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Maze.cpp
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#include <iostream>
#include "Maze.h"
#define ARRAY_SIZE(a) (sizeof(a)/sizeof(*a))
Maze::Maze(MazeDefinitions::MazeEncodingName name, PathFinder *pathFinder)
: heading(NORTH), pathFinder(pathFinder), mouseX(0), mouseY(0) {
if(name >= MazeDefinitions::MAZE_NAME_MAX) {
name = MazeDefinitions::MAZE_CAMM_2012;
}
const unsigned mazeIndex = ((unsigned)name < ARRAY_SIZE(MazeDefinitions::mazes)) ? (unsigned)name : 0;
wallNS.clearAll();
wallEW.clearAll();
// Encoding stores wall/no wall in WSEN in the least significant bits
// Data is stored in column major order
const unsigned westMask = 1 << 3;
const unsigned southMask = 1 << 2;
const unsigned eastMask = 1 << 1;
const unsigned northMask = 1 << 0;
for(unsigned col = 0; col < MazeDefinitions::MAZE_LEN; col++) {
for(unsigned row = 0; row < MazeDefinitions::MAZE_LEN; row++) {
const unsigned char cell = MazeDefinitions::mazes[mazeIndex][col][row];
if((cell & northMask) == 0 && row != MazeDefinitions::MAZE_LEN) {
setOpen(col, row, NORTH);
}
if((cell & southMask) == 0 && row != 0) {
setOpen(col, row, SOUTH);
}
if((cell & westMask) == 0 && col != 0) {
setOpen(col, row, WEST);
}
if((cell & eastMask) == 0 && col != MazeDefinitions::MAZE_LEN) {
setOpen(col, row, EAST);
}
}
}
}
bool Maze::isOpen(unsigned x, unsigned y, Dir d) const {
switch(d) {
case NORTH:
return wallNS.get(x, y+1);
case SOUTH:
return wallNS.get(x, y);
case EAST:
return wallEW.get(x+1, y);
case WEST:
return wallEW.get(x, y);
case INVALID:
default:
return false;
}
}
void Maze::setOpen(unsigned x, unsigned y, Dir d) {
switch(d) {
case NORTH:
return wallNS.set(x, y+1);
case SOUTH:
return wallNS.set(x, y);
case EAST:
return wallEW.set(x+1, y);
case WEST:
return wallEW.set(x, y);
case INVALID:
default:
return;
}
}
void Maze::moveForward() {
if(! isOpen(mouseX, mouseY, heading)) {
throw "Mouse crashed!";
}
switch(heading) {
case NORTH:
mouseY++;
break;
case SOUTH:
mouseY--;
break;
case EAST:
mouseX++;
break;
case WEST:
mouseX--;
break;
case INVALID:
default:
break;
}
}
void Maze::moveBackward() {
Dir oldHeading = heading;
heading = opposite(heading);
moveForward();
heading = oldHeading;
}
void Maze::start() {
MouseMovement nextMovement;
if(!pathFinder) {
return;
}
while(Finish != (nextMovement = pathFinder->nextMovement(mouseX, mouseY, *this))) {
try {
switch(nextMovement) {
case MoveForward:
moveForward();
break;
case MoveBackward:
moveBackward();
break;
case TurnClockwise:
turnClockwise();
break;
case TurnCounterClockwise:
turnCounterClockwise();
break;
case TurnAround:
turnAround();
break;
case Wait:
// Do nothing, try again
break;
case Finish:
default:
return;
}
} catch (std::string str) {
std::cerr << str << std::endl;
}
}
}
std::string Maze::draw(const size_t infoLen) const {
std::string out("");
std::string upDown, leftRight;
const size_t cellWidth = infoLen + 1;
const char dot = '*';
const char vertWall = '|';
const char vertWallEmpty = ' ';
const std::string horizWall = std::string("").append(cellWidth, '-');
const std::string horizWallEmpty = std::string("").append(cellWidth, ' ');
for(unsigned row = 0; row < MazeDefinitions::MAZE_LEN; row++) {
const unsigned y = MazeDefinitions::MAZE_LEN - row - 1;
upDown = dot;
leftRight = "";
// Draw most of the maze
for(unsigned x = 0; x < MazeDefinitions::MAZE_LEN; x++) {
std::string cellInfo;
if(pathFinder) {
cellInfo = pathFinder->getInfo(x, y, infoLen).substr(0, infoLen);
}
if("" == cellInfo) {
cellInfo.append(cellWidth / 2, vertWallEmpty);
}
if(x == mouseX && y == mouseY) {
switch(heading) {
case NORTH:
cellInfo += '^';
break;
case SOUTH:
cellInfo += 'V';
break;
case EAST:
cellInfo += '>';
break;
case WEST:
cellInfo += '<';
break;
case INVALID:
default:
break;
}
}
if(cellInfo.length() < cellWidth) {
cellInfo.append(cellWidth - cellInfo.length(), ' ');
}
upDown += isOpen(x, y, NORTH) ? horizWallEmpty : horizWall;
leftRight += isOpen(x, y, WEST) ? vertWallEmpty : vertWall;
upDown += dot;
leftRight += cellInfo;
}
// Get the last column of walls
leftRight += isOpen(MazeDefinitions::MAZE_LEN-1, y, EAST) ? vertWallEmpty : vertWall;
out += upDown + '\n' + leftRight + '\n';
}
// Draw out the bottom most row
out += dot;
for(unsigned x = 0; x < MazeDefinitions::MAZE_LEN; x++) {
out += isOpen(x, 0, SOUTH) ? horizWallEmpty : horizWall;
out += dot;
}
return out;
}