Maze magic: Got contiguous-or-not working right

This commit is contained in:
Bill Kendrick 2023-01-25 01:12:18 -08:00
parent bf7e8897d6
commit 999e0c873e
2 changed files with 110 additions and 66 deletions

View file

@ -7,7 +7,7 @@ Various contributors (see below, and AUTHORS.txt)
https://tuxpaint.org/ https://tuxpaint.org/
2022.January.23 (0.9.29) 2022.January.25 (0.9.29)
* Improvements to "Stamp" tool: * Improvements to "Stamp" tool:
----------------------------- -----------------------------
* Stamps may now be rotated. * Stamps may now be rotated.

View file

@ -9,7 +9,7 @@
follow the mouse precisely). Upon release, the lense follow the mouse precisely). Upon release, the lense
effect will be applied. effect will be applied.
Last modified: 2023.01.23 Last modified: 2023.01.25
*/ */
#include <stdio.h> #include <stdio.h>
@ -42,11 +42,11 @@ typedef struct {
Mix_Chunk *snd_effect = NULL; Mix_Chunk *snd_effect = NULL;
Uint8 * maze_mask = NULL, * new_maze_mask = NULL, * maze_array = NULL; Uint8 * maze_mask = NULL, * new_maze_mask = NULL, * maze_array = NULL;
Uint32 * maze_color; Uint32 * maze_color;
maze_start_t * maze_starts;
SDL_Surface * maze_snapshot = NULL;
Uint8 maze_r, maze_g, maze_b; Uint8 maze_r, maze_g, maze_b;
int maze_start_x, maze_start_y; int maze_start_x, maze_start_y;
maze_start_t * maze_starts;
int num_maze_starts = 0, maze_starts_size = 0; int num_maze_starts = 0, maze_starts_size = 0;
SDL_Surface * maze_snapshot = NULL;
Uint32 maze_api_version(void); Uint32 maze_api_version(void);
int maze_init(magic_api * api); int maze_init(magic_api * api);
@ -70,15 +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, void maze_release(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int x, int y, SDL_Surface * snapshot, int x, int y,
SDL_Rect * update_rect); SDL_Rect * update_rect);
void maze_render(magic_api * api, SDL_Surface * canvas, SDL_Surface * snapshot); void maze_render(magic_api * api, SDL_Surface * canvas);
void maze_switchin(magic_api * api, int which, int mode, void maze_switchin(magic_api * api, int which, int mode,
SDL_Surface * canvas); SDL_Surface * canvas);
void maze_switchout(magic_api * api, int which, int mode, void maze_switchout(magic_api * api, int which, int mode,
SDL_Surface * canvas); SDL_Surface * canvas);
void zero_maze_arrays(SDL_Surface * canvas); void zero_maze_arrays(SDL_Surface * canvas);
void draw_hall(SDL_Surface * canvas, int x, int y); void draw_hall(SDL_Surface * canvas, int x, int y);
void maze_add_start(SDL_Surface * canvas); void maze_add_start(void);
int check_arrays(void); int check_arrays(void);
void maze_collapse_contiguous(SDL_Surface * canvas);
Uint32 maze_api_version(void) Uint32 maze_api_version(void)
@ -168,7 +169,8 @@ void maze_shutdown(magic_api * api ATTRIBUTE_UNUSED)
/* FIXME */ /* FIXME */
int check_arrays(void) { int check_arrays(void) {
if (maze_array == NULL || maze_mask == NULL || maze_color == NULL || maze_snapshot == NULL) { if (maze_array == NULL || maze_mask == NULL || new_maze_mask == NULL ||
maze_color == NULL || maze_snapshot == NULL || maze_starts == NULL) {
return(0); return(0);
} }
return(1); return(1);
@ -196,7 +198,7 @@ maze_click(magic_api * api, int which, int mode,
} else { } else {
Uint32 color; Uint32 color;
maze_add_start(canvas); maze_add_start();
memset(maze_mask, 1, (canvas->w * canvas->h)); memset(maze_mask, 1, (canvas->w * canvas->h));
color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b); color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b);
@ -205,7 +207,7 @@ maze_click(magic_api * api, int which, int mode,
for (x = 0; x < canvas->w; x++) for (x = 0; x < canvas->w; x++)
maze_color[y * canvas->w + x] = color; maze_color[y * canvas->w + x] = color;
maze_render(api, canvas, snapshot); maze_render(api, canvas);
num_maze_starts = 0; num_maze_starts = 0;
@ -235,19 +237,15 @@ maze_drag(magic_api * api ATTRIBUTE_UNUSED, int which, SDL_Surface * canvas,
} }
#define STATE_DONE 0
#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, SDL_Surface * canvas, SDL_Surface * snapshot ATTRIBUTE_UNUSED,
int x, int y, /* ignored and reused in a for-loop */ int x ATTRIBUTE_UNUSED, int y ATTRIBUTE_UNUSED,
SDL_Rect * update_rect) { SDL_Rect * update_rect) {
/* FIXME */ maze_collapse_contiguous(canvas);
if (num_maze_starts == 0)
maze_add_start(canvas);
maze_render(api, canvas, snapshot); maze_add_start();
maze_render(api, canvas);
update_rect->x = 0; update_rect->x = 0;
update_rect->y = 0; update_rect->y = 0;
@ -255,10 +253,14 @@ void maze_release(magic_api * api, int which ATTRIBUTE_UNUSED,
update_rect->h = canvas->h; update_rect->h = canvas->h;
} }
void maze_render(magic_api * api, SDL_Surface * canvas, SDL_Surface * snapshot)
#define STATE_DONE 0
#define STATE_KEEPGOING 1
#define STATE_PICKDIR 2
void maze_render(magic_api * api, SDL_Surface * canvas)
{ {
int x, y, nx, ny, btwn_nx, btwn_ny, state, dir, old_dir, s; 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; Uint32 iter;
if (!check_arrays()) if (!check_arrays())
@ -279,6 +281,8 @@ void maze_render(magic_api * api, SDL_Surface * canvas, SDL_Surface * snapshot)
x = maze_starts[s].x; x = maze_starts[s].x;
y = maze_starts[s].y; y = maze_starts[s].y;
/* Render from here, ONLY if it's still non-contiguous to anything: */
if (maze_mask[y * canvas->w + x] == s + 1) {
maze_array[y * canvas->w + x] = MAZE_START; maze_array[y * canvas->w + x] = MAZE_START;
state = STATE_PICKDIR; state = STATE_PICKDIR;
@ -330,14 +334,13 @@ void maze_render(magic_api * api, SDL_Surface * canvas, SDL_Surface * snapshot)
} }
while (state != STATE_DONE && iter < 10000); while (state != STATE_DONE && iter < 10000);
} }
}
/* Draw the maze onto the canvas */ /* Draw the maze onto the canvas */
for (y = 0; y < canvas->h; y++) { for (y = 0; y < canvas->h; y++) {
for (x = 0; x < canvas->w; x++) { for (x = 0; x < canvas->w; x++) {
if (maze_array[y * canvas->w + x] == MAZE_WALL) { if (maze_array[y * canvas->w + x] == MAZE_WALL) {
api->putpixel(canvas, x, y, maze_color[y * canvas->w + x]); 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 { } else {
api->putpixel(canvas, x, y, api->getpixel(maze_snapshot, x, y)); api->putpixel(canvas, x, y, api->getpixel(maze_snapshot, x, y));
} }
@ -361,7 +364,7 @@ void maze_line_callback_drag(void *ptr, int which ATTRIBUTE_UNUSED,
int x, int y) int x, int y)
{ {
magic_api *api = (magic_api *) ptr; magic_api *api = (magic_api *) ptr;
int xx, yy; int xx, yy, idx;
Uint32 color; Uint32 color;
color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b); color = SDL_MapRGB(canvas->format, maze_r, maze_g, maze_b);
@ -373,8 +376,11 @@ void maze_line_callback_drag(void *ptr, int which ATTRIBUTE_UNUSED,
if (y + yy > 0 && y + yy < canvas->h) { if (y + yy > 0 && y + yy < canvas->h) {
for (xx = -MAZE_PAINT_RADIUS; xx < MAZE_PAINT_RADIUS; xx++) { for (xx = -MAZE_PAINT_RADIUS; xx < MAZE_PAINT_RADIUS; xx++) {
if (x + xx > 0 && x + xx < canvas->w) { if (x + xx > 0 && x + xx < canvas->w) {
maze_mask[(y + yy) * canvas->w + (x + xx)] = num_maze_starts + 1; idx = (y + yy) * canvas->w + (x + xx);
maze_color[(y + yy) * canvas->w + (x + xx)] = color; if (maze_mask[idx] == 0) {
maze_mask[idx] = num_maze_starts + 1;
}
maze_color[idx] = color;
api->putpixel(canvas, x + xx, y + yy, color); api->putpixel(canvas, x + xx, y + yy, color);
} }
} }
@ -492,9 +498,47 @@ void draw_hall(SDL_Surface * canvas, int x, int y) {
} }
} }
void maze_add_start(SDL_Surface * canvas) { void maze_add_start(void) {
maze_starts[num_maze_starts].x = maze_start_x; maze_starts[num_maze_starts].x = maze_start_x;
maze_starts[num_maze_starts].y = maze_start_y; maze_starts[num_maze_starts].y = maze_start_y;
num_maze_starts++; num_maze_starts++;
} }
void maze_collapse_contiguous(SDL_Surface * canvas) {
int i, x, y, touching, idx;
for (i = num_maze_starts; i > 0; i--) {
touching = -1;
for (y = 1; y < canvas->h - 1 && touching == -1; y++) {
for (x = 1; x < canvas->w - 1 && touching == -1; x++) {
idx = (y * canvas->w + x);
if (maze_mask[idx] == i + 1) {
if (maze_mask[idx - 1] != 0 && maze_mask[idx - 1] != i + 1) {
touching = maze_mask[idx - 1];
} else if (maze_mask[idx + 1] != 0 && maze_mask[idx + 1] != i + 1) {
touching = maze_mask[idx + 1];
} else if (maze_mask[idx - canvas->w] != 0 && maze_mask[idx - canvas->w] != i + 1) {
touching = maze_mask[idx - canvas->w];
} else if (maze_mask[idx + canvas->w] != 0 && maze_mask[idx + canvas->w] != i + 1) {
touching = maze_mask[idx + canvas->w];
}
}
}
}
if (touching != -1) {
/* Touching someone else; turn all of our area
into that area */
for (y = 1; y < canvas->h; y++) {
for (x = 1; x < canvas->w; x++) {
idx = (y * canvas->w + x);
if (maze_mask[idx] == i + 1) {
maze_mask[idx] = touching;
}
}
}
}
}
}