From 2e69c51bdbad7a8bdae8d02dc92dcece9055f757 Mon Sep 17 00:00:00 2001 From: Bill Kendrick Date: Mon, 23 Jan 2023 02:48:56 -0800 Subject: [PATCH] WIP: Maze: Allow multiple discontiguous zones --- magic/src/maze.c | 205 +++++++++++++++++++++++++++++++---------------- 1 file changed, 137 insertions(+), 68 deletions(-) diff --git a/magic/src/maze.c b/magic/src/maze.c index 92623afe0..d94e448a8 100644 --- a/magic/src/maze.c +++ b/magic/src/maze.c @@ -9,7 +9,7 @@ follow the mouse precisely). Upon release, the lense effect will be applied. - Last modified: 2023.01.21 + Last modified: 2023.01.23 */ #include @@ -35,11 +35,17 @@ int xm[4] = { 0, 0, -1, 1 }; int ym[4] = { -1, 1, 0, 0 }; +typedef struct { + int x, y; +} maze_start_t; + Mix_Chunk *snd_effect = NULL; -Uint8 * maze_mask = NULL, * maze_array = NULL; +Uint8 * maze_mask = NULL, * new_maze_mask = NULL, * maze_array = NULL; Uint32 * maze_color; Uint8 maze_r, maze_g, maze_b; int maze_start_x, maze_start_y; +maze_start_t * maze_starts; +int num_maze_starts = 0, maze_starts_size = 0; SDL_Surface * maze_snapshot = NULL; Uint32 maze_api_version(void); @@ -64,12 +70,16 @@ void maze_line_callback_drag(void *ptr, int which, SDL_Surface * canvas, void maze_release(magic_api * api, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect); +void maze_render(magic_api * api, SDL_Surface * canvas, SDL_Surface * snapshot); void maze_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas); void maze_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas); void zero_maze_arrays(SDL_Surface * canvas); void draw_hall(SDL_Surface * canvas, int x, int y); +void maze_add_start(SDL_Surface * canvas); +int check_arrays(void); + Uint32 maze_api_version(void) { @@ -146,6 +156,9 @@ void maze_shutdown(magic_api * api ATTRIBUTE_UNUSED) if (maze_mask != NULL) free(maze_mask); + if (new_maze_mask != NULL) + free(new_maze_mask); + if (maze_array != NULL) free(maze_array); @@ -153,15 +166,21 @@ void maze_shutdown(magic_api * api ATTRIBUTE_UNUSED) free(maze_color); } +/* FIXME */ +int check_arrays(void) { + if (maze_array == NULL || maze_mask == NULL || maze_color == NULL || maze_snapshot == NULL) { + return(0); + } + return(1); +} void maze_click(magic_api * api, int which, int mode, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, SDL_Rect * update_rect) { - if (maze_array == NULL || maze_mask == NULL || maze_color == NULL || maze_snapshot == NULL) { + if (!check_arrays()) return; - } if (snd_effect != NULL) { @@ -169,16 +188,15 @@ maze_click(magic_api * api, int which, int mode, api->playsound(snd_effect, (x * 255) / canvas->w, 255); } - if (maze_start_x == -1) { - maze_start_x = floor(x / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE + (MAZE_BLOCK_SIZE / 2); - maze_start_y = floor(y / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE + (MAZE_BLOCK_SIZE / 2); - } + maze_start_x = floor(x / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE + (MAZE_BLOCK_SIZE / 2); + maze_start_y = floor(y / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE + (MAZE_BLOCK_SIZE / 2); if (mode == MODE_PAINT) { maze_drag(api, which, canvas, snapshot, x, y, x, y, update_rect); } else { Uint32 color; + maze_add_start(canvas); memset(maze_mask, 1, (canvas->w * canvas->h)); color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b); @@ -187,7 +205,14 @@ maze_click(magic_api * api, int which, int mode, for (x = 0; x < canvas->w; x++) maze_color[y * canvas->w + x] = color; - maze_release(api, which, canvas, snapshot, x, y, update_rect); + maze_render(api, canvas, snapshot); + + num_maze_starts = 0; + + update_rect->x = 0; + update_rect->y = 0; + update_rect->w = canvas->w; + update_rect->h = canvas->h; } } @@ -197,9 +222,8 @@ maze_drag(magic_api * api ATTRIBUTE_UNUSED, int which, SDL_Surface * canvas, SDL_Surface * snapshot, int ox ATTRIBUTE_UNUSED, int oy ATTRIBUTE_UNUSED, int x, int y, SDL_Rect * update_rect) { - if (maze_array == NULL || maze_mask == NULL || maze_color == NULL || maze_snapshot == NULL) { + if (!check_arrays()) return; - } api->line((void *) api, which, canvas, snapshot, ox, oy, x, y, 1, maze_line_callback_drag); @@ -215,18 +239,30 @@ maze_drag(magic_api * api ATTRIBUTE_UNUSED, int which, SDL_Surface * canvas, #define STATE_KEEPGOING 1 #define STATE_PICKDIR 2 -void -maze_release(magic_api * api, int which ATTRIBUTE_UNUSED, +void maze_release(magic_api * api, int which ATTRIBUTE_UNUSED, SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y, /* ignored and reused in a for-loop */ - SDL_Rect * update_rect) + SDL_Rect * update_rect) { + /* FIXME */ + if (num_maze_starts == 0) + maze_add_start(canvas); + + maze_render(api, canvas, snapshot); + + update_rect->x = 0; + update_rect->y = 0; + update_rect->w = canvas->w; + update_rect->h = canvas->h; +} + +void maze_render(magic_api * api, SDL_Surface * canvas, SDL_Surface * snapshot) { - int nx, ny, btwn_nx, btwn_ny, state, dir, old_dir; + int x, y, nx, ny, btwn_nx, btwn_ny, state, dir, old_dir, s; + int check, is_touching, touching_val, min_touching, i; Uint32 iter; - if (maze_array == NULL || maze_mask == NULL || maze_color == NULL || maze_snapshot == NULL) { + if (!check_arrays()) return; - } /* Reset everything we've drawn [back to] wall: */ memset(maze_array, MAZE_HALL, (canvas->w * canvas->h)); @@ -239,75 +275,74 @@ maze_release(magic_api * api, int which ATTRIBUTE_UNUSED, } /* Render a maze! */ - x = maze_start_x; - y = maze_start_y; + for (s = 0; s < num_maze_starts; s++) { + x = maze_starts[s].x; + y = maze_starts[s].y; - maze_array[y * canvas->w + x] = MAZE_START; + maze_array[y * canvas->w + x] = MAZE_START; - state = STATE_PICKDIR; - iter = 0; - do { - if (state == STATE_PICKDIR) { - dir = (rand() % 4); - old_dir = dir; - } + state = STATE_PICKDIR; + iter = 0; + do { + if (state == STATE_PICKDIR) { + dir = (rand() % 4); + old_dir = dir; + } - state = STATE_DONE; + state = STATE_DONE; - nx = x + (xm[dir] * MAZE_BLOCK_SIZE * 2); - ny = y + (ym[dir] * MAZE_BLOCK_SIZE * 2); + nx = x + (xm[dir] * MAZE_BLOCK_SIZE * 2); + ny = y + (ym[dir] * MAZE_BLOCK_SIZE * 2); - if (nx >= 0 && nx < canvas->w && ny >= 0 && ny < canvas->h && maze_array[ny * canvas->w + nx] == MAZE_WALL) { - draw_hall(canvas, nx, ny); - maze_array[ny * canvas->w + nx] = dir + 1; + if (nx >= 0 && nx < canvas->w && ny >= 0 && ny < canvas->h && maze_array[ny * canvas->w + nx] == MAZE_WALL) { + draw_hall(canvas, nx, ny); + maze_array[ny * canvas->w + nx] = dir + 1; - btwn_nx = x + (xm[dir] * MAZE_BLOCK_SIZE); - btwn_ny = y + (ym[dir] * MAZE_BLOCK_SIZE); - draw_hall(canvas, btwn_nx, btwn_ny); + btwn_nx = x + (xm[dir] * MAZE_BLOCK_SIZE); + btwn_ny = y + (ym[dir] * MAZE_BLOCK_SIZE); + draw_hall(canvas, btwn_nx, btwn_ny); - x = nx; - y = ny; - - state = STATE_PICKDIR; - } - - if (state == STATE_DONE) { - dir = (dir + 1) % 4; - - if (dir != old_dir) - state = STATE_KEEPGOING; - } - - if (state == STATE_DONE) { - dir = maze_array[y * canvas->w + x]; - draw_hall(canvas, x, y); - - if (dir != MAZE_START) { - x = x - (xm[dir - 1] * MAZE_BLOCK_SIZE * 2); - y = y - (ym[dir - 1] * MAZE_BLOCK_SIZE * 2); + x = nx; + y = ny; state = STATE_PICKDIR; } + + if (state == STATE_DONE) { + dir = (dir + 1) % 4; + + if (dir != old_dir) + state = STATE_KEEPGOING; + } + + if (state == STATE_DONE) { + dir = maze_array[y * canvas->w + x]; + draw_hall(canvas, x, y); + + if (dir != MAZE_START) { + x = x - (xm[dir - 1] * MAZE_BLOCK_SIZE * 2); + y = y - (ym[dir - 1] * MAZE_BLOCK_SIZE * 2); + + state = STATE_PICKDIR; + } + } + iter++; } - iter++; + while (state != STATE_DONE && iter < 10000); } - while (state != STATE_DONE && iter < 10000); /* Draw the maze onto the canvas */ for (y = 0; y < canvas->h; y++) { for (x = 0; x < canvas->w; x++) { if (maze_array[y * canvas->w + x] == MAZE_WALL) { api->putpixel(canvas, x, y, maze_color[y * canvas->w + x]); + /* FIXME */ + api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, maze_mask[y * canvas->w + x] * 192, 64, 0)); } else { api->putpixel(canvas, x, y, api->getpixel(maze_snapshot, x, y)); } } } - - update_rect->x = 0; - update_rect->y = 0; - update_rect->w = canvas->w; - update_rect->h = canvas->h; } @@ -331,14 +366,14 @@ void maze_line_callback_drag(void *ptr, int which ATTRIBUTE_UNUSED, color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b); - x = (floor(x / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE); - y = (floor(y / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE); + x = floor(x / (MAZE_BLOCK_SIZE * 3)) * (MAZE_BLOCK_SIZE * 3); + y = floor(y / (MAZE_BLOCK_SIZE * 3)) * (MAZE_BLOCK_SIZE * 3); for (yy = -MAZE_PAINT_RADIUS; yy < MAZE_PAINT_RADIUS; yy++) { if (y + yy > 0 && y + yy < canvas->h) { for (xx = -MAZE_PAINT_RADIUS; xx < MAZE_PAINT_RADIUS; xx++) { if (x + xx > 0 && x + xx < canvas->w) { - maze_mask[(y + yy) * canvas->w + (x + xx)] = 1; + maze_mask[(y + yy) * canvas->w + (x + xx)] = num_maze_starts + 1; maze_color[(y + yy) * canvas->w + (x + xx)] = color; api->putpixel(canvas, x + xx, y + yy, color); } @@ -371,6 +406,16 @@ void maze_switchin(magic_api * api ATTRIBUTE_UNUSED, } } + if (new_maze_mask == NULL) + { + new_maze_mask = (Uint8 *) malloc(sizeof(Uint8) * canvas->w * canvas->h); + if (new_maze_mask == NULL) + { + fprintf(stderr, "new_maze: Cannot malloc() maze_mask!\n"); + return; + } + } + if (maze_color == NULL) { maze_color = (Uint32 *) malloc(sizeof(Uint32) * canvas->w * canvas->h); @@ -381,6 +426,21 @@ void maze_switchin(magic_api * api ATTRIBUTE_UNUSED, } } + if (maze_starts == NULL) + { + int w, h; + w = ceil(canvas->w / MAZE_BLOCK_SIZE); + h = ceil(canvas->h / MAZE_BLOCK_SIZE); + maze_starts_size = (w * h); + + maze_starts = (maze_start_t *) malloc(sizeof(maze_start_t) * maze_starts_size); + if (maze_starts == NULL) + { + fprintf(stderr, "maze: Cannot malloc() maze_starts!\n"); + return; + } + } + zero_maze_arrays(canvas); if (maze_snapshot == NULL) @@ -403,12 +463,14 @@ void maze_switchout(magic_api * api ATTRIBUTE_UNUSED, void zero_maze_arrays(SDL_Surface * canvas) { - maze_start_x = -1; - maze_start_y = -1; + num_maze_starts = 0; if (maze_mask != NULL) memset(maze_mask, 0, (canvas->w * canvas->h)); + if (new_maze_mask != NULL) + memset(new_maze_mask, 0, (canvas->w * canvas->h)); + if (maze_array != NULL) memset(maze_array, MAZE_HALL, (canvas->w * canvas->h)); @@ -429,3 +491,10 @@ void draw_hall(SDL_Surface * canvas, int x, int y) { } } } + +void maze_add_start(SDL_Surface * canvas) { + maze_starts[num_maze_starts].x = maze_start_x; + maze_starts[num_maze_starts].y = maze_start_y; + + num_maze_starts++; +}