/**
 **************************************************
 * @file        Inkplate10_Maze_Generator.ino
 * @brief       Generates a random maze and draws it on Inkplate 10 in 1-bit
 *              black/white mode.
 *
 * @details     This example demonstrates simple procedural content generation
 *              on Inkplate 10 by creating a new random maze at startup and
 *              rendering it to the e-paper display. The maze is generated on a
 *              grid of cells (cellSize pixels per cell) using a carving
 *              algorithm: the grid starts filled, then corridors are carved by
 *              stepping in random directions and clearing cells when a valid
 *              two-step move is possible.
 *
 *              After generation, the sketch renders the maze by drawing short
 *              line segments between adjacent open cells, forming connected
 *              passages. An entry and exit are opened at the top and bottom of
 *              the maze. The result is displayed using a full refresh.
 *
 *              The maze is intended to be solved manually on the physical
 *              screen (e.g., with a whiteboard marker or soft pencil). Avoid
 *              permanent markers to prevent staining the panel surface.
 *
 * Requirements:
 * - Board:      Soldered Inkplate 10
 * - Hardware:   Inkplate 10, USB cable
 * - Extra:      none
 *
 * Configuration:
 * - Boards Manager -> Inkplate Boards -> Soldered Inkplate10
 * - Serial Monitor: 115200 baud (optional; no mandatory output)
 * - Adjust cellSize to change maze density and rendering speed (optional)
 *
 * Don't have Inkplate Boards in Arduino Boards Manager?
 * See https://docs.soldered.com/inkplate/10/quick-start-guide/
 *
 * How to use:
 * 1) Upload the sketch to Inkplate 10.
 * 2) On boot, a new random maze is generated and shown on the display.
 * 3) Solve the maze directly on the screen using an erasable whiteboard marker
 *    or a non-permanent pencil/graphite tool, then wipe clean when finished.
 * 4) reset the board to generate a new maze.
 *
 * Expected output:
 * - A randomly generated maze drawn in black on a white background, with an
 *   entry at the top edge and an exit near the bottom edge.
 *
 * Notes:
 * - Display mode: 1-bit BW (INKPLATE_1BIT). Partial updates are possible in BW
 *   mode in general, but this example performs a full draw followed by a full
 *   refresh.
 * - Maze randomness is seeded at startup; each reset produces a different
 *   result (depending on available time source/seed behavior).
 * - Larger cellSize values render faster but produce a less detailed maze;
 *   smaller values increase detail at the cost of more drawing operations.
 *
 * Docs:         https://docs.soldered.com/inkplate
 * Support:      https://forum.soldered.com/
 *
 * @author      Soldered
 * @date        2021-02-11
 * @license     GNU GPL V3
 **************************************************/

// Next 3 lines are a precaution, you can ignore those, and the example would also work without them
#ifndef ARDUINO_INKPLATE5V2
#error "Wrong board selection for this example, please select Soldered Inkplate5 V2 in the boards menu."
#endif

// Include Inkplate library to the sketch
#include "Inkplate.h"

// Create object on Inkplate library and set library to work in monochorme mode
Inkplate display(INKPLATE_1BIT);

// Here we define one cell size
const int cellSize = 30;

// Calculate screen width and height
const int w = (E_INK_WIDTH - 10) / cellSize, h = (E_INK_HEIGHT - 10) / cellSize;
char maze[w * h];

// Move direction difference array
int dx[] = {-1, 0, 0, 1};
int dy[] = {0, -1, 1, 0};

void setup()
{
    // Init library (you should call this function ONLY ONCE)
    display.begin();

    // Generate and display the maze
    generateMaze(maze, w, h);
    showMaze(maze, w, h);
}

void loop()
{
    // Nothing ...
}

// Display the maze
void showMaze(const char *maze, int width, int height)
{
    for (int y = 0; y < height; ++y)
        for (int x = 0; x < width; ++x)
            if (maze[x + y * width] == 1)
                for (int i = 0; i < 4; ++i)
                {
                    int xx = x + dx[i];
                    int yy = y + dy[i];
                    if (0 <= xx && xx < w && 0 <= yy && yy < h && maze[yy * width + xx] == 1)
                        display.drawLine(3 + x * cellSize + cellSize / 2, 3 + y * cellSize + cellSize / 2,
                                         3 + x * cellSize + cellSize / 2 + (dx[i] * cellSize / 2),
                                         3 + y * cellSize + cellSize / 2 + (dy[i] * cellSize / 2), BLACK);
                }

    display.display();
}

// Carve the maze starting at x, y.
void carveMaze(char *maze, int width, int height, int x, int y)
{
    int x1, y1;
    int x2, y2;
    int dx, dy;
    int dir, count;

    dir = random(4);
    count = 0;
    while (count < 4)
    {
        dx = 0;
        dy = 0;
        switch (dir)
        {
        case 0:
            dx = 1;
            break;
        case 1:
            dy = 1;
            break;
        case 2:
            dx = -1;
            break;
        default:
            dy = -1;
            break;
        }
        x1 = x + dx;
        y1 = y + dy;
        x2 = x1 + dx;
        y2 = y1 + dy;
        if (x2 > 0 && x2 < width && y2 > 0 && y2 < height && maze[y1 * width + x1] == 1 && maze[y2 * width + x2] == 1)
        {
            maze[y1 * width + x1] = 0;
            maze[y2 * width + x2] = 0;
            x = x2;
            y = y2;
            dir = random(4);
            count = 0;
        }
        else
        {
            dir = (dir + 1) % 4;
            count += 1;
        }
    }
}

// Generate maze in matrix maze with size width, height.
void generateMaze(char *maze, int width, int height)
{
    int x, y;

    // Initialize the maze.
    for (x = 0; x < width * height; x++)
    {
        maze[x] = 1;
    }
    maze[1 * width + 1] = 0;

    // Seed the random number generator.
    srand(time(0));

    // Carve the maze.
    for (y = 1; y < height; y += 2)
    {
        for (x = 1; x < width; x += 2)
        {
            carveMaze(maze, width, height, x, y);
        }
    }

    // Set up the entry and exit.
    maze[0 * width + 1] = 0;
    maze[(height - 1) * width + (width - 2)] = 0;
}
