/****************************************************************************** * [ maze ] ... * * modified: [ 03-08-15 ] Ge van Geldorp * ported to Reactos * modified: [ 94-10-8 ] Ge van Geldorp * ported to MS Windows * modified: [ 3-7-93 ] Jamie Zawinski * added the XRoger logo, cleaned up resources, made * grid size a parameter. * modified: [ 3-3-93 ] Jim Randell * Added the colour stuff and integrated it with jwz's * screenhack stuff. There's still some work that could * be done on this, particularly allowing a resource to * specify how big the squares are. * modified: [ 10-4-88 ] Richard Hess ...!uunet!cimshop!rhess * [ Revised primary execution loop within main()... * [ Extended X event handler, check_events()... * modified: [ 1-29-88 ] Dave Lemke lemke@sun.com * [ Hacked for X11... * [ Note the word "hacked" -- this is extremely ugly, but at * [ least it does the job. NOT a good programming example * [ for X. * original: [ 6/21/85 ] Martin Weiss Sun Microsystems [ SunView ] * ****************************************************************************** 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. *****************************************************************************/ #define STRICT #include #include #include #include /* required for all Windows applications */ #if !defined (APIENTRY) /* Windows NT defines APIENTRY, but 3.x doesn't */ #define APIENTRY far pascal #endif #if !defined(WIN32) /* Windows 3.x uses a FARPROC for dialogs */ #define DLGPROC FARPROC #endif static BOOL InitInstance(HINSTANCE hInstance, HWND hParent); LRESULT CALLBACK MazeWndProc(HWND hWnd, UINT message, WPARAM uParam, LPARAM lParam); HINSTANCE hInst; /* current instance */ HWND hWnd; /* Main window handle.*/ HBRUSH hBrushDead; HBRUSH hBrushLiving; HPEN hPenWall; HDC hDC; static BOOL waiting; WCHAR szAppName[] = L"Maze"; /* The name of this application */ WCHAR szTitle[] = L"Maze"; /* The title bar text */ static int solve_delay, pre_solve_delay, post_solve_delay; #define MAX_MAZE_SIZE_X ((unsigned long) 250) #define MAX_MAZE_SIZE_Y ((unsigned long) 250) #define MOVE_LIST_SIZE (MAX_MAZE_SIZE_X * MAX_MAZE_SIZE_Y) #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 START_SQUARE 0x2 #define END_SQUARE 0x1 #define border_x (0) #define border_y (0) #define get_random(x) (rand() % (x)) static unsigned short maze[MAX_MAZE_SIZE_X][MAX_MAZE_SIZE_Y]; static struct { unsigned char x; unsigned char y; unsigned char dir; unsigned char dummy; } move_list[MOVE_LIST_SIZE], save_path[MOVE_LIST_SIZE], path[MOVE_LIST_SIZE]; static int maze_size_x, maze_size_y; static long sqnum, path_length; static int cur_sq_x, cur_sq_y; static int start_x, start_y, start_dir, end_x, end_y, end_dir; static int grid_width, grid_height; static int state = 1, pathi = 0; static void set_maze_sizes (width, height) int width, height; { maze_size_x = width / grid_width; maze_size_y = height / grid_height; } static void initialize_maze() /* draw the surrounding wall and start/end squares */ { register int i, j, wall; /* initialize all squares */ for ( i=0; i> wall ); maze[i][j] &= ~( WALL_TOP >> wall ); cur_sq_x = i; cur_sq_y = j; start_x = i; start_y = j; start_dir = wall; sqnum = 0; /* set end square */ wall = (wall + 2)%4; switch (wall) { case 0: i = get_random(maze_size_x); j = 0; break; case 1: i = maze_size_x - 1; j = get_random(maze_size_y); break; case 2: i = get_random(maze_size_x); j = maze_size_y - 1; break; case 3: i = 0; j = get_random(maze_size_y); break; } maze[i][j] |= END_SQUARE; maze[i][j] |= ( DOOR_OUT_TOP >> wall ); maze[i][j] &= ~( WALL_TOP >> wall ); end_x = i; end_y = j; end_dir = wall; } static int choose_door (); static long backup (); static void draw_wall (); static void draw_solid_square(int, int, int, HDC, HBRUSH); static void enter_square(int, HDC, HBRUSH); static void create_maze() /* create a maze layout given the intiialized maze */ { register int i, newdoor = 0; HDC hDC; hDC = GetDC(hWnd); do { move_list[sqnum].x = cur_sq_x; move_list[sqnum].y = cur_sq_y; move_list[sqnum].dir = newdoor; while ( ( newdoor = choose_door(hDC) ) == -1 ) { /* pick a door */ if ( backup() == -1 ) { /* no more doors ... backup */ ReleaseDC(hWnd, hDC); return; /* done ... return */ } } /* mark the out door */ maze[cur_sq_x][cur_sq_y] |= ( DOOR_OUT_TOP >> newdoor ); switch (newdoor) { case 0: cur_sq_y--; break; case 1: cur_sq_x++; break; case 2: cur_sq_y++; break; case 3: cur_sq_x--; break; } sqnum++; /* mark the in door */ maze[cur_sq_x][cur_sq_y] |= ( DOOR_IN_TOP >> ((newdoor+2)%4) ); /* if end square set path length and save path */ if ( maze[cur_sq_x][cur_sq_y] & END_SQUARE ) { path_length = sqnum; for ( i=0; ibmiHeader.biSize = sizeof(BITMAPINFOHEADER); pbmi->bmiHeader.biWidth = 8; pbmi->bmiHeader.biHeight = 8; pbmi->bmiHeader.biPlanes = 1; pbmi->bmiHeader.biBitCount = 1; pbmi->bmiHeader.biCompression = BI_RGB; (void) memcpy(pbmi->bmiColors, argbq, sizeof(argbq)); (void) memcpy(pbmi->bmiColors + 2, grayPattern, sizeof(grayPattern)); #if 0 /* FIXME Pattern brushes not yet implemented in ReactOS */ hBrushDead = CreateDIBPatternBrushPt(pbmi, DIB_RGB_COLORS); #else hBrushDead = CreateSolidBrush(RGB(255, 0, 0)); #endif // hBrushDead = CreateHatchBrush(HS_DIAGCROSS, RGB(255, 0, 0)); free(pbmi); hBrushLiving = CreateSolidBrush(RGB(0, 255, 0)); /* plug up the surrounding wall */ maze[start_x][start_y] |= (WALL_TOP >> start_dir); maze[end_x][end_y] |= (WALL_TOP >> end_dir); /* initialize search path */ pathi = 0; path[pathi].x = end_x; path[pathi].y = end_y; path[pathi].dir = -1; } static int solve_maze() /* solve it with graphical feedback */ { int ret; int action_done; do { action_done = 1; if ( ++path[pathi].dir >= 4 ) { pathi--; draw_solid_square( (int)(path[pathi].x), (int)(path[pathi].y), (int)(path[pathi].dir), hDC, hBrushDead); ret = 0; } else if ( ! (maze[path[pathi].x][path[pathi].y] & (WALL_TOP >> path[pathi].dir)) && ( (pathi == 0) || ( (path[pathi].dir != (int)(path[pathi-1].dir+2)%4) ) ) ) { enter_square(pathi, hDC, hBrushLiving); pathi++; if ( maze[path[pathi].x][path[pathi].y] & START_SQUARE ) { DeleteObject(hBrushLiving); DeleteObject(hBrushDead); ReleaseDC(hWnd, hDC); ret = 1; } else { ret = 0; } } else { action_done = 0; } } while (! action_done); return ret; } static void enter_square(int n, HDC hDC, HBRUSH hBrush) /* move into a neighboring square */ { draw_solid_square( (int)path[n].x, (int)path[n].y, (int)path[n].dir, hDC, hBrush); path[n+1].dir = -1; switch (path[n].dir) { case 0: path[n+1].x = path[n].x; path[n+1].y = path[n].y - 1; break; case 1: path[n+1].x = path[n].x + 1; path[n+1].y = path[n].y; break; case 2: path[n+1].x = path[n].x; path[n+1].y = path[n].y + 1; break; case 3: path[n+1].x = path[n].x - 1; path[n+1].y = path[n].y; break; } } static void start_timer(HWND hWnd, int iTimeout) { waiting = TRUE; SetTimer(hWnd, 1, iTimeout, NULL); } /**************************************************************************** FUNCTION: WinMain(HINSTANCE, HINSTANCE, LPSTR, int) PURPOSE: calls initialization function, processes message loop COMMENTS: Windows recognizes this function by name as the initial entry point for the program. This function calls the application initialization routine, if no other instance of the program is running, and always calls the instance initialization routine. It then executes a message retrieval and dispatch loop that is the top-level control structure for the remainder of execution. The loop is terminated when a WM_QUIT message is received, at which time this function exits the application instance by returning the value passed by PostQuitMessage(). If this function must abort before entering the message loop, it returns the conventional value NULL. ****************************************************************************/ int APIENTRY MazeMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, HWND hParent) { MSG msg; HDC hDC; /* Perform initializations that apply to a specific instance */ if (!InitInstance(hInstance, hParent)) { return (FALSE); } waiting = FALSE; state = 1; /* Acquire and dispatch messages until a WM_QUIT message is received. */ while (0 != state) { if (waiting) { (void) WaitMessage(); } while (0 != state && PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (WM_QUIT == msg.message) { state = 0; } else { DispatchMessage(&msg); /* Dispatches message to window */ } } switch (state) { case 1: initialize_maze(); state = 2; break; case 2: hDC = GetDC(hWnd); SendMessage(hWnd, WM_ERASEBKGND, (WPARAM) hDC, (LPARAM) 0); draw_maze_border(hWnd, hDC); ReleaseDC(hWnd, hDC); state = 3; break; case 3: create_maze(); state = 4; break; case 4: start_timer(hWnd, pre_solve_delay); state = 5; break; case 5: if (! waiting) { state = 6; } break; case 6: begin_solve_maze(); if (0 != solve_delay) { start_timer(hWnd, solve_delay); state = 7; } else { state = 8; } break; case 7: if (! waiting) { state = 8; } break; case 8: if (! solve_maze()) { if (0 != solve_delay) { start_timer(hWnd, solve_delay); state = 7; } } else { state = 9; } break; case 9: start_timer(hWnd, post_solve_delay); state = 10; break; case 10: if (! waiting) { state = 11; } break; case 11: state = 1; break; } } return (msg.wParam); /* Returns the value from PostQuitMessage */ } /**************************************************************************** FUNCTION: InitInstance(HINSTANCE, int) PURPOSE: Saves instance handle and creates main window COMMENTS: This function is called at initialization time for every instance of this application. This function performs initialization tasks that cannot be shared by multiple instances. In this case, we save the instance handle in a static variable and create and display the main program window. ****************************************************************************/ static BOOL InitInstance( HINSTANCE hInstance, HWND hParent) { RECT rect; /* Save the instance handle in static variable, which will be used in many subsequence calls from this application to Windows. */ hInst = hInstance; /* Store instance handle in our global variable */ GetClientRect(hParent, &rect); #if 0 /* Create a main window for this application instance. */ hWnd = CreateWindow( szAppName, /* See RegisterClass() call. */ szTitle, /* Text for window title bar. */ WS_CHILD,/* Window style. */ 0, 0, rect.right/2, rect.bottom/2, /* Use default positioning */ hParent, /* We use a Parent. */ NULL, /* Use the window class menu. */ hInstance, /* This instance owns this window. */ NULL /* We don't use any data in our WM_CREATE */ ); #endif hWnd = hParent; // If window could not be created, return "failure" if (!hWnd) { return (FALSE); } // Make the window visible; update its client area; and return "success" ShowWindow(hWnd, SW_SHOW); // Show the window SetCursor(NULL); UpdateWindow(hWnd); // Sends WM_PAINT message hPenWall = CreatePen(PS_SOLID, 3, RGB(150,150,150)); return (TRUE); // We succeeded... } static BOOL OnCreate(HWND hWnd, LPCREATESTRUCT lpCreateStruct) { RECT rc; int size; srand((unsigned) time(NULL)); #if 0 /* FIXME GetPrivateProfileInt not yet implemented in ReactOS */ size = GetPrivateProfileInt("maze", "gridsize", 0, "maze.ini"); pre_solve_delay = GetPrivateProfileInt("maze", "predelay", 5000, "maze.ini"); post_solve_delay = GetPrivateProfileInt("maze", "postdelay", 5000, "maze.ini"); solve_delay = GetPrivateProfileInt("maze", "solvedelay", 10, "maze.ini"); #else size = 10; pre_solve_delay = 5000; post_solve_delay = 5000; solve_delay = 1; #endif if (size < 2) { size = 7 + (rand() % 30); } grid_width = grid_height = size; bw = (size > 6 ? 3 : (size-1)/2); GetClientRect(hWnd, &rc); set_maze_sizes(rc.right - rc.left, rc.bottom - rc.top); return TRUE; } void OnTimer(HWND hwnd, UINT id) { waiting = FALSE; } /**************************************************************************** FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM) PURPOSE: Processes messages MESSAGES: WM_DESTROY - destroy window COMMENTS: ****************************************************************************/ LRESULT CALLBACK MazeWndProc( HWND hWnd, // window handle UINT message, // type of message WPARAM wParam, // additional information LPARAM lParam) // additional information { PAINTSTRUCT ps; switch (message) { case WM_CREATE: OnCreate(hWnd, (LPCREATESTRUCT) lParam); break; case WM_PAINT: BeginPaint(hWnd, &ps); state = 1; EndPaint(hWnd, &ps); case WM_TIMER: OnTimer(hWnd, wParam); break; case WM_DESTROY: // message: window being destroyed PostQuitMessage(0); break; default: // Passes it on if unproccessed return (DefWindowProc(hWnd, message, wParam, lParam)); } return (0); }