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code cleanup and remote support for maze plugin

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@13996 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Kevin Ferrare 2007-07-26 11:25:24 +00:00
parent 31cf7e95b4
commit bc597e4aa5
2 changed files with 223 additions and 154 deletions

View file

@ -92,232 +92,266 @@ const struct button_mapping *plugin_contexts[]
#define MAZE_HEIGHT 24
#endif
unsigned short maze[MAZE_WIDTH][MAZE_HEIGHT];
unsigned short solved_maze[MAZE_WIDTH][MAZE_HEIGHT];
struct coord_stack{
int data[MAZE_WIDTH*MAZE_HEIGHT];
int stp;
};
int stack[MAZE_WIDTH*MAZE_HEIGHT];
int solved = false;
char buf[30];
void coord_stack_init(struct coord_stack* stack){
stack->stp=0;
}
int sy = 0;
int sx = 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 init_maze(void){
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{
unsigned short maze[MAZE_WIDTH][MAZE_HEIGHT];
int solved;
int player_x;
int player_y;
};
void maze_init(struct maze* maze){
int x, y;
rb->memset(maze, 0, sizeof(maze));
sx = 0;
sy = 0;
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[x][y] |= WALL_ALL | PATH;
maze->maze[x][y] |= WALL_ALL | PATH;
/* setup borders */
if(x == 0)
maze[x][y]|= BORDER_W;
maze->maze[x][y]|= BORDER_W;
if(y == 0)
maze[x][y]|= BORDER_N;
maze->maze[x][y]|= BORDER_N;
if(x == MAZE_WIDTH-1)
maze[x][y]|= BORDER_E;
maze->maze[x][y]|= BORDER_E;
if(y == MAZE_HEIGHT-1)
maze[x][y]|= BORDER_S;
maze->maze[x][y]|= BORDER_S;
}
}
}
void show_maze(void){
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) LCD_WIDTH / MAZE_WIDTH;
wy = (int) LCD_HEIGHT / MAZE_HEIGHT;
wx = (int) display->width / MAZE_WIDTH;
wy = (int) display->height / MAZE_HEIGHT;
rb->lcd_clear_display();
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[x][y];
cell = maze->maze[x][y];
/* draw walls */
if(cell & WALL_N)
rb->lcd_drawline(x*wx, y*wy, x*wx+wx, y*wy);
display->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);
display->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);
display->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);
display->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);
display->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);
display->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);
display->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);
display->drawline(x*wx, y*wy, x*wx, y*wy+wy);
}
}
#if (LCD_DEPTH > 1) || (defined(LCD_REMOTE_DEPTH) && (LCD_REMOTE_DEPTH > 1))
unsigned color;
if(display->depth>1){
color=(display->depth>=16)?LCD_RGBPACK(127,127,127):1;
display->set_foreground(color);
}
#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);
if(maze->solved){
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 > 1) || (defined(LCD_REMOTE_DEPTH) && (LCD_REMOTE_DEPTH > 1))
if(display->depth>1){
color=(display->depth>=16)?LCD_RGBPACK(0,0,0):0;
display->set_foreground(color);
}
#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,
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);
rb->lcd_drawline((MAZE_WIDTH-1)*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 */
rb->lcd_fillrect(sx*wx+2, sy*wy+2, wx-3, wy-3);
display->fillrect(maze->player_x*wx+point_offset_x,
maze->player_y*wy+point_offset_y,
point_width, point_height);
rb->lcd_update();
display->update();
}
int random_neighbour_cell_with_walls(int *px, int *py, int *pnx, int *pny){
int maze_pick_random_neighbour_cell_with_walls(struct maze* maze,
int x, int y, int *pnx, int *pny){
int ncount = 0;
int neighbours[4];
int found_cell;
struct coord_stack neighbours;
unsigned short current_cell=maze->maze[x][y];
coord_stack_init(&neighbours);
/* 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++;
if(!(current_cell & BORDER_N)){
if((maze->maze[x][y-1] & WALL_ALL) == WALL_ALL){
coord_stack_push(&neighbours, x, y-1);
}
}
/* 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++;
if(!(current_cell & BORDER_W)){
if((maze->maze[x-1][y] & WALL_ALL) == WALL_ALL){
coord_stack_push(&neighbours, x-1, y);
}
}
/* 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++;
if(!(current_cell & BORDER_E)){
if((maze->maze[x+1][y] & WALL_ALL) == WALL_ALL){
coord_stack_push(&neighbours, x+1, y);
}
}
/* 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++;
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 */
if(ncount!=0){
found_cell = neighbours[rb->rand()%ncount];
*pny = found_cell &0x000000ff;
*pnx = (unsigned int) found_cell >> 8;
}
ncount=coord_stack_count(&neighbours);
if(ncount!=0)
coord_stack_get(&neighbours, rb->rand()%ncount, pnx, pny);
return ncount;
}
void remove_walls(int *px, int *py, int *pnx, int *pny){
/* 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(*px==*pnx){
if(*py<*pny){
if(x==nx){
if(y<ny){
/*south*/
maze[*px][*py] &= ~WALL_S;
maze[*pnx][*pny] &= ~WALL_N;
maze->maze[x][y] &= ~WALL_S;
maze->maze[nx][ny] &= ~WALL_N;
} else {
/*north*/
maze[*px][*py] &= ~WALL_N;
maze[*pnx][*pny] &= ~WALL_S;
maze->maze[x][y] &= ~WALL_N;
maze->maze[nx][ny] &= ~WALL_S;
}
} else {
/* east or west */
if(*py==*pny){
if(*px<*pnx){
if(y==ny){
if(x<nx){
/* east */
maze[*px][*py] &= ~WALL_E;
maze[*pnx][*pny] &= ~WALL_W;
maze->maze[x][y] &= ~WALL_E;
maze->maze[nx][ny] &= ~WALL_W;
} else {
/*west*/
maze[*px][*py] &= ~WALL_W;
maze[*pnx][*pny] &= ~WALL_E;
maze->maze[x][y] &= ~WALL_W;
maze->maze[nx][ny] &= ~WALL_E;
}
}
}
}
void generate_maze(void){
int stp = 0;
void maze_generate(struct maze* maze){
int total_cells = MAZE_WIDTH * MAZE_HEIGHT;
int visited_cells;
int neighbour_cell;
int available_neighbours;
int x, y;
int nx = 0;
int ny = 0;
int *px, *py, *pnx, *pny;
struct coord_stack done_cells;
px = &x;
py = &y;
pnx = &nx;
pny = &ny;
coord_stack_init(&done_cells);
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){
available_neighbours =
maze_pick_random_neighbour_cell_with_walls(maze, x, y, &nx, &ny);
if(available_neighbours == 0){
/* pop from stack */
stp--;
*py = stack[stp];
*py &= 0xff;
*px = (stack[stp])>>8;
coord_stack_pop(&done_cells, &x, &y);
} else {
remove_walls(px, py, pnx, pny);
maze_remove_wall(maze, x, y, nx, ny);
/* save position on the stack */
stack[stp] = ((*px<<8)|*py);
stp++;
coord_stack_push(&done_cells, x, y);
/* current cell = neighbour cell */
x=nx;
y=ny;
@ -328,16 +362,17 @@ void generate_maze(void){
}
void solve_maze(void){
void maze_solve(struct maze* maze){
int x, y;
unsigned short cell;
unsigned short w;
int dead_ends = 1;
unsigned short solved_maze[MAZE_WIDTH][MAZE_HEIGHT];
/* dead end filler*/
maze->solved = ~(maze->solved);
/* copy maze for solving */
rb->memcpy(solved_maze, maze, (MAZE_HEIGHT*MAZE_WIDTH*sizeof(maze[0][0])));
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 */
@ -357,7 +392,7 @@ void solve_maze(void){
w == WALL_S ||
w == WALL_W){
/* found dead end, clear path bit and fill it up */
maze[x][y] &= ~PATH;
maze->maze[x][y] &= ~PATH;
solved_maze[x][y] |= WALL_ALL;
/* don't forget the neighbours */
if(!(cell & BORDER_N))
@ -375,31 +410,66 @@ void solve_maze(void){
}
}
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)
{
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;
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
FOR_NB_SCREENS(i){
if(rb->screens[i]->depth>1){
rb->screens[i]->set_background(LCD_DEFAULT_BG);
if(rb->screens[i]->depth>=16)
rb->screens[i]->set_foreground( LCD_RGBPACK( 0, 0, 0));
else if(rb->screens[i]->depth==2)
rb->screens[i]->set_foreground(0);
}
}
#endif
init_maze();
generate_maze();
show_maze();
maze_init(&maze);
maze_generate(&maze);
FOR_NB_SCREENS(i)
maze_draw(&maze, rb->screens[i]);
while(!quit) {
#ifdef __PLUGINLIB_ACTIONS_H__
@ -413,45 +483,40 @@ enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
if(lastbutton != MAZE_NEW_PRE)
break;
#endif
solved = false;
init_maze();
generate_maze();
show_maze();
maze_init(&maze);
maze_generate(&maze);
FOR_NB_SCREENS(i)
maze_draw(&maze, rb->screens[i]);
break;
case MAZE_SOLVE:
solved = ~solved;
solve_maze();
show_maze();
maze_solve(&maze);
FOR_NB_SCREENS(i)
maze_draw(&maze, rb->screens[i]);
break;
case MAZE_RIGHT:
case MAZE_RRIGHT:
if( !(maze[sx][sy] & WALL_E) && !(maze[sx][sy] & BORDER_E)){
sx++;
show_maze();
}
maze_move_player_right(&maze);
FOR_NB_SCREENS(i)
maze_draw(&maze, rb->screens[i]);
break;
case MAZE_LEFT:
case MAZE_RLEFT:
if( !(maze[sx][sy] & WALL_W) && !(maze[sx][sy] & BORDER_W)){
sx--;
show_maze();
}
maze_move_player_left(&maze);
FOR_NB_SCREENS(i)
maze_draw(&maze, rb->screens[i]);
break;
case MAZE_UP:
case MAZE_RUP:
if( !(maze[sx][sy] & WALL_N) && !(maze[sx][sy] & BORDER_N)){
sy--;
show_maze();
}
maze_move_player_up(&maze);
FOR_NB_SCREENS(i)
maze_draw(&maze, rb->screens[i]);
break;
case MAZE_DOWN:
case MAZE_RDOWN:
if( !(maze[sx][sy] & WALL_S) && !(maze[sx][sy] & BORDER_S)){
sy++;
show_maze();
}
maze_move_player_down(&maze);
FOR_NB_SCREENS(i)
maze_draw(&maze, rb->screens[i]);
break;
case MAZE_QUIT:
/* quit plugin */
quit=true;

View file

@ -84,6 +84,7 @@ A: Fonts and Unicode
A: Replaygain
A: Profiling
A: Screens API and GUI widgets
M: Kévin Ferrare
A: Settings API
A: Language API
A: Menu API
@ -149,12 +150,14 @@ A: clock
A: credits
A: cube
A: demystify
M: Kévin Ferrare
A: dice
A: dict
A: disktidy
A: doom
A: euroconverter
A: fire
M: Kévin Ferrare
A: fireworks
A: firmware_flash
A: flipit
@ -205,6 +208,7 @@ A: spacerocks
A: splitedit
A: star
A: starfield
M: Kévin Ferrare
A: stats
A: stopwatch
@ -332,5 +336,5 @@ Web site stuff
A: web site scripts and server-side admin
M: Daniel Stenberg
M: Björn Stenberg
M: Bj<EFBFBD>rn Stenberg
M: Linus Nielsen Feltzing