Maze magic: Got contiguous-or-not working right
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2 changed files with 110 additions and 66 deletions
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@ -7,7 +7,7 @@ Various contributors (see below, and AUTHORS.txt)
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https://tuxpaint.org/
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2022.January.23 (0.9.29)
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2022.January.25 (0.9.29)
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* Improvements to "Stamp" tool:
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-----------------------------
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* Stamps may now be rotated.
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174
magic/src/maze.c
174
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: 2023.01.23
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Last modified: 2023.01.25
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*/
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#include <stdio.h>
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@ -42,11 +42,11 @@ typedef struct {
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Mix_Chunk *snd_effect = 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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maze_start_t * maze_starts;
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SDL_Surface * maze_snapshot = NULL;
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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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int maze_init(magic_api * api);
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@ -70,15 +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_render(magic_api * api, SDL_Surface * canvas);
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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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void maze_add_start(void);
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int check_arrays(void);
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void maze_collapse_contiguous(SDL_Surface * canvas);
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Uint32 maze_api_version(void)
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@ -168,7 +169,8 @@ void maze_shutdown(magic_api * api ATTRIBUTE_UNUSED)
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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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if (maze_array == NULL || maze_mask == NULL || new_maze_mask == NULL ||
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maze_color == NULL || maze_snapshot == NULL || maze_starts == NULL) {
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return(0);
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}
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return(1);
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@ -196,7 +198,7 @@ maze_click(magic_api * api, int which, int mode,
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} else {
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Uint32 color;
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maze_add_start(canvas);
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maze_add_start();
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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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@ -205,7 +207,7 @@ 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_render(api, canvas, snapshot);
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maze_render(api, canvas);
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num_maze_starts = 0;
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@ -235,19 +237,15 @@ maze_drag(magic_api * api ATTRIBUTE_UNUSED, int which, SDL_Surface * canvas,
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}
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#define STATE_DONE 0
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#define STATE_KEEPGOING 1
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#define STATE_PICKDIR 2
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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_Surface * canvas, SDL_Surface * snapshot ATTRIBUTE_UNUSED,
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int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED,
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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_collapse_contiguous(canvas);
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maze_render(api, canvas, snapshot);
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maze_add_start();
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maze_render(api, canvas);
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update_rect->x = 0;
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update_rect->y = 0;
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@ -255,10 +253,14 @@ void maze_release(magic_api * api, int which ATTRIBUTE_UNUSED,
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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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#define STATE_DONE 0
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#define STATE_KEEPGOING 1
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#define STATE_PICKDIR 2
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void maze_render(magic_api * api, SDL_Surface * canvas)
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{
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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 (!check_arrays())
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@ -279,56 +281,59 @@ void maze_render(magic_api * api, SDL_Surface * canvas, SDL_Surface * snapshot)
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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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/* Render from here, ONLY if it's still non-contiguous to anything: */
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if (maze_mask[y * canvas->w + x] == s + 1) {
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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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}
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/* Draw the maze onto the canvas */
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@ -336,8 +341,6 @@ void maze_render(magic_api * api, SDL_Surface * canvas, SDL_Surface * snapshot)
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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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@ -361,7 +364,7 @@ void maze_line_callback_drag(void *ptr, int which ATTRIBUTE_UNUSED,
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int x, int y)
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{
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magic_api *api = (magic_api *) ptr;
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int xx, yy;
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int xx, yy, idx;
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Uint32 color;
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color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b);
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@ -373,8 +376,11 @@ void maze_line_callback_drag(void *ptr, int which ATTRIBUTE_UNUSED,
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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)] = num_maze_starts + 1;
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maze_color[(y + yy) * canvas->w + (x + xx)] = color;
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idx = (y + yy) * canvas->w + (x + xx);
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if (maze_mask[idx] == 0) {
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maze_mask[idx] = num_maze_starts + 1;
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}
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maze_color[idx] = color;
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api->putpixel(canvas, x + xx, y + yy, color);
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}
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}
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@ -492,9 +498,47 @@ void draw_hall(SDL_Surface * canvas, int x, int y) {
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}
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}
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void maze_add_start(SDL_Surface * canvas) {
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void maze_add_start(void) {
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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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void maze_collapse_contiguous(SDL_Surface * canvas) {
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int i, x, y, touching, idx;
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for (i = num_maze_starts; i > 0; i--) {
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touching = -1;
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for (y = 1; y < canvas->h - 1 && touching == -1; y++) {
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for (x = 1; x < canvas->w - 1 && touching == -1; x++) {
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idx = (y * canvas->w + x);
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if (maze_mask[idx] == i + 1) {
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if (maze_mask[idx - 1] != 0 && maze_mask[idx - 1] != i + 1) {
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touching = maze_mask[idx - 1];
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} else if (maze_mask[idx + 1] != 0 && maze_mask[idx + 1] != i + 1) {
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touching = maze_mask[idx + 1];
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} else if (maze_mask[idx - canvas->w] != 0 && maze_mask[idx - canvas->w] != i + 1) {
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touching = maze_mask[idx - canvas->w];
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} else if (maze_mask[idx + canvas->w] != 0 && maze_mask[idx + canvas->w] != i + 1) {
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touching = maze_mask[idx + canvas->w];
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}
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}
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}
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}
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if (touching != -1) {
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/* Touching someone else; turn all of our area
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into that area */
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for (y = 1; y < canvas->h; y++) {
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for (x = 1; x < canvas->w; x++) {
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idx = (y * canvas->w + x);
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if (maze_mask[idx] == i + 1) {
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maze_mask[idx] = touching;
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}
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}
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}
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}
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}
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}
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