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#include "Maze.h"

Maze::Maze()
    :_width(0),
    _height(0)
{
}

void Maze::generateMaze(const vector<pair<int,int> >& walls, int maxObjectX, int maxObjectY)
{
    //find bounds so that rectangular vector can be generated
    int maxX = maxObjectX;
    int maxY = maxObjectY;
    for (vector<pair<int,int> >::const_iterator iter = walls.begin(); iter!=walls.end(); ++iter)
    {
        if (iter->first > maxX) maxX = iter->first;
        if (iter->second > maxY) maxY = iter->second;
    }
    _width = maxX+1; //need to convert from highest index to required size
    _height = maxY+1;


    _wallLocations.clear();

    for (int x=0; x<_width; ++x)
    {
        _wallLocations.push_back(vector<bool>());
        for (int y=0; y<_height; ++y)
        {
            _wallLocations.back().push_back(false);
        }
    }

    for (vector<pair<int,int> >::const_iterator iter = walls.begin(); iter!=walls.end(); ++iter)
    {
        _wallLocations.at(iter->first).at(iter->second) = true;
    }
}

bool Maze::getSolid(const int& x, const int& y) const
{
    if (x<0 || y<0) return true;
    if (x>=width() || y>=height()) return true;
    //bounds have already been checked, can use more efficient, less safe, indexing
    return _wallLocations[x][y];
}

int Maze::width() const
{
    return _width;
}
int Maze::height() const
{
    return _height;
}

Maze::Direction Maze::backwards(Direction forwards)
{
    Direction backwards;
    switch (forwards)
    {
        case LEFT:
            backwards = RIGHT;
            break;
        case RIGHT:
            backwards = LEFT;
            break;
        case UP:
            backwards = DOWN;
            break;
        case DOWN:
            backwards = UP;
            break;
    }

    return backwards;
}