Update the discussion of themeing in the manual, and put a note in the wps tags appen...
[kugel-rb.git] / apps / plugins / maze.c
blob307f14d86a6b0e05adcee6317bec9c23e49d2dcf
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
10 * Copyright (C) 2007 Matthias Wientapper
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
23 /* This is the implementation of a maze generation algorithm.
24 * The generated mazes are "perfect", i.e. there is one and only
25 * one path from any point in the maze to any other point.
28 * The implemented algorithm is called "Depth-First search", the
29 * solving is done by a dead-end filler routine.
33 #include "plugin.h"
34 #include "lib/helper.h"
36 PLUGIN_HEADER
38 /* key assignments */
40 #if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
41 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
42 # define MAZE_NEW (BUTTON_SELECT | BUTTON_REPEAT)
43 # define MAZE_NEW_PRE BUTTON_SELECT
44 # define MAZE_QUIT (BUTTON_SELECT | BUTTON_MENU)
45 # define MAZE_SOLVE (BUTTON_SELECT | BUTTON_PLAY)
46 # define MAZE_RIGHT BUTTON_RIGHT
47 # define MAZE_LEFT BUTTON_LEFT
48 # define MAZE_UP BUTTON_MENU
49 # define MAZE_DOWN BUTTON_PLAY
51 #elif (CONFIG_KEYPAD == IPOD_3G_PAD)
52 # define MAZE_NEW (BUTTON_SELECT | BUTTON_REPEAT)
53 # define MAZE_NEW_PRE BUTTON_SELECT
54 # define MAZE_QUIT BUTTON_MENU
55 # define MAZE_SOLVE (BUTTON_SELECT | BUTTON_PLAY)
56 # define MAZE_RIGHT BUTTON_RIGHT
57 # define MAZE_LEFT BUTTON_LEFT
58 # define MAZE_UP BUTTON_SCROLL_BACK
59 # define MAZE_DOWN BUTTON_SCROLL_FWD
61 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
62 # define MAZE_NEW (BUTTON_SELECT | BUTTON_REPEAT)
63 # define MAZE_QUIT (BUTTON_HOME | BUTTON_REPEAT)
64 # define MAZE_SOLVE BUTTON_SELECT
65 # define MAZE_RIGHT BUTTON_RIGHT
66 # define MAZE_LEFT BUTTON_LEFT
67 # define MAZE_UP BUTTON_UP
68 # define MAZE_DOWN BUTTON_DOWN
70 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
71 # define MAZE_NEW (BUTTON_SELECT | BUTTON_REPEAT)
72 # define MAZE_QUIT BUTTON_POWER
73 # define MAZE_SOLVE BUTTON_SELECT
74 # define MAZE_RIGHT BUTTON_RIGHT
75 # define MAZE_LEFT BUTTON_LEFT
76 # define MAZE_UP BUTTON_UP
77 # define MAZE_DOWN BUTTON_DOWN
79 #else
80 # include "lib/pluginlib_actions.h"
81 # define MAZE_NEW PLA_START
82 # define MAZE_QUIT PLA_QUIT
83 # define MAZE_SOLVE PLA_FIRE
84 # define MAZE_RIGHT PLA_RIGHT
85 # define MAZE_LEFT PLA_LEFT
86 # define MAZE_UP PLA_UP
87 # define MAZE_DOWN PLA_DOWN
88 static const struct button_mapping *plugin_contexts[]
89 = {generic_directions, generic_actions};
91 #endif
93 /* cell property bits */
94 #define WALL_N 0x0001
95 #define WALL_E 0x0002
96 #define WALL_S 0x0004
97 #define WALL_W 0x0008
98 #define WALL_ALL (WALL_N | WALL_E | WALL_S | WALL_W)
99 #define PATH 0x0010
101 /* border tests */
102 #define BORDER_N(y) ((y) == 0)
103 #define BORDER_E(x) ((x) == MAZE_WIDTH-1)
104 #define BORDER_S(y) ((y) == MAZE_HEIGHT-1)
105 #define BORDER_W(x) ((x) == 0)
107 // we can and should change this to make square boxes
108 #if ( LCD_WIDTH == 112 )
109 #define MAZE_WIDTH 16
110 #define MAZE_HEIGHT 12
111 #elif( LCD_WIDTH == 132 )
112 #define MAZE_WIDTH 26
113 #define MAZE_HEIGHT 16
114 #else
115 #define MAZE_WIDTH 32
116 #define MAZE_HEIGHT 24
117 #endif
119 struct maze
121 int show_path;
122 int solved;
123 int player_x;
124 int player_y;
125 uint8_t maze[MAZE_WIDTH][MAZE_HEIGHT];
128 static void maze_init(struct maze* maze)
130 int x, y;
132 /* initialize the properties */
133 maze->show_path = false;
134 maze->solved = false;
135 maze->player_x = 0;
136 maze->player_y = 0;
138 /* all walls are up */
139 for(y=0; y<MAZE_HEIGHT; y++){
140 for(x=0; x<MAZE_WIDTH; x++){
141 maze->maze[x][y] = WALL_ALL;
146 static void maze_draw(struct maze* maze, struct screen* display)
148 int x, y;
149 int wx, wy;
150 int point_width, point_height, point_offset_x, point_offset_y;
151 uint8_t cell;
153 /* calculate the size variables */
155 wx = (int) display->lcdwidth / MAZE_WIDTH;
156 wy = (int) display->lcdheight / MAZE_HEIGHT;
158 if(wx>3){
159 point_width=wx-3;
160 point_offset_x=2;
161 }else{
162 point_width=1;
163 point_offset_x=1;
166 if(wy>3){
167 point_height=wy-3;
168 point_offset_y=2;
169 }else{
170 point_height=1;
171 point_offset_y=1;
174 /* start drawing */
176 display->clear_display();
178 /* draw the walls */
179 for(y=0; y<MAZE_HEIGHT; y++){
180 for(x=0; x<MAZE_WIDTH; x++){
181 cell = maze->maze[x][y];
182 if(cell & WALL_N)
183 display->hline(x*wx, x*wx+wx, y*wy);
184 if(cell & WALL_E)
185 display->vline(x*wx+wx, y*wy, y*wy+wy);
186 if(cell & WALL_S)
187 display->hline(x*wx, x*wx+wx, y*wy+wy);
188 if(cell & WALL_W)
189 display->vline(x*wx, y*wy, y*wy+wy);
193 /* draw the path */
194 if(maze->show_path){
195 #if LCD_DEPTH >= 16
196 if(display->depth>=16)
197 display->set_foreground(LCD_RGBPACK(127,127,127));
198 #endif
199 #if LCD_DEPTH >= 2
200 if(display->depth==2)
201 display->set_foreground(1);
202 #endif
204 /* highlight the path */
205 for(y=0; y<MAZE_HEIGHT; y++){
206 for(x=0; x<MAZE_WIDTH; x++){
207 cell = maze->maze[x][y];
208 if(cell & PATH)
209 display->fillrect(x*wx+point_offset_x,
210 y*wy+point_offset_y,
211 point_width, point_height);
215 /* link the cells in the path together */
216 for(y=0; y<MAZE_HEIGHT; y++){
217 for(x=0; x<MAZE_WIDTH; x++){
218 cell = maze->maze[x][y];
219 if(cell & PATH){
220 if(!(cell & WALL_N) && (maze->maze[x][y-1] & PATH))
221 display->fillrect(x*wx+point_offset_x,
222 y*wy,
223 point_width, wy-point_height);
224 if(!(cell & WALL_E) && (maze->maze[x+1][y] & PATH))
225 display->fillrect(x*wx+wx-point_offset_x,
226 y*wy+point_offset_y,
227 wx-point_width, point_height);
228 if(!(cell & WALL_S) && (maze->maze[x][y+1] & PATH))
229 display->fillrect(x*wx+point_offset_x,
230 y*wy+wy-point_offset_y,
231 point_width, wy-point_height);
232 if(!(cell & WALL_W) && (maze->maze[x-1][y] & PATH))
233 display->fillrect(x*wx,
234 y*wy+point_offset_y,
235 wx-point_width, point_height);
240 #if LCD_DEPTH >= 16
241 if(display->depth>=16)
242 display->set_foreground(LCD_RGBPACK(0,0,0));
243 #endif
244 #if LCD_DEPTH >= 2
245 if(display->depth==2)
246 display->set_foreground(0);
247 #endif
250 /* mark start and end */
251 display->drawline(0, 0, wx, wy);
252 display->drawline(0, wy, wx, 0);
253 display->drawline((MAZE_WIDTH-1)*wx,(MAZE_HEIGHT-1)*wy,
254 (MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy+wy);
255 display->drawline((MAZE_WIDTH-1)*wx,(MAZE_HEIGHT-1)*wy+wy,
256 (MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy);
258 /* draw current position */
259 display->fillrect(maze->player_x*wx+point_offset_x,
260 maze->player_y*wy+point_offset_y,
261 point_width, point_height);
263 /* update the display */
264 display->update();
268 struct coord_stack
270 uint8_t x[MAZE_WIDTH*MAZE_HEIGHT];
271 uint8_t y[MAZE_WIDTH*MAZE_HEIGHT];
272 int stp;
275 static void coord_stack_init(struct coord_stack* stack)
277 rb->memset(stack->x, 0, sizeof(stack->x));
278 rb->memset(stack->y, 0, sizeof(stack->y));
279 stack->stp = 0;
282 static void coord_stack_push(struct coord_stack* stack, int x, int y)
284 stack->x[stack->stp] = x;
285 stack->y[stack->stp] = y;
286 stack->stp++;
289 static void coord_stack_pop(struct coord_stack* stack, int* x, int* y)
291 stack->stp--;
292 *x = stack->x[stack->stp];
293 *y = stack->y[stack->stp];
296 static int maze_pick_random_neighbour_cell_with_walls(struct maze* maze,
297 int x, int y, int *pnx, int *pny)
299 int n, i;
300 int px[4], py[4];
302 n = 0;
304 /* look for neighbours with all walls set up */
306 if(!BORDER_N(y) && ((maze->maze[x][y-1] & WALL_ALL) == WALL_ALL)){
307 px[n] = x;
308 py[n] = y-1;
309 n++;
312 if(!BORDER_E(x) && ((maze->maze[x+1][y] & WALL_ALL) == WALL_ALL)){
313 px[n] = x+1;
314 py[n] = y;
315 n++;
318 if(!BORDER_S(y) && ((maze->maze[x][y+1] & WALL_ALL) == WALL_ALL)){
319 px[n] = x;
320 py[n] = y+1;
321 n++;
324 if(!BORDER_W(x) && ((maze->maze[x-1][y] & WALL_ALL) == WALL_ALL)){
325 px[n] = x-1;
326 py[n] = y;
327 n++;
330 /* then choose one */
331 if (n > 0){
332 i = rb->rand() % n;
333 *pnx = px[i];
334 *pny = py[i];
337 return n;
340 /* Removes the wall between the cell (x,y) and the cell (nx,ny) */
341 static void maze_remove_wall(struct maze* maze, int x, int y, int nx, int ny)
343 /* where is our neighbour? */
345 /* north or south */
346 if(x==nx){
347 if(y<ny){
348 /*south*/
349 maze->maze[x][y] &= ~WALL_S;
350 maze->maze[nx][ny] &= ~WALL_N;
351 } else {
352 /*north*/
353 maze->maze[x][y] &= ~WALL_N;
354 maze->maze[nx][ny] &= ~WALL_S;
356 } else {
357 /* east or west */
358 if(y==ny){
359 if(x<nx){
360 /* east */
361 maze->maze[x][y] &= ~WALL_E;
362 maze->maze[nx][ny] &= ~WALL_W;
363 } else {
364 /*west*/
365 maze->maze[x][y] &= ~WALL_W;
366 maze->maze[nx][ny] &= ~WALL_E;
372 static void maze_generate(struct maze* maze)
374 int total_cells = MAZE_WIDTH * MAZE_HEIGHT;
375 int visited_cells;
376 int available_neighbours;
377 int x, y;
378 int nx = 0;
379 int ny = 0;
380 struct coord_stack done_cells;
382 coord_stack_init(&done_cells);
384 x = rb->rand()%MAZE_WIDTH;
385 y = rb->rand()%MAZE_HEIGHT;
387 visited_cells = 1;
388 while (visited_cells < total_cells){
389 available_neighbours =
390 maze_pick_random_neighbour_cell_with_walls(maze, x, y, &nx, &ny);
391 if(available_neighbours == 0){
392 /* pop from stack */
393 coord_stack_pop(&done_cells, &x, &y);
394 } else {
395 /* remove the wall */
396 maze_remove_wall(maze, x, y, nx, ny);
397 /* save our position on the stack */
398 coord_stack_push(&done_cells, x, y);
399 /* move to the next cell */
400 x=nx;
401 y=ny;
402 /* keep track of visited cells count */
403 visited_cells++;
409 static void maze_solve(struct maze* maze)
411 int x, y;
412 int dead_ends = 1;
413 uint8_t cell;
414 uint8_t wall;
415 uint8_t solved_maze[MAZE_WIDTH][MAZE_HEIGHT];
417 /* toggle the visibility of the path */
418 maze->show_path = ~(maze->show_path);
420 /* no need to solve the maze if already solved */
421 if (maze->solved)
422 return;
424 /* work on a copy of the maze */
425 rb->memcpy(solved_maze, maze->maze, sizeof(maze->maze));
427 /* remove walls on start and end point */
428 solved_maze[0][0] &= ~WALL_N;
429 solved_maze[MAZE_WIDTH-1][MAZE_HEIGHT-1] &= ~WALL_S;
431 /* first, mark all the cells as reachable */
432 for(y=0; y<MAZE_HEIGHT; y++){
433 for(x=0; x<MAZE_WIDTH; x++){
434 solved_maze[x][y] |= PATH;
438 /* start solving */
439 while(dead_ends){
440 /* solve by blocking off dead ends -- backward approach */
441 dead_ends = 0;
442 /* scan for dead ends */
443 for(y=0; y<MAZE_HEIGHT; y++){
444 rb->yield();
445 for(x=0; x<MAZE_WIDTH; x++){
446 cell = solved_maze[x][y];
447 wall = cell & WALL_ALL;
448 if((wall == (WALL_E | WALL_S | WALL_W)) ||
449 (wall == (WALL_N | WALL_S | WALL_W)) ||
450 (wall == (WALL_N | WALL_E | WALL_W)) ||
451 (wall == (WALL_N | WALL_E | WALL_S))){
452 /* found dead end, clear path bit and set all its walls */
453 solved_maze[x][y] &= ~PATH;
454 solved_maze[x][y] |= WALL_ALL;
455 /* don't forget the neighbours */
456 if(!BORDER_S(y))
457 solved_maze[x][y+1] |= WALL_N;
458 if(!BORDER_W(x))
459 solved_maze[x-1][y] |= WALL_E;
460 if(!BORDER_N(y))
461 solved_maze[x][y-1] |= WALL_S;
462 if(!BORDER_E(x))
463 solved_maze[x+1][y] |= WALL_W;
464 dead_ends++;
470 /* copy all the path bits to the maze */
471 for(y=0; y<MAZE_HEIGHT; y++){
472 for(x=0; x<MAZE_WIDTH; x++){
473 maze->maze[x][y] |= solved_maze[x][y] & PATH;
477 /* mark the maze as solved */
478 maze->solved = true;
481 static void maze_move_player_up(struct maze* maze)
483 uint8_t cell = maze->maze[maze->player_x][maze->player_y];
484 if(!BORDER_N(maze->player_y) && !(cell & WALL_N))
485 maze->player_y--;
488 static void maze_move_player_right(struct maze* maze)
490 uint8_t cell = maze->maze[maze->player_x][maze->player_y];
491 if(!BORDER_E(maze->player_x) && !(cell & WALL_E))
492 maze->player_x++;
495 static void maze_move_player_down(struct maze* maze)
497 uint8_t cell = maze->maze[maze->player_x][maze->player_y];
498 if(!BORDER_S(maze->player_y) && !(cell & WALL_S))
499 maze->player_y++;
502 static void maze_move_player_left(struct maze* maze)
504 uint8_t cell = maze->maze[maze->player_x][maze->player_y];
505 if(!BORDER_W(maze->player_x) && !(cell & WALL_W))
506 maze->player_x--;
509 /**********************************/
510 /* this is the plugin entry point */
511 /**********************************/
512 enum plugin_status plugin_start(const void* parameter)
514 int button, lastbutton = BUTTON_NONE;
515 int quit = 0;
516 int i;
517 struct maze maze;
518 (void)parameter;
520 /* Turn off backlight timeout */
521 backlight_force_on(); /* backlight control in lib/helper.c */
523 /* Seed the RNG */
524 rb->srand(*rb->current_tick);
526 FOR_NB_SCREENS(i)
527 rb->screens[i]->set_viewport(NULL);
529 /* Draw the background */
530 #if LCD_DEPTH > 1
531 rb->lcd_set_backdrop(NULL);
532 #if LCD_DEPTH >= 16
533 rb->lcd_set_foreground(LCD_RGBPACK( 0, 0, 0));
534 rb->lcd_set_background(LCD_RGBPACK(182, 198, 229)); /* rockbox blue */
535 #elif LCD_DEPTH == 2
536 rb->lcd_set_foreground(0);
537 rb->lcd_set_background(LCD_DEFAULT_BG);
538 #endif
539 #endif
541 /* Initialize and draw the maze */
542 maze_init(&maze);
543 maze_generate(&maze);
544 FOR_NB_SCREENS(i)
545 maze_draw(&maze, rb->screens[i]);
547 while(!quit) {
548 #ifdef __PLUGINLIB_ACTIONS_H__
549 button = pluginlib_getaction(TIMEOUT_BLOCK, plugin_contexts, 2);
550 #else
551 button = rb->button_get(true);
552 #endif
553 switch(button) {
554 case MAZE_NEW:
555 #ifdef MAZE_NEW_PRE
556 if(lastbutton != MAZE_NEW_PRE)
557 break;
558 #endif
559 maze_init(&maze);
560 maze_generate(&maze);
561 FOR_NB_SCREENS(i)
562 maze_draw(&maze, rb->screens[i]);
563 break;
564 case MAZE_SOLVE:
565 maze_solve(&maze);
566 FOR_NB_SCREENS(i)
567 maze_draw(&maze, rb->screens[i]);
568 break;
569 case MAZE_UP:
570 case (MAZE_UP|BUTTON_REPEAT):
571 maze_move_player_up(&maze);
572 FOR_NB_SCREENS(i)
573 maze_draw(&maze, rb->screens[i]);
574 break;
575 case MAZE_RIGHT:
576 case (MAZE_RIGHT|BUTTON_REPEAT):
577 maze_move_player_right(&maze);
578 FOR_NB_SCREENS(i)
579 maze_draw(&maze, rb->screens[i]);
580 break;
581 case MAZE_DOWN:
582 case (MAZE_DOWN|BUTTON_REPEAT):
583 maze_move_player_down(&maze);
584 FOR_NB_SCREENS(i)
585 maze_draw(&maze, rb->screens[i]);
586 break;
587 case MAZE_LEFT:
588 case (MAZE_LEFT|BUTTON_REPEAT):
589 maze_move_player_left(&maze);
590 FOR_NB_SCREENS(i)
591 maze_draw(&maze, rb->screens[i]);
592 break;
593 case MAZE_QUIT:
594 /* quit plugin */
595 quit=1;
596 break;
597 default:
598 if (rb->default_event_handler(button) == SYS_USB_CONNECTED) {
599 /* quit plugin */
600 quit=2;
602 break;
604 if( button != BUTTON_NONE )
605 lastbutton = button;
607 /* Turn on backlight timeout (revert to settings) */
608 backlight_use_settings(); /* backlight control in lib/helper.c */
609 return ((quit == 1) ? PLUGIN_OK : PLUGIN_USB_CONNECTED);