Prepare new maemo release
[maemo-rb.git] / apps / plugins / maze.c
blobbcdb4ff5536b718ebf38e482025701f82650cad0
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"
38 /* key assignments */
40 #if (CONFIG_KEYPAD == IPOD_3G_PAD)
41 # define MAZE_NEW (BUTTON_SELECT | BUTTON_REPEAT)
42 # define MAZE_NEW_PRE BUTTON_SELECT
43 # define MAZE_QUIT BUTTON_MENU
44 # define MAZE_SOLVE (BUTTON_SELECT | BUTTON_PLAY)
45 # define MAZE_RIGHT BUTTON_RIGHT
46 # define MAZE_RIGHT_REPEAT BUTTON_RIGHT|BUTTON_REPEAT
47 # define MAZE_LEFT BUTTON_LEFT
48 # define MAZE_LEFT_REPEAT BUTTON_LEFT|BUTTON_REPEAT
49 # define MAZE_UP BUTTON_SCROLL_BACK
50 # define MAZE_UP_REPEAT BUTTON_SCROLL_BACK|BUTTON_REPEAT
51 # define MAZE_DOWN BUTTON_SCROLL_FWD
52 # define MAZE_DOWN_REPEAT BUTTON_SCROLL_FWD|BUTTON_REPEAT
54 #else
55 # include "lib/pluginlib_actions.h"
56 # define MAZE_NEW PLA_SELECT_REPEAT
57 # define MAZE_QUIT PLA_CANCEL
58 # define MAZE_SOLVE PLA_SELECT_REL
59 # define MAZE_RIGHT PLA_RIGHT
60 # define MAZE_RIGHT_REPEAT PLA_RIGHT_REPEAT
61 # define MAZE_LEFT PLA_LEFT
62 # define MAZE_LEFT_REPEAT PLA_LEFT_REPEAT
63 # define MAZE_UP PLA_UP
64 # define MAZE_UP_REPEAT PLA_UP_REPEAT
65 # define MAZE_DOWN PLA_DOWN
66 # define MAZE_DOWN_REPEAT PLA_DOWN_REPEAT
67 static const struct button_mapping *plugin_contexts[]
68 = {pla_main_ctx};
70 #endif
72 /* cell property bits */
73 #define WALL_N 0x0001
74 #define WALL_E 0x0002
75 #define WALL_S 0x0004
76 #define WALL_W 0x0008
77 #define WALL_ALL (WALL_N | WALL_E | WALL_S | WALL_W)
78 #define PATH 0x0010
80 /* border tests */
81 #define BORDER_N(y) ((y) == 0)
82 #define BORDER_E(x) ((x) == MAZE_WIDTH-1)
83 #define BORDER_S(y) ((y) == MAZE_HEIGHT-1)
84 #define BORDER_W(x) ((x) == 0)
86 // we can and should change this to make square boxes
87 #if ( LCD_WIDTH == 112 )
88 #define MAZE_WIDTH 16
89 #define MAZE_HEIGHT 12
90 #elif( LCD_WIDTH == 132 )
91 #define MAZE_WIDTH 26
92 #define MAZE_HEIGHT 16
93 #else
94 #define MAZE_WIDTH 32
95 #define MAZE_HEIGHT 24
96 #endif
98 struct maze
100 int show_path;
101 int solved;
102 int player_x;
103 int player_y;
104 uint8_t maze[MAZE_WIDTH][MAZE_HEIGHT];
107 static void maze_init(struct maze* maze)
109 int x, y;
111 /* initialize the properties */
112 maze->show_path = false;
113 maze->solved = false;
114 maze->player_x = 0;
115 maze->player_y = 0;
117 /* all walls are up */
118 for(y=0; y<MAZE_HEIGHT; y++){
119 for(x=0; x<MAZE_WIDTH; x++){
120 maze->maze[x][y] = WALL_ALL;
125 static void maze_draw(struct maze* maze, struct screen* display)
127 int x, y;
128 int wx, wy;
129 int point_width, point_height, point_offset_x, point_offset_y;
130 uint8_t cell;
132 /* calculate the size variables */
134 wx = (int) display->lcdwidth / MAZE_WIDTH;
135 wy = (int) display->lcdheight / MAZE_HEIGHT;
137 if(wx>3){
138 point_width=wx-3;
139 point_offset_x=2;
140 }else{
141 point_width=1;
142 point_offset_x=1;
145 if(wy>3){
146 point_height=wy-3;
147 point_offset_y=2;
148 }else{
149 point_height=1;
150 point_offset_y=1;
153 /* start drawing */
155 display->clear_display();
157 /* draw the walls */
158 for(y=0; y<MAZE_HEIGHT; y++){
159 for(x=0; x<MAZE_WIDTH; x++){
160 cell = maze->maze[x][y];
161 if(cell & WALL_N)
162 display->hline(x*wx, x*wx+wx, y*wy);
163 if(cell & WALL_E)
164 display->vline(x*wx+wx, y*wy, y*wy+wy);
165 if(cell & WALL_S)
166 display->hline(x*wx, x*wx+wx, y*wy+wy);
167 if(cell & WALL_W)
168 display->vline(x*wx, y*wy, y*wy+wy);
172 /* draw the path */
173 if(maze->show_path){
174 #if LCD_DEPTH >= 16
175 if(display->depth>=16)
176 display->set_foreground(LCD_RGBPACK(127,127,127));
177 #endif
178 #if LCD_DEPTH >= 2
179 if(display->depth==2)
180 display->set_foreground(1);
181 #endif
183 /* highlight the path */
184 for(y=0; y<MAZE_HEIGHT; y++){
185 for(x=0; x<MAZE_WIDTH; x++){
186 cell = maze->maze[x][y];
187 if(cell & PATH)
188 display->fillrect(x*wx+point_offset_x,
189 y*wy+point_offset_y,
190 point_width, point_height);
194 /* link the cells in the path together */
195 for(y=0; y<MAZE_HEIGHT; y++){
196 for(x=0; x<MAZE_WIDTH; x++){
197 cell = maze->maze[x][y];
198 if(cell & PATH){
199 if(!(cell & WALL_N) && (maze->maze[x][y-1] & PATH))
200 display->fillrect(x*wx+point_offset_x,
201 y*wy,
202 point_width, wy-point_height);
203 if(!(cell & WALL_E) && (maze->maze[x+1][y] & PATH))
204 display->fillrect(x*wx+wx-point_offset_x,
205 y*wy+point_offset_y,
206 wx-point_width, point_height);
207 if(!(cell & WALL_S) && (maze->maze[x][y+1] & PATH))
208 display->fillrect(x*wx+point_offset_x,
209 y*wy+wy-point_offset_y,
210 point_width, wy-point_height);
211 if(!(cell & WALL_W) && (maze->maze[x-1][y] & PATH))
212 display->fillrect(x*wx,
213 y*wy+point_offset_y,
214 wx-point_width, point_height);
219 #if LCD_DEPTH >= 16
220 if(display->depth>=16)
221 display->set_foreground(LCD_RGBPACK(0,0,0));
222 #endif
223 #if LCD_DEPTH >= 2
224 if(display->depth==2)
225 display->set_foreground(0);
226 #endif
229 /* mark start and end */
230 display->drawline(0, 0, wx, wy);
231 display->drawline(0, wy, wx, 0);
232 display->drawline((MAZE_WIDTH-1)*wx,(MAZE_HEIGHT-1)*wy,
233 (MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy+wy);
234 display->drawline((MAZE_WIDTH-1)*wx,(MAZE_HEIGHT-1)*wy+wy,
235 (MAZE_WIDTH-1)*wx+wx, (MAZE_HEIGHT-1)*wy);
237 /* draw current position */
238 display->fillrect(maze->player_x*wx+point_offset_x,
239 maze->player_y*wy+point_offset_y,
240 point_width, point_height);
242 /* update the display */
243 display->update();
247 struct coord_stack
249 uint8_t x[MAZE_WIDTH*MAZE_HEIGHT];
250 uint8_t y[MAZE_WIDTH*MAZE_HEIGHT];
251 int stp;
254 static void coord_stack_init(struct coord_stack* stack)
256 rb->memset(stack->x, 0, sizeof(stack->x));
257 rb->memset(stack->y, 0, sizeof(stack->y));
258 stack->stp = 0;
261 static void coord_stack_push(struct coord_stack* stack, int x, int y)
263 stack->x[stack->stp] = x;
264 stack->y[stack->stp] = y;
265 stack->stp++;
268 static void coord_stack_pop(struct coord_stack* stack, int* x, int* y)
270 stack->stp--;
271 *x = stack->x[stack->stp];
272 *y = stack->y[stack->stp];
275 static int maze_pick_random_neighbour_cell_with_walls(struct maze* maze,
276 int x, int y, int *pnx, int *pny)
278 int n, i;
279 int px[4], py[4];
281 n = 0;
283 /* look for neighbours with all walls set up */
285 if(!BORDER_N(y) && ((maze->maze[x][y-1] & WALL_ALL) == WALL_ALL)){
286 px[n] = x;
287 py[n] = y-1;
288 n++;
291 if(!BORDER_E(x) && ((maze->maze[x+1][y] & WALL_ALL) == WALL_ALL)){
292 px[n] = x+1;
293 py[n] = y;
294 n++;
297 if(!BORDER_S(y) && ((maze->maze[x][y+1] & WALL_ALL) == WALL_ALL)){
298 px[n] = x;
299 py[n] = y+1;
300 n++;
303 if(!BORDER_W(x) && ((maze->maze[x-1][y] & WALL_ALL) == WALL_ALL)){
304 px[n] = x-1;
305 py[n] = y;
306 n++;
309 /* then choose one */
310 if (n > 0){
311 i = rb->rand() % n;
312 *pnx = px[i];
313 *pny = py[i];
316 return n;
319 /* Removes the wall between the cell (x,y) and the cell (nx,ny) */
320 static void maze_remove_wall(struct maze* maze, int x, int y, int nx, int ny)
322 /* where is our neighbour? */
324 /* north or south */
325 if(x==nx){
326 if(y<ny){
327 /*south*/
328 maze->maze[x][y] &= ~WALL_S;
329 maze->maze[nx][ny] &= ~WALL_N;
330 } else {
331 /*north*/
332 maze->maze[x][y] &= ~WALL_N;
333 maze->maze[nx][ny] &= ~WALL_S;
335 } else {
336 /* east or west */
337 if(y==ny){
338 if(x<nx){
339 /* east */
340 maze->maze[x][y] &= ~WALL_E;
341 maze->maze[nx][ny] &= ~WALL_W;
342 } else {
343 /*west*/
344 maze->maze[x][y] &= ~WALL_W;
345 maze->maze[nx][ny] &= ~WALL_E;
351 static void maze_generate(struct maze* maze)
353 int total_cells = MAZE_WIDTH * MAZE_HEIGHT;
354 int visited_cells;
355 int available_neighbours;
356 int x, y;
357 int nx = 0;
358 int ny = 0;
359 struct coord_stack done_cells;
361 coord_stack_init(&done_cells);
363 x = rb->rand()%MAZE_WIDTH;
364 y = rb->rand()%MAZE_HEIGHT;
366 visited_cells = 1;
367 while (visited_cells < total_cells){
368 available_neighbours =
369 maze_pick_random_neighbour_cell_with_walls(maze, x, y, &nx, &ny);
370 if(available_neighbours == 0){
371 /* pop from stack */
372 coord_stack_pop(&done_cells, &x, &y);
373 } else {
374 /* remove the wall */
375 maze_remove_wall(maze, x, y, nx, ny);
376 /* save our position on the stack */
377 coord_stack_push(&done_cells, x, y);
378 /* move to the next cell */
379 x=nx;
380 y=ny;
381 /* keep track of visited cells count */
382 visited_cells++;
388 static void maze_solve(struct maze* maze)
390 int x, y;
391 int dead_ends = 1;
392 uint8_t cell;
393 uint8_t wall;
394 uint8_t solved_maze[MAZE_WIDTH][MAZE_HEIGHT];
396 /* toggle the visibility of the path */
397 maze->show_path = ~(maze->show_path);
399 /* no need to solve the maze if already solved */
400 if (maze->solved)
401 return;
403 /* work on a copy of the maze */
404 rb->memcpy(solved_maze, maze->maze, sizeof(maze->maze));
406 /* remove walls on start and end point */
407 solved_maze[0][0] &= ~WALL_N;
408 solved_maze[MAZE_WIDTH-1][MAZE_HEIGHT-1] &= ~WALL_S;
410 /* first, mark all the cells as reachable */
411 for(y=0; y<MAZE_HEIGHT; y++){
412 for(x=0; x<MAZE_WIDTH; x++){
413 solved_maze[x][y] |= PATH;
417 /* start solving */
418 while(dead_ends){
419 /* solve by blocking off dead ends -- backward approach */
420 dead_ends = 0;
421 /* scan for dead ends */
422 for(y=0; y<MAZE_HEIGHT; y++){
423 rb->yield();
424 for(x=0; x<MAZE_WIDTH; x++){
425 cell = solved_maze[x][y];
426 wall = cell & WALL_ALL;
427 if((wall == (WALL_E | WALL_S | WALL_W)) ||
428 (wall == (WALL_N | WALL_S | WALL_W)) ||
429 (wall == (WALL_N | WALL_E | WALL_W)) ||
430 (wall == (WALL_N | WALL_E | WALL_S))){
431 /* found dead end, clear path bit and set all its walls */
432 solved_maze[x][y] &= ~PATH;
433 solved_maze[x][y] |= WALL_ALL;
434 /* don't forget the neighbours */
435 if(!BORDER_S(y))
436 solved_maze[x][y+1] |= WALL_N;
437 if(!BORDER_W(x))
438 solved_maze[x-1][y] |= WALL_E;
439 if(!BORDER_N(y))
440 solved_maze[x][y-1] |= WALL_S;
441 if(!BORDER_E(x))
442 solved_maze[x+1][y] |= WALL_W;
443 dead_ends++;
449 /* copy all the path bits to the maze */
450 for(y=0; y<MAZE_HEIGHT; y++){
451 for(x=0; x<MAZE_WIDTH; x++){
452 maze->maze[x][y] |= solved_maze[x][y] & PATH;
456 /* mark the maze as solved */
457 maze->solved = true;
460 static void maze_move_player_up(struct maze* maze)
462 uint8_t cell = maze->maze[maze->player_x][maze->player_y];
463 if(!BORDER_N(maze->player_y) && !(cell & WALL_N))
464 maze->player_y--;
467 static void maze_move_player_right(struct maze* maze)
469 uint8_t cell = maze->maze[maze->player_x][maze->player_y];
470 if(!BORDER_E(maze->player_x) && !(cell & WALL_E))
471 maze->player_x++;
474 static void maze_move_player_down(struct maze* maze)
476 uint8_t cell = maze->maze[maze->player_x][maze->player_y];
477 if(!BORDER_S(maze->player_y) && !(cell & WALL_S))
478 maze->player_y++;
481 static void maze_move_player_left(struct maze* maze)
483 uint8_t cell = maze->maze[maze->player_x][maze->player_y];
484 if(!BORDER_W(maze->player_x) && !(cell & WALL_W))
485 maze->player_x--;
488 /**********************************/
489 /* this is the plugin entry point */
490 /**********************************/
491 enum plugin_status plugin_start(const void* parameter)
493 int button;
494 #ifdef MAZE_NEW_PRE
495 int lastbutton = BUTTON_NONE;
496 #endif
497 int quit = 0;
498 struct maze maze;
499 (void)parameter;
501 /* Turn off backlight timeout */
502 backlight_ignore_timeout();
504 /* Seed the RNG */
505 rb->srand(*rb->current_tick);
507 FOR_NB_SCREENS(i)
508 rb->screens[i]->set_viewport(NULL);
510 /* Draw the background */
511 #if LCD_DEPTH > 1
512 rb->lcd_set_backdrop(NULL);
513 #if LCD_DEPTH >= 16
514 rb->lcd_set_foreground(LCD_RGBPACK( 0, 0, 0));
515 rb->lcd_set_background(LCD_RGBPACK(182, 198, 229)); /* rockbox blue */
516 #elif LCD_DEPTH == 2
517 rb->lcd_set_foreground(0);
518 rb->lcd_set_background(LCD_DEFAULT_BG);
519 #endif
520 #endif
522 /* Initialize and draw the maze */
523 maze_init(&maze);
524 maze_generate(&maze);
525 FOR_NB_SCREENS(i)
526 maze_draw(&maze, rb->screens[i]);
528 while(!quit) {
529 #ifdef __PLUGINLIB_ACTIONS_H__
530 button = pluginlib_getaction(TIMEOUT_BLOCK, plugin_contexts,
531 ARRAYLEN(plugin_contexts));
532 #else
533 button = rb->button_get(true);
534 #endif
535 switch(button) {
536 case MAZE_NEW:
537 #ifdef MAZE_NEW_PRE
538 if(lastbutton != MAZE_NEW_PRE)
539 break;
540 #endif
541 maze_init(&maze);
542 maze_generate(&maze);
543 FOR_NB_SCREENS(i)
544 maze_draw(&maze, rb->screens[i]);
545 break;
546 case MAZE_SOLVE:
547 maze_solve(&maze);
548 FOR_NB_SCREENS(i)
549 maze_draw(&maze, rb->screens[i]);
550 break;
551 case MAZE_UP:
552 case MAZE_UP_REPEAT:
553 maze_move_player_up(&maze);
554 FOR_NB_SCREENS(i)
555 maze_draw(&maze, rb->screens[i]);
556 break;
557 case MAZE_RIGHT:
558 case MAZE_RIGHT_REPEAT:
559 maze_move_player_right(&maze);
560 FOR_NB_SCREENS(i)
561 maze_draw(&maze, rb->screens[i]);
562 break;
563 case MAZE_DOWN:
564 case MAZE_DOWN_REPEAT:
565 maze_move_player_down(&maze);
566 FOR_NB_SCREENS(i)
567 maze_draw(&maze, rb->screens[i]);
568 break;
569 case MAZE_LEFT:
570 case MAZE_LEFT_REPEAT:
571 maze_move_player_left(&maze);
572 FOR_NB_SCREENS(i)
573 maze_draw(&maze, rb->screens[i]);
574 break;
575 case MAZE_QUIT:
576 /* quit plugin */
577 quit=1;
578 break;
579 default:
580 if (rb->default_event_handler(button) == SYS_USB_CONNECTED) {
581 /* quit plugin */
582 quit=2;
584 break;
586 #ifdef MAZE_NEW_PRE
587 if( button != BUTTON_NONE )
588 lastbutton = button;
589 #endif
591 /* Turn on backlight timeout (revert to settings) */
592 backlight_use_settings();
593 return ((quit == 1) ? PLUGIN_OK : PLUGIN_USB_CONNECTED);