HEIGHT;
|
||||||
int visited_cells;
|
int visited_cells;
|
||||||
|
|
@ -369,106 +376,120 @@ void maze_generate(struct maze* maze)
|
||||||
/* pop from stack */
|
/* pop from stack */
|
||||||
coord_stack_pop(&done_cells, &x, &y);
|
coord_stack_pop(&done_cells, &x, &y);
|
||||||
} else {
|
} else {
|
||||||
|
/* remove the wall */
|
||||||
maze_remove_wall(maze, x, y, nx, ny);
|
maze_remove_wall(maze, x, y, nx, ny);
|
||||||
|
/* save our position on the stack */
|
||||||
/* save position on the stack */
|
|
||||||
coord_stack_push(&done_cells, x, y);
|
coord_stack_push(&done_cells, x, y);
|
||||||
|
/* move to the next cell */
|
||||||
/* current cell = neighbour cell */
|
|
||||||
x=nx;
|
x=nx;
|
||||||
y=ny;
|
y=ny;
|
||||||
|
/* keep track of visited cells count */
|
||||||
visited_cells++;
|
visited_cells++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void maze_solve(struct maze* maze)
|
static void maze_solve(struct maze* maze)
|
||||||
{
|
{
|
||||||
int x, y;
|
int x, y;
|
||||||
int dead_ends = 1;
|
int dead_ends = 1;
|
||||||
unsigned short cell;
|
uint8_t cell;
|
||||||
unsigned short w;
|
uint8_t wall;
|
||||||
unsigned short solved_maze[MAZE_WIDTH][MAZE_HEIGHT];
|
uint8_t solved_maze[MAZE_WIDTH][MAZE_HEIGHT];
|
||||||
|
|
||||||
maze->solved = ~(maze->solved);
|
/* toggle the visibility of the path */
|
||||||
|
maze->show_path = ~(maze->show_path);
|
||||||
|
|
||||||
/* copy maze for solving */
|
/* no need to solve the maze if already solved */
|
||||||
rb->memcpy(solved_maze, maze->maze,
|
if (maze->solved)
|
||||||
(MAZE_HEIGHT*MAZE_WIDTH*sizeof(maze->maze[0][0])));
|
return;
|
||||||
|
|
||||||
|
/* work on a copy of the maze */
|
||||||
|
rb->memcpy(solved_maze, maze->maze, sizeof(maze->maze));
|
||||||
|
|
||||||
/* remove some borders and walls on start and end point */
|
/* remove walls on start and end point */
|
||||||
solved_maze[0][0] &= ~(WALL_N|BORDER_N);
|
solved_maze[0][0] &= ~WALL_N;
|
||||||
solved_maze[MAZE_WIDTH-1][MAZE_HEIGHT-1] &= ~(WALL_S|BORDER_S);
|
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){
|
while(dead_ends){
|
||||||
|
/* solve by blocking off dead ends -- backward approach */
|
||||||
dead_ends = 0;
|
dead_ends = 0;
|
||||||
/* scan for dead ends */
|
/* scan for dead ends */
|
||||||
for(y=0; y<MAZE_HEIGHT; y++){
|
for(y=0; y<MAZE_HEIGHT; y++){
|
||||||
rb->yield();
|
rb->yield();
|
||||||
for(x=0; x<MAZE_WIDTH; x++){
|
for(x=0; x<MAZE_WIDTH; x++){
|
||||||
cell = solved_maze[x][y];
|
cell = solved_maze[x][y];
|
||||||
w = ~cell & 0x000f;
|
wall = cell & WALL_ALL;
|
||||||
if(w == WALL_N ||
|
if((wall == (WALL_E | WALL_S | WALL_W)) ||
|
||||||
w == WALL_E ||
|
(wall == (WALL_N | WALL_S | WALL_W)) ||
|
||||||
w == WALL_S ||
|
(wall == (WALL_N | WALL_E | WALL_W)) ||
|
||||||
w == WALL_W){
|
(wall == (WALL_N | WALL_E | WALL_S))){
|
||||||
/* found dead end, clear path bit and fill it up */
|
/* found dead end, clear path bit and set all its walls */
|
||||||
maze->maze[x][y] &= ~PATH;
|
solved_maze[x][y] &= ~PATH;
|
||||||
solved_maze[x][y] |= WALL_ALL;
|
solved_maze[x][y] |= WALL_ALL;
|
||||||
/* don't forget the neighbours */
|
/* don't forget the neighbours */
|
||||||
if(!(cell & BORDER_N))
|
if(!BORDER_S(y))
|
||||||
solved_maze[x][y-1]|=WALL_S;
|
solved_maze[x][y+1] |= WALL_N;
|
||||||
if(!(cell & BORDER_E))
|
if(!BORDER_W(x))
|
||||||
solved_maze[x+1][y]|=WALL_W;
|
solved_maze[x-1][y] |= WALL_E;
|
||||||
if(!(cell & BORDER_S))
|
if(!BORDER_N(y))
|
||||||
solved_maze[x][y+1]|=WALL_N;
|
solved_maze[x][y-1] |= WALL_S;
|
||||||
if(!(cell & BORDER_W))
|
if(!BORDER_E(x))
|
||||||
solved_maze[x-1][y]|=WALL_E;
|
solved_maze[x+1][y] |= WALL_W;
|
||||||
dead_ends++;
|
dead_ends++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
void maze_move_player_down(struct maze* maze)
|
/* copy all the path bits to the maze */
|
||||||
{
|
for(y=0; y<MAZE_HEIGHT; y++){
|
||||||
unsigned short cell=maze->maze[maze->player_x][maze->player_y];
|
for(x=0; x<MAZE_WIDTH; x++){
|
||||||
if( !(cell & WALL_S) &&
|
maze->maze[x][y] |= solved_maze[x][y] & PATH;
|
||||||
!(cell & BORDER_S)){
|
}
|
||||||
maze->player_y++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* mark the maze as solved */
|
||||||
|
maze->solved = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void maze_move_player_up(struct maze* maze)
|
static void maze_move_player_up(struct maze* maze)
|
||||||
{
|
{
|
||||||
unsigned short cell=maze->maze[maze->player_x][maze->player_y];
|
uint8_t cell = maze->maze[maze->player_x][maze->player_y];
|
||||||
if( !(cell & WALL_N) &&
|
if(!BORDER_N(maze->player_y) && !(cell & WALL_N))
|
||||||
!(cell & BORDER_N)){
|
|
||||||
maze->player_y--;
|
maze->player_y--;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void maze_move_player_left(struct maze* maze)
|
static void maze_move_player_right(struct maze* maze)
|
||||||
{
|
{
|
||||||
unsigned short cell=maze->maze[maze->player_x][maze->player_y];
|
uint8_t cell = maze->maze[maze->player_x][maze->player_y];
|
||||||
if( !(cell & WALL_W) &&
|
if(!BORDER_E(maze->player_x) && !(cell & WALL_E))
|
||||||
!(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++;
|
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 */
|
/* this is the plugin entry point */
|
||||||
/**********************************/
|
/**********************************/
|
||||||
|
|
@ -483,20 +504,26 @@ enum plugin_status plugin_start(const struct plugin_api* api, const void* parame
|
||||||
|
|
||||||
/* Turn off backlight timeout */
|
/* Turn off backlight timeout */
|
||||||
backlight_force_on(rb); /* backlight control in lib/helper.c */
|
backlight_force_on(rb); /* backlight control in lib/helper.c */
|
||||||
|
|
||||||
|
/* Seed the RNG */
|
||||||
|
rb->srand(*rb->current_tick);
|
||||||
|
|
||||||
FOR_NB_SCREENS(i)
|
FOR_NB_SCREENS(i)
|
||||||
rb->screens[i]->set_viewport(NULL);
|
rb->screens[i]->set_viewport(NULL);
|
||||||
|
|
||||||
|
/* Draw the background */
|
||||||
#if LCD_DEPTH > 1
|
#if LCD_DEPTH > 1
|
||||||
rb->lcd_set_backdrop(NULL);
|
rb->lcd_set_backdrop(NULL);
|
||||||
#if LCD_DEPTH >= 16
|
#if LCD_DEPTH >= 16
|
||||||
rb->lcd_set_foreground( LCD_RGBPACK( 0, 0, 0));
|
rb->lcd_set_foreground(LCD_RGBPACK( 0, 0, 0));
|
||||||
rb->lcd_set_background(LCD_RGBPACK(182, 198, 229)); /* rockbox blue */
|
rb->lcd_set_background(LCD_RGBPACK(182, 198, 229)); /* rockbox blue */
|
||||||
#elif LCD_DEPTH == 2
|
#elif LCD_DEPTH == 2
|
||||||
rb->lcd_set_foreground(0);
|
rb->lcd_set_foreground(0);
|
||||||
rb->lcd_set_background(LCD_DEFAULT_BG);
|
rb->lcd_set_background(LCD_DEFAULT_BG);
|
||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
/* Initialize and draw the maze */
|
||||||
maze_init(&maze);
|
maze_init(&maze);
|
||||||
maze_generate(&maze);
|
maze_generate(&maze);
|
||||||
FOR_NB_SCREENS(i)
|
FOR_NB_SCREENS(i)
|
||||||
|
|
@ -524,30 +551,30 @@ enum plugin_status plugin_start(const struct plugin_api* api, const void* parame
|
||||||
FOR_NB_SCREENS(i)
|
FOR_NB_SCREENS(i)
|
||||||
maze_draw(&maze, rb->screens[i]);
|
maze_draw(&maze, rb->screens[i]);
|
||||||
break;
|
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_UP:
|
||||||
case MAZE_RUP:
|
case MAZE_RUP:
|
||||||
maze_move_player_up(&maze);
|
maze_move_player_up(&maze);
|
||||||
FOR_NB_SCREENS(i)
|
FOR_NB_SCREENS(i)
|
||||||
maze_draw(&maze, rb->screens[i]);
|
maze_draw(&maze, rb->screens[i]);
|
||||||
break;
|
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_DOWN:
|
case MAZE_DOWN:
|
||||||
case MAZE_RDOWN:
|
case MAZE_RDOWN:
|
||||||
maze_move_player_down(&maze);
|
maze_move_player_down(&maze);
|
||||||
FOR_NB_SCREENS(i)
|
FOR_NB_SCREENS(i)
|
||||||
maze_draw(&maze, rb->screens[i]);
|
maze_draw(&maze, rb->screens[i]);
|
||||||
break;
|
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_QUIT:
|
case MAZE_QUIT:
|
||||||
/* quit plugin */
|
/* quit plugin */
|
||||||
quit=1;
|
quit=1;
|
||||||
|
|
@ -561,8 +588,7 @@ enum plugin_status plugin_start(const struct plugin_api* api, const void* parame
|
||||||
}
|
}
|
||||||
if( button != BUTTON_NONE )
|
if( button != BUTTON_NONE )
|
||||||
lastbutton = button;
|
lastbutton = button;
|
||||||
if(!quit)
|
|
||||||
rb->yield(); /* BUG alert: always yielding causes data abort */
|
|
||||||
}
|
}
|
||||||
/* Turn on backlight timeout (revert to settings) */
|
/* Turn on backlight timeout (revert to settings) */
|
||||||
backlight_use_settings(rb); /* backlight control in lib/helper.c */
|
backlight_use_settings(rb); /* backlight control in lib/helper.c */
|
||||||
|
|
|
||||||
|
|
@ -399,6 +399,7 @@ Maciej Adamczak
|
||||||
Tomer Shalev
|
Tomer Shalev
|
||||||
Thibaut Girka
|
Thibaut Girka
|
||||||
Rasmus Ry
|
Rasmus Ry
|
||||||
|
William Poetra Yoga Hadisoeseno
|
||||||
|
|
||||||
The libmad team
|
The libmad team
|
||||||
The wavpack team
|
The wavpack team
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue