WIP: "Maze" magic tool

This commit is contained in:
Bill Kendrick 2023-01-21 03:05:24 -08:00
parent a979ada66e
commit c15b6a176c
2 changed files with 426 additions and 1 deletions

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magic/src/maze.c Normal file
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/* maze.c
Applys a lense effect like mazes of water dripping
down a pane of glass. Applies an additive brush at
the mouse pointer, and a subtractive brush slightly
above (to simulate the water breaking up due to
evaporation), only allowing the draw path to go downwards,
and the left/right delta to change slightly (will not
follow the mouse precisely). Upon release, the lense
effect will be applied.
Last modified: 2023.01.21
*/
#include <stdio.h>
#include <string.h>
#include <libintl.h>
#include <math.h>
#include "tp_magic_api.h"
#include "SDL_image.h"
#include "SDL_mixer.h"
#define MAZE_BLOCK_SIZE 8
#define MAZE_PAINT_RADIUS ((MAZE_BLOCK_SIZE * 3) + 2)
#define MAZE_HALL 0
#define MAZE_UP 1
#define MAZE_DOWN 2
#define MAZE_LEFT 3
#define MAZE_RIGHT 4
#define MAZE_START 5
#define MAZE_WALL 255
int xm[4] = { 0, 0, -1, 1 };
int ym[4] = { -1, 1, 0, 0 };
Mix_Chunk *snd_effect = NULL;
Uint8 * maze_mask = NULL, * maze_array = NULL;
Uint32 * maze_color;
Uint8 maze_r, maze_g, maze_b;
int maze_start_x, maze_start_y;
SDL_Surface * maze_snapshot = NULL;
Uint32 maze_api_version(void);
int maze_init(magic_api * api);
int maze_get_tool_count(magic_api * api);
SDL_Surface *maze_get_icon(magic_api * api, int which);
char *maze_get_name(magic_api * api, int which);
int maze_get_group(magic_api * api, int which);
char *maze_get_description(magic_api * api, int which, int mode);
int maze_requires_colors(magic_api * api, int which);
int maze_modes(magic_api * api, int which);
void maze_shutdown(magic_api * api);
void maze_click(magic_api * api, int which, int mode,
SDL_Surface * canvas, SDL_Surface * snapshot, int x,
int y, SDL_Rect * update_rect);
void maze_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b);
void maze_drag(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int ox, int oy, int x, int y,
SDL_Rect * update_rect);
void maze_line_callback_drag(void *ptr, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int x, int y);
void maze_release(magic_api * api, int which, SDL_Surface * canvas,
SDL_Surface * snapshot, int x, int y,
SDL_Rect * update_rect);
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);
Uint32 maze_api_version(void)
{
return (TP_MAGIC_API_VERSION);
}
int maze_init(magic_api * api)
{
char fname[1024];
/* FIXME */
// snprintf(fname, sizeof(fname), "%ssounds/magic/maze.ogg",
// api->data_directory);
// snd_effect = Mix_LoadWAV(fname);
return (1);
}
int maze_get_tool_count(magic_api * api ATTRIBUTE_UNUSED)
{
return (1);
}
SDL_Surface *maze_get_icon(magic_api * api, int which ATTRIBUTE_UNUSED)
{
char fname[1024];
snprintf(fname, sizeof(fname), "%simages/magic/rivulet.png", /* FIXME */
api->data_directory);
return (IMG_Load(fname));
}
char *maze_get_name(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED)
{
return strdup(gettext("Maze"));
}
int maze_get_group(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED)
{
return MAGIC_TYPE_PAINTING;
}
char *maze_get_description(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED,
int mode ATTRIBUTE_UNUSED)
{
if (mode == MODE_PAINT)
return(gettext("Click and drag to paint a maze on your picture."));
else
return(gettext("Click to turn your entire picture into a maze."));
}
int maze_requires_colors(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED)
{
return 1;
}
int maze_modes(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED)
{
return MODE_PAINT /* | MODE_FULLSCREEN FIXME */;
}
void maze_shutdown(magic_api * api ATTRIBUTE_UNUSED)
{
if (snd_effect != NULL)
Mix_FreeChunk(snd_effect);
if (maze_mask != NULL)
free(maze_mask);
if (maze_array != NULL)
free(maze_array);
if (maze_color != NULL)
free(maze_color);
}
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) {
return;
}
if (snd_effect != NULL)
{
api->stopsound();
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);
}
if (mode == MODE_PAINT) {
maze_drag(api, which, canvas, snapshot, x, y, x, y, update_rect);
} else {
/* FIXME */
}
}
void
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) {
return;
}
api->line((void *) api, which, canvas, snapshot, ox, oy, x, y, 1,
maze_line_callback_drag);
update_rect->x = 0;
update_rect->y = 0;
update_rect->w = canvas->w;
update_rect->h = canvas->h;
}
#define STATE_DONE 0
#define STATE_KEEPGOING 1
#define STATE_PICKDIR 2
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)
{
int nx, ny, btwn_nx, btwn_ny, state, dir, old_dir;
Uint32 iter;
if (maze_array == NULL || maze_mask == NULL || maze_color == NULL || maze_snapshot == NULL) {
return;
}
/* Reset everything we've drawn [back to] wall: */
memset(maze_array, MAZE_HALL, (canvas->w * canvas->h));
for (y = 0; y < canvas->h; y++) {
for (x = 0; x < canvas->w; x++) {
if (maze_mask[y * canvas->w + x]) {
maze_array[y * canvas->w + x] = MAZE_WALL;
}
}
}
/* Render a maze! */
x = maze_start_x;
y = maze_start_y;
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_DONE;
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;
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);
state = STATE_PICKDIR;
}
}
iter++;
}
while (state != STATE_DONE && iter < 10000);
if (iter >= 10000) printf("OUCH\n");
/* 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]);
} 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;
}
void maze_set_color(magic_api * api ATTRIBUTE_UNUSED,
Uint8 r ATTRIBUTE_UNUSED, Uint8 g ATTRIBUTE_UNUSED, Uint8 b ATTRIBUTE_UNUSED)
{
maze_r = r;
maze_g = g;
maze_b = b;
}
void maze_line_callback_drag(void *ptr, int which ATTRIBUTE_UNUSED,
SDL_Surface * canvas,
SDL_Surface * snapshot ATTRIBUTE_UNUSED,
int x, int y)
{
magic_api *api = (magic_api *) ptr;
int xx, yy;
Uint32 color;
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);
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_color[(y + yy) * canvas->w + (x + xx)] = color;
api->putpixel(canvas, x + xx, y + yy, color);
}
}
}
}
}
void maze_switchin(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED, int mode ATTRIBUTE_UNUSED,
SDL_Surface * canvas)
{
if (maze_array == NULL)
{
maze_array = (Uint8 *) malloc(sizeof(Uint8) * canvas->w * canvas->h);
if (maze_array == NULL)
{
fprintf(stderr, "maze: Cannot malloc() maze_array!\n");
return;
}
}
if (maze_mask == NULL)
{
maze_mask = (Uint8 *) malloc(sizeof(Uint8) * canvas->w * canvas->h);
if (maze_mask == NULL)
{
fprintf(stderr, "maze: Cannot malloc() maze_mask!\n");
return;
}
}
if (maze_color == NULL)
{
maze_color = (Uint32 *) malloc(sizeof(Uint32) * canvas->w * canvas->h);
if (maze_color == NULL)
{
fprintf(stderr, "maze: Cannot malloc() maze_color!\n");
return;
}
}
zero_maze_arrays(canvas);
if (maze_snapshot == NULL)
maze_snapshot = SDL_CreateRGBSurface(SDL_SWSURFACE, canvas->w, canvas->h,
canvas->format->BitsPerPixel, canvas->format->Rmask,
canvas->format->Gmask, canvas->format->Bmask,
canvas->format->Amask);
if (maze_snapshot != NULL)
SDL_BlitSurface(canvas, NULL, maze_snapshot, NULL);
}
void maze_switchout(magic_api * api ATTRIBUTE_UNUSED,
int which ATTRIBUTE_UNUSED,
int mode ATTRIBUTE_UNUSED,
SDL_Surface * canvas ATTRIBUTE_UNUSED)
{
zero_maze_arrays(canvas);
}
void zero_maze_arrays(SDL_Surface * canvas)
{
maze_start_x = -1;
maze_start_y = -1;
if (maze_mask != NULL)
memset(maze_mask, 0, (canvas->w * canvas->h));
if (maze_array != NULL)
memset(maze_array, MAZE_HALL, (canvas->w * canvas->h));
if (maze_color != NULL)
memset(maze_color, 0, (sizeof(Uint32) * (canvas->w * canvas->h)));
}
void draw_hall(SDL_Surface * canvas, int x, int y) {
int xx, yy;
for (yy = -MAZE_BLOCK_SIZE / 2; yy < MAZE_BLOCK_SIZE / 2; yy++) {
if (y + yy >= 0 && y + yy < canvas->h) {
for (xx = -MAZE_BLOCK_SIZE / 2; xx < MAZE_BLOCK_SIZE / 2; xx++) {
if (x + xx >= 0 && x + xx < canvas->w) {
maze_array[(y + yy) * canvas->w + (x + xx)] = MAZE_HALL;
}
}
}
}
}