/* -*- Mode: C; tab-width: 4 -*- */ /* maze --- a varying maze */ #if !defined( lint ) && !defined( SABER ) static const char sccsid[] = "@(#)maze.c 5.00 2000/11/01 xlockmore"; #endif /*- * Copyright (c) 1988 by Sun Microsystems * * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation. * * This file is provided AS IS with no warranties of any kind. The author * shall have no liability with respect to the infringement of copyrights, * trade secrets or any patents by this file or any part thereof. In no * event will the author be liable for any lost revenue or profits or * other special, indirect and consequential damages. * * Revision History: * 27-Nov-2001: interactive maze mode Ephraim Yawitz fyawitz@actcom.co.il * 01-Nov-2000: Allocation checks * 27-Oct-1997: xpm and ras capability added * 10-May-1997: Compatible with xscreensaver * 27-Feb-1996: Add ModeInfo args to init and callback hooks, use new * ModeInfo handle to specify long pauses (eliminate onepause). * Ron Hitchens * 20-Jul-1995: minimum size fix Peter Schmitzberger * 17-Jun-1995: removed sleep statements * 22-Mar-1995: multidisplay fix Caleb Epstein * 09-Mar-1995: changed how batchcount is used * 27-Feb-1995: patch for VMS * 04-Feb-1995: patch to slow down maze Heath Kehoe * 17-Jun-1994: HP ANSI C compiler needs a type cast for gray_bits * Richard Lloyd * 02-Sep-1993: xlock version David Bagley * 07-Mar-1993: Good ideas from xscreensaver Jamie Zawinski * 06-Jun-1985: Martin Weiss Sun Microsystems */ /*- * original copyright * ************************************************************************** * Copyright 1988 by Sun Microsystems, Inc. Mountain View, CA. * * All Rights Reserved * * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, provided * that the above copyright notice appear in all copies and that both that * copyright notice and this permission notice appear in supporting * documentation, and that the names of Sun or MIT not be used in advertising * or publicity pertaining to distribution of the software without specific * prior written permission. Sun and M.I.T. make no representations about the * suitability of this software for any purpose. It is provided "as is" * without any express or implied warranty. * * SUN DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING ALL * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. * IN NO EVENT SHALL SUN BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL * DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR * PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS * ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS * SOFTWARE. * *************************************************************************** */ #ifdef STANDALONE #define MODE_maze #define PROGCLASS "Maze" #define HACK_INIT init_maze #define HACK_DRAW draw_maze #define maze_opts xlockmore_opts #define DEFAULTS "*delay: 1000 \n" \ "*cycles: 3000 \n" \ "*size: -40 \n" \ "*ncolors: 64 \n" \ "*bitmap: \n" \ "*trackmouse: False \n" #include "xlockmore.h" /* in xscreensaver distribution */ #else /* STANDALONE */ #include "xlock.h" /* in xlockmore distribution */ #include "color.h" #endif /* STANDALONE */ #include "iostuff.h" #ifdef MODE_maze #define DEF_TRACKMOUSE "False" static Bool trackmouse; #ifdef DISABLE_INTERACTIVE ModeSpecOpt maze_opts = {0, (XrmOptionDescRec *) NULL, 0, (argtype *) NULL, (OptionStruct *) NULL}; #else static XrmOptionDescRec opts[] = { {(char *) "-trackmouse", (char *) ".maze.trackmouse", XrmoptionNoArg, (caddr_t) "on"}, {(char *) "+trackmouse", (char *) ".maze.trackmouse", XrmoptionNoArg, (caddr_t) "off"} }; static argtype vars[] = { {(void *) & trackmouse, (char *) "trackmouse", (char *) "TrackMouse", (char *) DEF_TRACKMOUSE, t_Bool} }; static OptionStruct desc[] = { {(char *) "-/+trackmouse", (char *) "turn on/off the tracking of the mouse"}, }; ModeSpecOpt maze_opts = {sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc}; #endif #ifdef USE_MODULES ModStruct maze_description = {"maze", "init_maze", "draw_maze", "release_maze", "refresh_maze", "init_maze", (char *) NULL, &maze_opts, 1000, 1, 3000, -40, 64, 1.0, "", "Shows a random maze and a depth first search solution", 0, NULL}; #endif #include "bitmaps/gray1.xbm" /* aliases for vars defined in the bitmap file */ #define ICON_WIDTH image_width #define ICON_HEIGHT image_height #define ICON_BITS image_bits #include "maze.xbm" #ifdef HAVE_XPM #define ICON_NAME image_name #include "maze.xpm" #define DEFAULT_XPM 1 #endif #define MINGRIDSIZE 3 #define MINSIZE 8 #define WALL_TOP 0x8000 #define WALL_RIGHT 0x4000 #define WALL_BOTTOM 0x2000 #define WALL_LEFT 0x1000 #define DOOR_IN_TOP 0x800 #define DOOR_IN_RIGHT 0x400 #define DOOR_IN_BOTTOM 0x200 #define DOOR_IN_LEFT 0x100 #define DOOR_IN_ANY 0xF00 #define DOOR_OUT_TOP 0x80 #define DOOR_OUT_RIGHT 0x40 #define DOOR_OUT_BOTTOM 0x20 #define DOOR_OUT_LEFT 0x10 #define DIR_UP 0 #define DIR_RIGHT 1 #define DIR_DOWN 2 #define DIR_LEFT 3 #define START_SQUARE 0x2 #define END_SQUARE 0x1 typedef struct { unsigned int x; unsigned int y; char dir; } paths; typedef struct { int ncols, nrows, maze_size, xb, yb; int sqnum, cur_sq_x, cur_sq_y, path_length; int start_x, start_y, start_dir, end_x, end_y, end_dir; int logo_x, logo_y; int width, height; int xs, ys, logo_size_x, logo_size_y; int solving, current_path, stage; int cycles; unsigned int *maze; paths *move_list; paths *save_path, *path; GC grayGC; Pixmap graypix; XImage *logo; Colormap cmap; unsigned long black, color; int graphics_format; GC backGC; int time; } mazestruct; static mazestruct *mazes = (mazestruct *) NULL; static void draw_wall(ModeInfo * mi, int i, int j, int dir) { /* draw a single wall */ Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); mazestruct *mp = &mazes[MI_SCREEN(mi)]; GC gc = mp->backGC; switch (dir) { case 0: XDrawLine(display, window, gc, mp->xb + mp->xs * i, mp->yb + mp->ys * j, mp->xb + mp->xs * (i + 1), mp->yb + mp->ys * j); break; case 1: XDrawLine(display, window, gc, mp->xb + mp->xs * (i + 1), mp->yb + mp->ys * j, mp->xb + mp->xs * (i + 1), mp->yb + mp->ys * (j + 1)); break; case 2: XDrawLine(display, window, gc, mp->xb + mp->xs * i, mp->yb + mp->ys * (j + 1), mp->xb + mp->xs * (i + 1), mp->yb + mp->ys * (j + 1)); break; case 3: XDrawLine(display, window, gc, mp->xb + mp->xs * i, mp->yb + mp->ys * j, mp->xb + mp->xs * i, mp->yb + mp->ys * (j + 1)); break; } } /* end of draw_wall */ static void draw_solid_square(ModeInfo * mi, GC gc, register int i, register int j, register int dir) { /* draw a solid square in a square */ Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); mazestruct *mp = &mazes[MI_SCREEN(mi)]; switch (dir) { case 0: XFillRectangle(display, window, gc, mp->xb + 3 + mp->xs * i, mp->yb - 3 + mp->ys * j, mp->xs - 6, mp->ys); break; case 1: XFillRectangle(display, window, gc, mp->xb + 3 + mp->xs * i, mp->yb + 3 + mp->ys * j, mp->xs, mp->ys - 6); break; case 2: XFillRectangle(display, window, gc, mp->xb + 3 + mp->xs * i, mp->yb + 3 + mp->ys * j, mp->xs - 6, mp->ys); break; case 3: XFillRectangle(display, window, gc, mp->xb - 3 + mp->xs * i, mp->yb + 3 + mp->ys * j, mp->xs, mp->ys - 6); break; } } /* end of draw_solid_square() */ static void enter_square(ModeInfo * mi, int n) { /* move into a neighboring square */ mazestruct *mp = &mazes[MI_SCREEN(mi)]; draw_solid_square(mi, mp->backGC, (int) mp->path[n].x, (int) mp->path[n].y, (int) mp->path[n].dir); mp->path[n + 1].dir = -1; switch (mp->path[n].dir) { case 0: mp->path[n + 1].x = mp->path[n].x; mp->path[n + 1].y = mp->path[n].y - 1; break; case 1: mp->path[n + 1].x = mp->path[n].x + 1; mp->path[n + 1].y = mp->path[n].y; break; case 2: mp->path[n + 1].x = mp->path[n].x; mp->path[n + 1].y = mp->path[n].y + 1; break; case 3: mp->path[n + 1].x = mp->path[n].x - 1; mp->path[n + 1].y = mp->path[n].y; break; } } /* end of enter_square() */ static void free_path(mazestruct * mp) { if (mp->maze) { free(mp->maze); mp->maze = (unsigned int *) NULL; } if (mp->move_list) { free(mp->move_list); mp->move_list = (paths *) NULL; } if (mp->save_path) { free(mp->save_path); mp->save_path = (paths *) NULL; } if (mp->path) { free(mp->path); mp->path = (paths *) NULL; } } static void free_stuff(Display * display, mazestruct * mp) { if (mp->cmap != None) { XFreeColormap(display, mp->cmap); if (mp->backGC != None) { XFreeGC(display, mp->backGC); mp->backGC = None; } mp->cmap = None; } else mp->backGC = None; } static void free_maze(Display * display, mazestruct * mp) { free_path(mp); if (mp->grayGC != None) { XFreeGC(display, mp->grayGC); mp->grayGC = None; } if (mp->graypix != None) { XFreePixmap(display, mp->graypix); mp->graypix = None; } free_stuff(display, mp); if (mp->logo != None) { destroyImage(&mp->logo, &mp->graphics_format); mp->logo = None; } } static Bool set_maze_sizes(ModeInfo * mi) { mazestruct *mp = &mazes[MI_SCREEN(mi)]; Display *display = MI_DISPLAY(mi); int size = MI_SIZE(mi); if (size < -MINSIZE) { free_path(mp); mp->ys = NRAND(MIN(-size, MAX(MINSIZE, (MIN(mp->width, mp->height) - 1) / MINGRIDSIZE)) - MINSIZE + 1) + MINSIZE; } else if (size < MINSIZE) { if (!size) mp->ys = MAX(MINSIZE, (MIN(mp->width, mp->height) - 1) / MINGRIDSIZE); else mp->ys = MINSIZE; } else mp->ys = MIN(size, MAX(MINSIZE, (MIN(mp->width, mp->height) - 1) / MINGRIDSIZE)); mp->xs = mp->ys; mp->logo_size_x = mp->logo->width / mp->xs + 1; mp->logo_size_y = mp->logo->height / mp->ys + 1; mp->ncols = MAX((mp->width - 1) / mp->xs, MINGRIDSIZE); mp->nrows = MAX((mp->height - 1) / mp->ys, MINGRIDSIZE); mp->xb = (mp->width - mp->ncols * mp->xs) / 2; mp->yb = (mp->height - mp->nrows * mp->ys) / 2; mp->maze_size = mp->ncols * mp->nrows; if (!mp->maze) if ((mp->maze = (unsigned int *) calloc(mp->maze_size, sizeof (unsigned int))) == NULL) { free_maze(display, mp); return False; } if (!mp->move_list) if ((mp->move_list = (paths *) calloc(mp->maze_size, sizeof (paths))) == NULL) { free_maze(display, mp); return False; } if (!mp->save_path) if ((mp->save_path = (paths *) calloc(mp->maze_size, sizeof (paths))) == NULL) { free_maze(display, mp); return False; } if (!mp->path) if (( mp->path = (paths *) calloc(mp->maze_size, sizeof (paths))) == NULL) { free_maze(display, mp); return False; } return True; } /* end of set_maze_sizes */ static void initialize_maze(ModeInfo * mi) { /* draw the surrounding wall and start/end squares */ Display *display = MI_DISPLAY(mi); mazestruct *mp = &mazes[MI_SCREEN(mi)]; register int i, j, wall; if (MI_NPIXELS(mi) <= 2) { mp->color = MI_WHITE_PIXEL(mi); } else { mp->color = MI_PIXEL(mi, NRAND(MI_NPIXELS(mi))); } XSetForeground(display, mp->backGC, mp->color); XSetForeground(display, mp->grayGC, mp->color); /* initialize all squares */ for (i = 0; i < mp->ncols; i++) { for (j = 0; j < mp->nrows; j++) { mp->maze[i * mp->nrows + j] = 0; } } /* top wall */ for (i = 0; i < mp->ncols; i++) { mp->maze[i * mp->nrows] |= WALL_TOP; } /* right wall */ for (j = 0; j < mp->nrows; j++) { mp->maze[(mp->ncols - 1) * mp->nrows + j] |= WALL_RIGHT; } /* bottom wall */ for (i = 0; i < mp->ncols; i++) { mp->maze[i * mp->nrows + mp->nrows - 1] |= WALL_BOTTOM; } /* left wall */ for (j = 0; j < mp->nrows; j++) { mp->maze[j] |= WALL_LEFT; } /* set start square */ wall = NRAND(4); switch (wall) { case 0: i = NRAND(mp->ncols); j = 0; break; case 1: i = mp->ncols - 1; j = NRAND(mp->nrows); break; case 2: i = NRAND(mp->ncols); j = mp->nrows - 1; break; case 3: i = 0; j = NRAND(mp->nrows); break; } mp->maze[i * mp->nrows + j] |= START_SQUARE; mp->maze[i * mp->nrows + j] |= (DOOR_IN_TOP >> wall); mp->maze[i * mp->nrows + j] &= ~(WALL_TOP >> wall); mp->cur_sq_x = i; mp->cur_sq_y = j; mp->start_x = i; mp->start_y = j; mp->start_dir = wall; mp->sqnum = 0; /* set end square */ wall = (wall + 2) % 4; switch (wall) { case 0: i = NRAND(mp->ncols); j = 0; break; case 1: i = mp->ncols - 1; j = NRAND(mp->nrows); break; case 2: i = NRAND(mp->ncols); j = mp->nrows - 1; break; case 3: i = 0; j = NRAND(mp->nrows); break; } mp->maze[i * mp->nrows + j] |= END_SQUARE; mp->maze[i * mp->nrows + j] |= (DOOR_OUT_TOP >> wall); mp->maze[i * mp->nrows + j] &= ~(WALL_TOP >> wall); mp->end_x = i; mp->end_y = j; mp->end_dir = wall; /* set logo */ if ((mp->ncols > mp->logo_size_x + 6) && (mp->nrows > mp->logo_size_y + 6)) { mp->logo_x = NRAND(mp->ncols - mp->logo_size_x - 6) + 3; mp->logo_y = NRAND(mp->nrows - mp->logo_size_y - 6) + 3; for (i = 0; i < mp->logo_size_x; i++) for (j = 0; j < mp->logo_size_y; j++) mp->maze[(mp->logo_x + i) * mp->nrows + mp->logo_y + j] |= DOOR_IN_TOP; } else mp->logo_y = mp->logo_x = -1; } static int choose_door(ModeInfo * mi) { /* pick a new path */ mazestruct *mp = &mazes[MI_SCREEN(mi)]; int candidates[3]; register int num_candidates; num_candidates = 0; /* top wall */ if ((!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & DOOR_IN_TOP)) && (!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & DOOR_OUT_TOP)) && (!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & WALL_TOP))) { if (mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y - 1] & DOOR_IN_ANY) { mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] |= WALL_TOP; mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y - 1] |= WALL_BOTTOM; } else candidates[num_candidates++] = 0; } /* right wall */ if ((!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & DOOR_IN_RIGHT)) && (!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & DOOR_OUT_RIGHT)) && (!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & WALL_RIGHT))) { if (mp->maze[(mp->cur_sq_x + 1) * mp->nrows + mp->cur_sq_y] & DOOR_IN_ANY) { mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] |= WALL_RIGHT; mp->maze[(mp->cur_sq_x + 1) * mp->nrows + mp->cur_sq_y] |= WALL_LEFT; } else candidates[num_candidates++] = 1; } /* bottom wall */ if ((!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & DOOR_IN_BOTTOM)) && (!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & DOOR_OUT_BOTTOM)) && (!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & WALL_BOTTOM))) { if (mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y + 1] & DOOR_IN_ANY) { mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] |= WALL_BOTTOM; mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y + 1] |= WALL_TOP; } else candidates[num_candidates++] = 2; } /* left wall */ if ((!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & DOOR_IN_LEFT)) && (!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & DOOR_OUT_LEFT)) && (!(mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & WALL_LEFT))) { if (mp->maze[(mp->cur_sq_x - 1) * mp->nrows + mp->cur_sq_y] & DOOR_IN_ANY) { mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] |= WALL_LEFT; mp->maze[(mp->cur_sq_x - 1) * mp->nrows + mp->cur_sq_y] |= WALL_RIGHT; } else candidates[num_candidates++] = 3; } /* done wall */ if (num_candidates == 0) return (-1); if (num_candidates == 1) return (candidates[0]); return (candidates[NRAND(num_candidates)]); } /* end of choose_door() */ static void draw_maze_walls(ModeInfo * mi) { /* pick a new path */ mazestruct *mp = &mazes[MI_SCREEN(mi)]; int i, j, isize; MI_IS_DRAWN(mi) = True; for (i = 0; i < mp->ncols; i++) { isize = i * mp->nrows; for (j = 0; j < mp->nrows; j++) { /* Only need to draw half the walls... since they are shared */ /* top wall */ if ( /*(!(mp->maze[isize + j] & DOOR_IN_TOP)) && (!(mp->maze[isize + j] & DOOR_OUT_TOP)) && */ (mp->maze[isize + j] & WALL_TOP)) draw_wall(mi, i, j, 0); /* left wall */ if ( /*(!(mp->maze[isize + j] & DOOR_IN_RIGHT)) && (!(mp->maze[isize + j] & DOOR_OUT_RIGHT)) && */ (mp->maze[isize + j] & WALL_RIGHT)) draw_wall(mi, i, j, 1); } } } /* end of draw_maze_walls() */ static int backup(mazestruct * mp) { /* back up a move */ mp->sqnum--; if (mp->sqnum >= 0) { mp->cur_sq_x = mp->move_list[mp->sqnum].x; mp->cur_sq_y = mp->move_list[mp->sqnum].y; } return (mp->sqnum); } /* end of backup() */ static void create_maze_walls(ModeInfo * mi) { /* create a maze layout given the intiialized maze */ mazestruct *mp = &mazes[MI_SCREEN(mi)]; register int i, newdoor; for (;;) { mp->move_list[mp->sqnum].x = mp->cur_sq_x; mp->move_list[mp->sqnum].y = mp->cur_sq_y; mp->move_list[mp->sqnum].dir = -1; while ((newdoor = choose_door(mi)) == -1) /* pick a door */ if (backup(mp) == -1) /* no more doors ... backup */ return; /* done ... return */ /* mark the out door */ mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] |= (DOOR_OUT_TOP >> newdoor); switch (newdoor) { case 0: mp->cur_sq_y--; break; case 1: mp->cur_sq_x++; break; case 2: mp->cur_sq_y++; break; case 3: mp->cur_sq_x--; break; } mp->sqnum++; /* mark the in door */ mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] |= (DOOR_IN_TOP >> ((newdoor + 2) % 4)); /* if end square set path length and save path */ if (mp->maze[mp->cur_sq_x * mp->nrows + mp->cur_sq_y] & END_SQUARE) { mp->path_length = mp->sqnum; for (i = 0; i < mp->path_length; i++) { mp->save_path[i].x = mp->move_list[i].x; mp->save_path[i].y = mp->move_list[i].y; mp->save_path[i].dir = mp->move_list[i].dir; } } } } /* end of create_maze_walls() */ static void draw_maze_border(ModeInfo * mi) { /* draw the maze outline */ Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); mazestruct *mp = &mazes[MI_SCREEN(mi)]; GC gc = mp->backGC; register int i, j; if (mp->logo_x != -1) { (void) XPutImage(display, window, gc, mp->logo, 0, 0, mp->xb + mp->xs * mp->logo_x + (mp->xs * mp->logo_size_x - mp->logo->width + 1) / 2, mp->yb + mp->ys * mp->logo_y + (mp->ys * mp->logo_size_y - mp->logo->height + 1) / 2, mp->logo->width, mp->logo->height); } for (i = 0; i < mp->ncols; i++) { if (mp->maze[i * mp->nrows] & WALL_TOP) { XDrawLine(display, window, gc, mp->xb + mp->xs * i, mp->yb, mp->xb + mp->xs * (i + 1), mp->yb); } if ((mp->maze[i * mp->nrows + mp->nrows - 1] & WALL_BOTTOM)) { XDrawLine(display, window, gc, mp->xb + mp->xs * i, mp->yb + mp->ys * (mp->nrows), mp->xb + mp->xs * (i + 1), mp->yb + mp->ys * (mp->nrows)); } } for (j = 0; j < mp->nrows; j++) { if (mp->maze[(mp->ncols - 1) * mp->nrows + j] & WALL_RIGHT) { XDrawLine(display, window, gc, mp->xb + mp->xs * mp->ncols, mp->yb + mp->ys * j, mp->xb + mp->xs * mp->ncols, mp->yb + mp->ys * (j + 1)); } if (mp->maze[j] & WALL_LEFT) { XDrawLine(display, window, gc, mp->xb, mp->yb + mp->ys * j, mp->xb, mp->yb + mp->ys * (j + 1)); } } draw_solid_square(mi, gc, mp->start_x, mp->start_y, mp->start_dir); draw_solid_square(mi, gc, mp->end_x, mp->end_y, mp->end_dir); } /* end of draw_maze() */ static void try_to_move(ModeInfo *mi, int dir) { /* based on solve_maze */ mazestruct *mp = &mazes[MI_SCREEN(mi)]; int colliding = mp->maze[mp->path[mp->current_path].x * mp->nrows + mp->path[mp->current_path].y] & (WALL_TOP >> dir); /* Are we trying to go through a wall? */ if (!colliding && ((mp->current_path == 0) || /* We're either on the first path or we're not going backwards */ ((dir != (unsigned char) (mp->path[mp->current_path - 1].dir + 2) % 4))) ) { mp->path[mp->current_path].dir = dir; enter_square(mi, mp->current_path); mp->current_path++; #if 0 (void) fprintf(stderr, "Calling draw_solid_square with params: x=%d, y= %d, dir=%d\n", (int) (mp->path[mp->current_path].x), (int) (mp->path[mp->current_path].y), (int) (dir)); #endif /* The following call is supposed to make things look more intutive, i.e., that the square we think we are on is filled in. The direction has to be reversed to prevent it from drawing squares on top of lines. */ draw_solid_square(mi, mp->backGC, (int) (mp->path[mp->current_path].x), (int) (mp->path[mp->current_path].y), (int) ((dir + 2) % 4)); if (mp->maze[mp->path[mp->current_path].x * mp->nrows + mp->path[mp->current_path].y] & START_SQUARE) { mp->solving = 0; return; } } else { if (!colliding) { draw_solid_square(mi, mp->grayGC, (int) (mp->path[mp->current_path].x), (int) (mp->path[mp->current_path].y), (int) (mp->path[mp->current_path - 1].dir + 2) % 4); mp->path[mp->current_path].dir = 4; mp->current_path--; draw_solid_square(mi, mp->grayGC, (int) (mp->path[mp->current_path].x), (int) (mp->path[mp->current_path].y), (int) (mp->path[mp->current_path].dir)); } #if 0 else { /* Beep if we can't go in that direction */ (void) fprintf(stdout, "\a"); (void) fflush(stdout); } #endif } } /* end of try_to_move() */ static void solve_maze(ModeInfo * mi) { /* solve it with graphical feedback */ mazestruct *mp = &mazes[MI_SCREEN(mi)]; if (!mp->solving) { /* plug up the surrounding wall */ mp->maze[mp->start_x * mp->nrows + mp->start_y] |= (WALL_TOP >> mp->start_dir); mp->maze[mp->end_x * mp->nrows + mp->end_y] |= (WALL_TOP >> mp->end_dir); /* initialize search path */ mp->current_path = 0; mp->path[mp->current_path].x = mp->end_x; mp->path[mp->current_path].y = mp->end_y; mp->path[mp->current_path].dir = -1; mp->solving = 1; } if (++mp->path[mp->current_path].dir >= 4) { if (mp->current_path == 0) { /* this can happen if a person backs up from going the right way and then autosolves */ mp->path[mp->current_path].dir = -1; return; } /* This draw is to fill in the dead ends, it ends up drawing more gray boxes then it needs to. */ draw_solid_square(mi, mp->grayGC, (int) (mp->path[mp->current_path].x), (int) (mp->path[mp->current_path].y), (int) (mp->path[mp->current_path - 1].dir + 2) % 4); mp->current_path--; draw_solid_square(mi, mp->grayGC, (int) (mp->path[mp->current_path].x), (int) (mp->path[mp->current_path].y), (int) (mp->path[mp->current_path].dir)); } else if (!(mp->maze[mp->path[mp->current_path].x * mp->nrows + mp->path[mp->current_path].y] & (WALL_TOP >> mp->path[mp->current_path].dir)) && ((mp->current_path == 0) || ((mp->path[mp->current_path].dir != (unsigned char) (mp->path[mp->current_path - 1].dir + 2) % 4)))) { enter_square(mi, mp->current_path); mp->current_path++; /* This next call is to make the appearance more 'intuitive' */ draw_solid_square(mi, mp->backGC, (int) (mp->path[mp->current_path].x), (int) (mp->path[mp->current_path].y), (int) (mp->path[mp->current_path - 1].dir + 2) % 4); if (mp->maze[mp->path[mp->current_path].x * mp->nrows + mp->path[mp->current_path].y] & START_SQUARE) { mp->solving = 0; return; } } } /* end of solve_maze() */ static void mouse_maze(ModeInfo * mi) { /* solve it with graphical feedback */ mazestruct *mp = &mazes[MI_SCREEN(mi)]; Window r, c; int dx, dy, cx, cy; unsigned int m; (void) XQueryPointer(MI_DISPLAY(mi), MI_WINDOW(mi), &r, &c, &dx, &dy, &cx, &cy, &m); dx = cx - (mp->path[mp->current_path].x * mp->xs + mp->xb) - mp->xs / 2; dy = cy - (mp->path[mp->current_path].y * mp->ys + mp->yb) - mp->ys / 2; if (cx <= mp->xb || cy <= mp->yb || cx > mp->ncols * mp->xs + mp->xb || cy > mp->nrows * mp->ys + mp->yb) { solve_maze(mi); return; } if (2 * abs(dx) / (mp->xs + 1) > 2 * abs(dy) / mp->ys) { if (dx > 0) { try_to_move(mi, DIR_RIGHT); } else { try_to_move(mi, DIR_LEFT); } } else if (2 * abs(dx) / mp->xs < 2 * abs(dy) / (mp->ys + 1)) { if (dy > 0) { try_to_move(mi, DIR_DOWN); } else { try_to_move(mi, DIR_UP); } } } static Bool init_stuff(ModeInfo * mi) { Display *display = MI_DISPLAY(mi); Window window = MI_WINDOW(mi); mazestruct *mp = &mazes[MI_SCREEN(mi)]; if (mp->logo == None) { getImage(mi, &mp->logo, ICON_WIDTH, ICON_HEIGHT, ICON_BITS, #ifdef HAVE_XPM DEFAULT_XPM, ICON_NAME, #endif &mp->graphics_format, &mp->cmap, &mp->black); if (mp->logo == None) { free_maze(display, mp); return False; } } #ifndef STANDALONE if (mp->cmap != None) { setColormap(display, window, mp->cmap, MI_IS_INWINDOW(mi)); if (mp->backGC == None) { XGCValues xgcv; xgcv.background = mp->black; if ((mp->backGC = XCreateGC(display, window, GCBackground, &xgcv)) == None) { free_maze(display, mp); return False; } } } else #endif /* STANDALONE */ { mp->black = MI_BLACK_PIXEL(mi); mp->backGC = MI_GC(mi); } return True; } void init_maze(ModeInfo * mi) { Display *display = MI_DISPLAY(mi); mazestruct *mp; if (mazes == NULL) { if ((mazes = (mazestruct *) calloc(MI_NUM_SCREENS(mi), sizeof (mazestruct))) == NULL) return; } mp = &mazes[MI_SCREEN(mi)]; if (!init_stuff(mi)) return; mp->width = MI_WIDTH(mi); mp->height = MI_HEIGHT(mi); mp->width = (mp->width >= 32) ? mp->width : 32; mp->height = (mp->height >= 32) ? mp->height : 32; if (mp->graypix == None) if ((mp->graypix = XCreateBitmapFromData(display, MI_WINDOW(mi), (char *) gray1_bits, gray1_width, gray1_height)) == None) { free_maze(display, mp); return; } if (!mp->grayGC) { if ((mp->grayGC = XCreateGC(display, MI_WINDOW(mi), 0L, (XGCValues *) 0)) == None) { free_maze(display, mp); return; } XSetBackground(display, mp->grayGC, mp->black); XSetFillStyle(display, mp->grayGC, FillOpaqueStippled); XSetStipple(display, mp->grayGC, mp->graypix); } mp->solving = 0; mp->stage = 0; mp->time = 0; mp->cycles = MI_CYCLES(mi); if (mp->cycles < 4) mp->cycles = 4; } void draw_maze(ModeInfo * mi) { mazestruct *mp; if (mazes == NULL) return; mp = &mazes[MI_SCREEN(mi)]; if (mp->graypix == None) return; if (mp->solving) { if (trackmouse) mouse_maze(mi); else solve_maze(mi); return; } switch (mp->stage) { case 0: MI_CLEARWINDOWCOLORMAP(mi, mp->backGC, mp->black); if (!set_maze_sizes(mi)) return; initialize_maze(mi); create_maze_walls(mi); mp->stage++; break; case 1: draw_maze_border(mi); mp->stage++; break; case 2: draw_maze_walls(mi); mp->stage++; break; case 3: if (++mp->time > mp->cycles / (4 * (1 + trackmouse))) mp->stage++; break; case 4: if (trackmouse) { /* Initialize paths and draw a square or two */ int i; for (i = 0; i < 4; i++) solve_maze(mi); } else { solve_maze(mi); } mp->stage++; break; case 5: if (++mp->time > 3 * mp->cycles / 4) init_maze(mi); break; } } /* end of draw_maze() */ void release_maze(ModeInfo * mi) { if (mazes != NULL) { int screen; for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) free_maze(MI_DISPLAY(mi), &mazes[screen]); free(mazes); mazes = (mazestruct *) NULL; } } void refresh_maze(ModeInfo * mi) { mazestruct *mp; if (mazes == NULL) return; mp = &mazes[MI_SCREEN(mi)]; if (mp->graypix == None) return; #ifdef HAVE_XPM if (mp->graphics_format >= IS_XPM) { /* This is needed when another program changes the colormap. */ free_maze(MI_DISPLAY(mi), mp); init_maze(mi); return; } #endif MI_CLEARWINDOWCOLORMAP(mi, mp->backGC, mp->black); XSetForeground(MI_DISPLAY(mi), mp->backGC, mp->color); if (mp->stage >= 1) { mp->stage = 3; mp->sqnum = 0; mp->cur_sq_x = mp->start_x; mp->cur_sq_y = mp->start_y; mp->maze[mp->start_x * mp->nrows + mp->start_y] |= START_SQUARE; mp->maze[mp->start_x * mp->nrows + mp->start_y] |= (DOOR_IN_TOP >> mp->start_dir); mp->maze[mp->start_x * mp->nrows + mp->start_y] &= ~(WALL_TOP >> mp->start_dir); mp->maze[mp->end_x * mp->nrows + mp->end_y] |= END_SQUARE; mp->maze[mp->end_x * mp->nrows + mp->end_y] |= (DOOR_OUT_TOP >> mp->end_dir); mp->maze[mp->end_x * mp->nrows + mp->end_y] &= ~(WALL_TOP >> mp->end_dir); draw_maze_border(mi); draw_maze_walls(mi); } mp->solving = 0; } #endif /* MODE_maze */