1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
/******************************************************************************
 * [ maze ] ...
 *
 * modified:  [ 03-08-15 ] Ge van Geldorp <ge@gse.nl>
 *		ported to ReactOS
 * modified:  [ 94-10-8 ] Ge van Geldorp <Ge.vanGeldorp@lr.tudelft.nl>
 *		ported to MS Windows
 * modified:  [ 3-7-93 ]  Jamie Zawinski <jwz@lucid.com>
 *		added the XRoger logo, cleaned up resources, made
 *		grid size a parameter.
 * modified:  [ 3-3-93 ]  Jim Randell <jmr@mddjmr.fc.hp.com>
 *		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 <stdlib.h>
#include <string.h>
#include <time.h>
#include <windows.h>   	/* 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 InitApplication(HINSTANCE hInstance);
static BOOL InitInstance(HINSTANCE hInstance, int nCmdShow);
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM uParam,
                         LPARAM lParam);

HINSTANCE hInst;          	/* current instance */
HWND      hWnd; 			/* Main window handle.*/
HBRUSH hBrushDead;
HBRUSH hBrushLiving;
HDC    hDC;
static BOOL waiting;


char szAppName[] = "Maze";  /* The name of this application */
char szTitle[]   = "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<maze_size_x; i++) {
    for ( j=0; j<maze_size_y; j++) {
      maze[i][j] = 0;
    }
  }

  /* top wall */
  for ( i=0; i<maze_size_x; i++ ) {
    maze[i][0] |= WALL_TOP;
  }

  /* right wall */
  for ( j=0; j<maze_size_y; j++ ) {
    maze[maze_size_x-1][j] |= WALL_RIGHT;
  }

  /* bottom wall */
  for ( i=0; i<maze_size_x; i++ ) {
    maze[i][maze_size_y-1] |= WALL_BOTTOM;
  }

  /* left wall */
  for ( j=0; j<maze_size_y; j++ ) {
    maze[0][j] |= WALL_LEFT;
  }

  /* set start square */
  wall = get_random(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] |= START_SQUARE;
  maze[i][j] |= ( DOOR_IN_TOP >> 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; i<path_length; i++) {
	save_path[i].x = move_list[i].x;
	save_path[i].y = move_list[i].y;
	save_path[i].dir = move_list[i].dir;
      }
    }

  } while (1);

}


static int
choose_door(HDC hDC)                                    /* pick a new path */
{
  int candidates[3];
  register int num_candidates;

  num_candidates = 0;<--- Assignment 'num_candidates=0', assigned value is 0

  /* top wall */
  if ( maze[cur_sq_x][cur_sq_y] & DOOR_IN_TOP )
    goto rightwall;
  if ( maze[cur_sq_x][cur_sq_y] & DOOR_OUT_TOP )
    goto rightwall;
  if ( maze[cur_sq_x][cur_sq_y] & WALL_TOP )
    goto rightwall;
  if ( maze[cur_sq_x][cur_sq_y - 1] & DOOR_IN_ANY ) {
    maze[cur_sq_x][cur_sq_y] |= WALL_TOP;
    maze[cur_sq_x][cur_sq_y - 1] |= WALL_BOTTOM;
    draw_wall(cur_sq_x, cur_sq_y, 0, hDC);
    goto rightwall;
  }
  candidates[num_candidates++] = 0;<--- num_candidates is incremented', new value is 1

 rightwall:
  /* right wall */
  if ( maze[cur_sq_x][cur_sq_y] & DOOR_IN_RIGHT )
    goto bottomwall;
  if ( maze[cur_sq_x][cur_sq_y] & DOOR_OUT_RIGHT )
    goto bottomwall;
  if ( maze[cur_sq_x][cur_sq_y] & WALL_RIGHT )
    goto bottomwall;
  if ( maze[cur_sq_x + 1][cur_sq_y] & DOOR_IN_ANY ) {
    maze[cur_sq_x][cur_sq_y] |= WALL_RIGHT;
    maze[cur_sq_x + 1][cur_sq_y] |= WALL_LEFT;
    draw_wall(cur_sq_x, cur_sq_y, 1, hDC);
    goto bottomwall;
  }
  candidates[num_candidates++] = 1;<--- num_candidates is incremented', new value is 2

 bottomwall:
  /* bottom wall */
  if ( maze[cur_sq_x][cur_sq_y] & DOOR_IN_BOTTOM )
    goto leftwall;
  if ( maze[cur_sq_x][cur_sq_y] & DOOR_OUT_BOTTOM )
    goto leftwall;
  if ( maze[cur_sq_x][cur_sq_y] & WALL_BOTTOM )
    goto leftwall;
  if ( maze[cur_sq_x][cur_sq_y + 1] & DOOR_IN_ANY ) {
    maze[cur_sq_x][cur_sq_y] |= WALL_BOTTOM;
    maze[cur_sq_x][cur_sq_y + 1] |= WALL_TOP;
    draw_wall(cur_sq_x, cur_sq_y, 2, hDC);
    goto leftwall;
  }
  candidates[num_candidates++] = 2;<--- num_candidates is incremented', new value is 3

 leftwall:
  /* left wall */
  if ( maze[cur_sq_x][cur_sq_y] & DOOR_IN_LEFT )
    goto donewall;
  if ( maze[cur_sq_x][cur_sq_y] & DOOR_OUT_LEFT )
    goto donewall;
  if ( maze[cur_sq_x][cur_sq_y] & WALL_LEFT )
    goto donewall;
  if ( maze[cur_sq_x - 1][cur_sq_y] & DOOR_IN_ANY ) {
    maze[cur_sq_x][cur_sq_y] |= WALL_LEFT;
    maze[cur_sq_x - 1][cur_sq_y] |= WALL_RIGHT;
    draw_wall(cur_sq_x, cur_sq_y, 3, hDC);
    goto donewall;
  }
  candidates[num_candidates++] = 3;<--- Array index out of bounds

 donewall:
  if (num_candidates == 0)
    return ( -1 );
  if (num_candidates == 1)
    return ( candidates[0] );
  return ( candidates[ get_random(num_candidates) ] );

}


static long
backup()                                                  /* back up a move */
{
  sqnum--;
  if (0 <= sqnum) {
  	cur_sq_x = move_list[sqnum].x;
  	cur_sq_y = move_list[sqnum].y;
  }
  return ( sqnum );
}

int bw;

static void
draw_solid_square(i, j, dir, hDC, hBrush)          /* draw a solid square in a square */
     register int i, j, dir;
     HDC hDC;
	 HBRUSH hBrush;
{
  RECT rc;

  switch (dir) {
  case 0:
    rc.left = border_x + bw + grid_width * i;
	rc.right = rc.left + grid_width - (bw + bw);
	rc.top = border_y - bw + grid_height * j;
	rc.bottom = rc.top + grid_height;
    break;
  case 1:
	rc.left = border_x + bw + grid_width * i;
	rc.right = rc.left + grid_width;
	rc.top = border_y + bw + grid_height * j;
	rc.bottom = rc.top + grid_height - (bw + bw);
    break;
  case 2:
    rc.left = border_x + bw + grid_width * i;
	rc.right = rc.left + grid_width - (bw + bw);
	rc.top = border_y + bw + grid_height * j;
	rc.bottom = rc.top + grid_height;
    break;
  case 3:
  	rc.left = border_x - bw + grid_width * i;
	rc.right = rc.left + grid_width;
	rc.top = border_y + bw + grid_height * j;
	rc.bottom = rc.top + grid_height - (bw + bw);
    break;
  }
  (void) FillRect(hDC, &rc, hBrush);
}

static void
draw_maze_border(HWND hWnd, HDC hDC)	/* draw the maze outline */
{
  register int i, j;
  HBRUSH hBrush;


  for ( i=0; i<maze_size_x; i++) {
    if ( maze[i][0] & WALL_TOP ) {
	  MoveToEx(hDC, border_x + grid_width * i, border_y, NULL);
	  (void) LineTo(hDC, border_x + grid_width * (i + 1) - 1, border_y);
    }
    if ((maze[i][maze_size_y - 1] & WALL_BOTTOM)) {
	  MoveToEx(hDC, border_x + grid_width * i,
	           border_y + grid_height * (maze_size_y) - 1, NULL);
	  (void) LineTo(hDC, border_x + grid_width * (i+1) - 1,
		            border_y + grid_height * (maze_size_y) - 1);
    }
  }
  for ( j=0; j<maze_size_y; j++) {
    if ( maze[maze_size_x - 1][j] & WALL_RIGHT ) {
	  MoveToEx(hDC, border_x + grid_width * maze_size_x - 1,
		       border_y + grid_height * j, NULL);
	  (void) LineTo(hDC, border_x + grid_width * maze_size_x - 1,
		            border_y + grid_height * (j+1) - 1);
    }
    if ( maze[0][j] & WALL_LEFT ) {
	  MoveToEx(hDC, border_x, border_y + grid_height * j, NULL);
	  (void) LineTo(hDC, border_x, border_y + grid_height * (j+1) - 1);
    }
  }

  hBrush = GetStockObject(BLACK_BRUSH);
  draw_solid_square (start_x, start_y, start_dir, hDC, hBrush);
  draw_solid_square (end_x, end_y, end_dir, hDC, hBrush);
}


static void
draw_wall(i, j, dir, hDC)                                   /* draw a single wall */
     int i, j, dir;
	 HDC hDC;
{
  switch (dir) {
  case 0:
  	MoveToEx(hDC, border_x + grid_width * i, border_y + grid_height * j, NULL);
	(void) LineTo(hDC, border_x + grid_width * (i+1),
	              border_y + grid_height * j);
    break;
  case 1:
	MoveToEx(hDC, border_x + grid_width * (i+1), border_y + grid_height * j,
	         NULL);
	(void) LineTo(hDC, border_x + grid_width * (i+1),
	              border_y + grid_height * (j+1));
    break;
  case 2:
	MoveToEx(hDC, border_x + grid_width * i, border_y + grid_height * (j+1),
	         NULL);
	(void) LineTo(hDC, border_x + grid_width * (i+1),
	              border_y + grid_height * (j+1));
    break;
  case 3:
	MoveToEx(hDC, border_x + grid_width * i, border_y + grid_height * j,
	         NULL);
	(void) LineTo(hDC, border_x + grid_width * i,
	              border_y + grid_height * (j+1));
    break;
  }
}

static void
begin_solve_maze()                             /* solve it with graphical feedback */
{
  static long grayPattern[] = {
	0x55555555,
	0xaaaaaaaa,
	0x55555555,
	0xaaaaaaaa,
	0x55555555,
	0xaaaaaaaa,
	0x55555555,
	0xaaaaaaaa
  };
  static RGBQUAD argbq[] = {
  	{ 0, 0, 255, 0 },
	{ 255, 255, 255, 0 }
  };
  BITMAPINFO *pbmi;

  hDC = GetDC(hWnd);
  pbmi = malloc(sizeof(BITMAPINFOHEADER) + sizeof(argbq) + sizeof(grayPattern));
  pbmi->bmiHeader.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 WinMain(
	HINSTANCE hInstance,
    HINSTANCE hPrevInstance,
	LPSTR lpCmdLine,
	int nCmdShow)
{
	MSG msg;
	HDC hDC;

	if (!hPrevInstance) {       	/* Other instances of app running? */
			if (!InitApplication(hInstance)) { /* Initialize shared things */
			return (FALSE);     	/* Exits if unable to initialize */
		}
	}

	/* Perform initializations that apply to a specific instance */

	if (!InitInstance(hInstance, nCmdShow)) {
		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: InitApplication(HINSTANCE)

	PURPOSE: Initializes window data and registers window class

	COMMENTS:

		This function is called at initialization time only if no other
		instances of the application are running.  This function performs
		initialization tasks that can be done once for any number of running
		instances.

		In this case, we initialize a window class by filling out a data
		structure of type WNDCLASS and calling the Windows RegisterClass()
		function.  Since all instances of this application use the same window
		class, we only need to do this when the first instance is initialized.


****************************************************************************/

static BOOL InitApplication(HINSTANCE hInstance)
{
	WNDCLASS  wc;

	// Fill in window class structure with parameters that describe the
	// main window.

	wc.style         = CS_HREDRAW | CS_VREDRAW;// Class style(s).
	wc.lpfnWndProc   = (WNDPROC)WndProc;       // Window Procedure
	wc.cbClsExtra    = 0;                      // No per-class extra data.
	wc.cbWndExtra    = 0;                      // No per-window extra data.
	wc.hInstance     = hInstance;              // Owner of this class
	wc.hIcon         = LoadIcon (hInstance, szAppName); // Icon name from .RC
	wc.hCursor       = LoadCursor(NULL, (LPCTSTR) IDC_ARROW);// Cursor
	wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);// Default color
	wc.lpszMenuName  = NULL;                    // No menu
	wc.lpszClassName = szAppName;              // Name to register as

	// Register the window class and return success/failure code.
	return (RegisterClass(&wc));
}


/****************************************************************************

	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,
	int             nCmdShow)
{
	/* 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 */

	/* Create a main window for this application instance. */

	hWnd = CreateWindow(
		szAppName,	     	/* See RegisterClass() call. */
		szTitle,	     	/* Text for window title bar. */
		WS_OVERLAPPEDWINDOW,/* Window style. */
		0, 0, CW_USEDEFAULT, CW_USEDEFAULT, /* Use default positioning */
		NULL,		     	/* Overlapped windows have no parent. */
		NULL,		     	/* Use the window class menu. */
		hInstance,	     	/* This instance owns this window. */
		NULL		     	/* We don't use any data in our WM_CREATE */
	);

	// 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, nCmdShow); // Show the window
	UpdateWindow(hWnd);         // Sends WM_PAINT message

	return (TRUE);              // We succeeded...

}

static BOOL
OnCreate(HWND hWnd, LPCREATESTRUCT lpCreateStruct)
{
	RECT rc;
	int size;

	srand((unsigned) time(NULL));

	size = GetPrivateProfileIntA("maze", "gridsize", 10, "maze.ini");
	pre_solve_delay = GetPrivateProfileIntA("maze", "predelay", 5000, "maze.ini");
	post_solve_delay = GetPrivateProfileIntA("maze", "postdelay", 5000, "maze.ini");
	solve_delay = GetPrivateProfileIntA("maze", "solvedelay", 1, "maze.ini");

  	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 WndProc(
		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);
}