WIP: Maze: Allow multiple discontiguous zones
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32dc277133
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2e69c51bdb
1 changed files with 137 additions and 68 deletions
205
magic/src/maze.c
205
magic/src/maze.c
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@ -9,7 +9,7 @@
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follow the mouse precisely). Upon release, the lense
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effect will be applied.
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Last modified: 2023.01.21
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Last modified: 2023.01.23
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*/
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#include <stdio.h>
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@ -35,11 +35,17 @@
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int xm[4] = { 0, 0, -1, 1 };
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int ym[4] = { -1, 1, 0, 0 };
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typedef struct {
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int x, y;
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} maze_start_t;
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Mix_Chunk *snd_effect = NULL;
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Uint8 * maze_mask = NULL, * maze_array = NULL;
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Uint8 * maze_mask = NULL, * new_maze_mask = NULL, * maze_array = NULL;
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Uint32 * maze_color;
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Uint8 maze_r, maze_g, maze_b;
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int maze_start_x, maze_start_y;
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maze_start_t * maze_starts;
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int num_maze_starts = 0, maze_starts_size = 0;
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SDL_Surface * maze_snapshot = NULL;
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Uint32 maze_api_version(void);
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@ -64,12 +70,16 @@ void maze_line_callback_drag(void *ptr, int which, SDL_Surface * canvas,
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void maze_release(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int x, int y,
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SDL_Rect * update_rect);
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void maze_render(magic_api * api, SDL_Surface * canvas, SDL_Surface * snapshot);
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void maze_switchin(magic_api * api, int which, int mode,
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SDL_Surface * canvas);
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void maze_switchout(magic_api * api, int which, int mode,
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SDL_Surface * canvas);
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void zero_maze_arrays(SDL_Surface * canvas);
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void draw_hall(SDL_Surface * canvas, int x, int y);
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void maze_add_start(SDL_Surface * canvas);
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int check_arrays(void);
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Uint32 maze_api_version(void)
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{
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@ -146,6 +156,9 @@ void maze_shutdown(magic_api * api ATTRIBUTE_UNUSED)
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if (maze_mask != NULL)
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free(maze_mask);
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if (new_maze_mask != NULL)
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free(new_maze_mask);
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if (maze_array != NULL)
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free(maze_array);
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@ -153,15 +166,21 @@ void maze_shutdown(magic_api * api ATTRIBUTE_UNUSED)
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free(maze_color);
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}
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/* FIXME */
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int check_arrays(void) {
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if (maze_array == NULL || maze_mask == NULL || maze_color == NULL || maze_snapshot == NULL) {
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return(0);
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}
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return(1);
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}
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void
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maze_click(magic_api * api, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y,
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SDL_Rect * update_rect)
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{
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if (maze_array == NULL || maze_mask == NULL || maze_color == NULL || maze_snapshot == NULL) {
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if (!check_arrays())
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return;
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}
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if (snd_effect != NULL)
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{
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@ -169,16 +188,15 @@ maze_click(magic_api * api, int which, int mode,
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api->playsound(snd_effect, (x * 255) / canvas->w, 255);
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}
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if (maze_start_x == -1) {
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maze_start_x = floor(x / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE + (MAZE_BLOCK_SIZE / 2);
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maze_start_y = floor(y / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE + (MAZE_BLOCK_SIZE / 2);
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}
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maze_start_x = floor(x / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE + (MAZE_BLOCK_SIZE / 2);
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maze_start_y = floor(y / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE + (MAZE_BLOCK_SIZE / 2);
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if (mode == MODE_PAINT) {
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maze_drag(api, which, canvas, snapshot, x, y, x, y, update_rect);
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} else {
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Uint32 color;
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maze_add_start(canvas);
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memset(maze_mask, 1, (canvas->w * canvas->h));
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color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b);
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@ -187,7 +205,14 @@ maze_click(magic_api * api, int which, int mode,
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for (x = 0; x < canvas->w; x++)
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maze_color[y * canvas->w + x] = color;
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maze_release(api, which, canvas, snapshot, x, y, update_rect);
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maze_render(api, canvas, snapshot);
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num_maze_starts = 0;
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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}
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}
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@ -197,9 +222,8 @@ maze_drag(magic_api * api ATTRIBUTE_UNUSED, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox ATTRIBUTE_UNUSED,
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int oy ATTRIBUTE_UNUSED, int x, int y, SDL_Rect * update_rect)
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{
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if (maze_array == NULL || maze_mask == NULL || maze_color == NULL || maze_snapshot == NULL) {
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if (!check_arrays())
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return;
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}
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api->line((void *) api, which, canvas, snapshot, ox, oy, x, y, 1,
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maze_line_callback_drag);
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@ -215,18 +239,30 @@ maze_drag(magic_api * api ATTRIBUTE_UNUSED, int which, SDL_Surface * canvas,
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#define STATE_KEEPGOING 1
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#define STATE_PICKDIR 2
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void
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maze_release(magic_api * api, int which ATTRIBUTE_UNUSED,
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void maze_release(magic_api * api, int which ATTRIBUTE_UNUSED,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y, /* ignored and reused in a for-loop */
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SDL_Rect * update_rect)
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SDL_Rect * update_rect) {
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/* FIXME */
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if (num_maze_starts == 0)
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maze_add_start(canvas);
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maze_render(api, canvas, snapshot);
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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}
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void maze_render(magic_api * api, SDL_Surface * canvas, SDL_Surface * snapshot)
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{
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int nx, ny, btwn_nx, btwn_ny, state, dir, old_dir;
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int x, y, nx, ny, btwn_nx, btwn_ny, state, dir, old_dir, s;
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int check, is_touching, touching_val, min_touching, i;
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Uint32 iter;
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if (maze_array == NULL || maze_mask == NULL || maze_color == NULL || maze_snapshot == NULL) {
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if (!check_arrays())
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return;
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}
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/* Reset everything we've drawn [back to] wall: */
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memset(maze_array, MAZE_HALL, (canvas->w * canvas->h));
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@ -239,75 +275,74 @@ maze_release(magic_api * api, int which ATTRIBUTE_UNUSED,
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}
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/* Render a maze! */
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x = maze_start_x;
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y = maze_start_y;
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for (s = 0; s < num_maze_starts; s++) {
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x = maze_starts[s].x;
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y = maze_starts[s].y;
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maze_array[y * canvas->w + x] = MAZE_START;
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maze_array[y * canvas->w + x] = MAZE_START;
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state = STATE_PICKDIR;
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iter = 0;
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do {
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if (state == STATE_PICKDIR) {
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dir = (rand() % 4);
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old_dir = dir;
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}
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state = STATE_PICKDIR;
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iter = 0;
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do {
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if (state == STATE_PICKDIR) {
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dir = (rand() % 4);
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old_dir = dir;
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}
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state = STATE_DONE;
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state = STATE_DONE;
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nx = x + (xm[dir] * MAZE_BLOCK_SIZE * 2);
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ny = y + (ym[dir] * MAZE_BLOCK_SIZE * 2);
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nx = x + (xm[dir] * MAZE_BLOCK_SIZE * 2);
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ny = y + (ym[dir] * MAZE_BLOCK_SIZE * 2);
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if (nx >= 0 && nx < canvas->w && ny >= 0 && ny < canvas->h && maze_array[ny * canvas->w + nx] == MAZE_WALL) {
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draw_hall(canvas, nx, ny);
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maze_array[ny * canvas->w + nx] = dir + 1;
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if (nx >= 0 && nx < canvas->w && ny >= 0 && ny < canvas->h && maze_array[ny * canvas->w + nx] == MAZE_WALL) {
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draw_hall(canvas, nx, ny);
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maze_array[ny * canvas->w + nx] = dir + 1;
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btwn_nx = x + (xm[dir] * MAZE_BLOCK_SIZE);
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btwn_ny = y + (ym[dir] * MAZE_BLOCK_SIZE);
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draw_hall(canvas, btwn_nx, btwn_ny);
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btwn_nx = x + (xm[dir] * MAZE_BLOCK_SIZE);
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btwn_ny = y + (ym[dir] * MAZE_BLOCK_SIZE);
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draw_hall(canvas, btwn_nx, btwn_ny);
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x = nx;
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y = ny;
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state = STATE_PICKDIR;
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}
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if (state == STATE_DONE) {
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dir = (dir + 1) % 4;
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if (dir != old_dir)
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state = STATE_KEEPGOING;
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}
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if (state == STATE_DONE) {
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dir = maze_array[y * canvas->w + x];
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draw_hall(canvas, x, y);
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if (dir != MAZE_START) {
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x = x - (xm[dir - 1] * MAZE_BLOCK_SIZE * 2);
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y = y - (ym[dir - 1] * MAZE_BLOCK_SIZE * 2);
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x = nx;
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y = ny;
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state = STATE_PICKDIR;
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}
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if (state == STATE_DONE) {
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dir = (dir + 1) % 4;
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if (dir != old_dir)
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state = STATE_KEEPGOING;
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}
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if (state == STATE_DONE) {
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dir = maze_array[y * canvas->w + x];
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draw_hall(canvas, x, y);
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if (dir != MAZE_START) {
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x = x - (xm[dir - 1] * MAZE_BLOCK_SIZE * 2);
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y = y - (ym[dir - 1] * MAZE_BLOCK_SIZE * 2);
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state = STATE_PICKDIR;
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}
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}
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iter++;
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}
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iter++;
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while (state != STATE_DONE && iter < 10000);
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}
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while (state != STATE_DONE && iter < 10000);
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/* Draw the maze onto the canvas */
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for (y = 0; y < canvas->h; y++) {
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for (x = 0; x < canvas->w; x++) {
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if (maze_array[y * canvas->w + x] == MAZE_WALL) {
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api->putpixel(canvas, x, y, maze_color[y * canvas->w + x]);
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/* FIXME */
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api->putpixel(canvas, x, y, SDL_MapRGB(canvas->format, maze_mask[y * canvas->w + x] * 192, 64, 0));
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} else {
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api->putpixel(canvas, x, y, api->getpixel(maze_snapshot, x, y));
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}
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}
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}
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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}
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@ -331,14 +366,14 @@ void maze_line_callback_drag(void *ptr, int which ATTRIBUTE_UNUSED,
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color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b);
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x = (floor(x / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE);
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y = (floor(y / MAZE_BLOCK_SIZE) * MAZE_BLOCK_SIZE);
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x = floor(x / (MAZE_BLOCK_SIZE * 3)) * (MAZE_BLOCK_SIZE * 3);
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y = floor(y / (MAZE_BLOCK_SIZE * 3)) * (MAZE_BLOCK_SIZE * 3);
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for (yy = -MAZE_PAINT_RADIUS; yy < MAZE_PAINT_RADIUS; yy++) {
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if (y + yy > 0 && y + yy < canvas->h) {
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for (xx = -MAZE_PAINT_RADIUS; xx < MAZE_PAINT_RADIUS; xx++) {
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if (x + xx > 0 && x + xx < canvas->w) {
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maze_mask[(y + yy) * canvas->w + (x + xx)] = 1;
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maze_mask[(y + yy) * canvas->w + (x + xx)] = num_maze_starts + 1;
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maze_color[(y + yy) * canvas->w + (x + xx)] = color;
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api->putpixel(canvas, x + xx, y + yy, color);
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}
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@ -371,6 +406,16 @@ void maze_switchin(magic_api * api ATTRIBUTE_UNUSED,
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}
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}
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if (new_maze_mask == NULL)
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{
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new_maze_mask = (Uint8 *) malloc(sizeof(Uint8) * canvas->w * canvas->h);
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if (new_maze_mask == NULL)
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{
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fprintf(stderr, "new_maze: Cannot malloc() maze_mask!\n");
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return;
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}
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}
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if (maze_color == NULL)
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{
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maze_color = (Uint32 *) malloc(sizeof(Uint32) * canvas->w * canvas->h);
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@ -381,6 +426,21 @@ void maze_switchin(magic_api * api ATTRIBUTE_UNUSED,
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}
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}
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if (maze_starts == NULL)
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{
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int w, h;
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w = ceil(canvas->w / MAZE_BLOCK_SIZE);
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h = ceil(canvas->h / MAZE_BLOCK_SIZE);
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maze_starts_size = (w * h);
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maze_starts = (maze_start_t *) malloc(sizeof(maze_start_t) * maze_starts_size);
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if (maze_starts == NULL)
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{
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fprintf(stderr, "maze: Cannot malloc() maze_starts!\n");
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return;
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}
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}
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zero_maze_arrays(canvas);
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if (maze_snapshot == NULL)
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@ -403,12 +463,14 @@ void maze_switchout(magic_api * api ATTRIBUTE_UNUSED,
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void zero_maze_arrays(SDL_Surface * canvas)
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{
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maze_start_x = -1;
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maze_start_y = -1;
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num_maze_starts = 0;
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if (maze_mask != NULL)
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memset(maze_mask, 0, (canvas->w * canvas->h));
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if (new_maze_mask != NULL)
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memset(new_maze_mask, 0, (canvas->w * canvas->h));
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if (maze_array != NULL)
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memset(maze_array, MAZE_HALL, (canvas->w * canvas->h));
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@ -429,3 +491,10 @@ void draw_hall(SDL_Surface * canvas, int x, int y) {
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}
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}
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}
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void maze_add_start(SDL_Surface * canvas) {
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maze_starts[num_maze_starts].x = maze_start_x;
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maze_starts[num_maze_starts].y = maze_start_y;
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num_maze_starts++;
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}
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