Esempio n. 1
0
bool Maze::isGoal(point loc) // DEPRECIATED - kept around for backwards compatibility
{
	if(!validRoom(loc))
		exitWithPopup("You passed an invalid cell id to is_goal",0);

	return dynamic_cast<GoalCell*>(getCell(loc.y, loc.x));
}
Esempio n. 2
0
/*
 * Returns the room in the given direction, taking into account walls and
 * the edge of the maze. If a room is successfully returned it will be marked
 * so the solver knows it's been looked at
 */
point Maze::roomAt(point curr,Direction dir){
   point nowhere(-1,-1);

   if (!validRoom(curr))
     exitWithPopup("You passed an invalid cell id to get_neighbors",nowhere);
   
   if(getCell(curr.y, curr.x)->hasWall(dir)){
      return nowhere;
   }else{
      point end=curr;
      switch(dir){
         case NORTH : end.y--; break;
         case SOUTH : end.y++; break;
         case EAST  : end.x++; break;
         case WEST  : end.x--; break;
         default    : return nowhere;
      }
      if(validRoom(end)) return end;
      else return nowhere;
   }
}
int addRoom(lvl *level, int showGen, room *rooms, int tries){
	int x = rb(1, MAX_W-RM_MAXX-2);
	int y = rb(1, MAX_H-RM_MAXY-2);
	int w = rb(3, RM_MAXX);
	int h = rb(3, RM_MAXY);

	if (validRoom(level, h+2, w+2, x-2, y-2, 1, showGen)){
		rooms->setPoints(x,y,x+w,y+h);
		recurClear(level, h, w, x, y, 1, showGen);
		return (1);
	}
	else if(tries<=30){
		return (addRoom(level, showGen, rooms, ++tries));
	}
	return 0;
}
Esempio n. 4
0
int Maze::undoMove(point loc) {
   if (!validRoom(loc))
      return 0;
   
   // TODO:  possibly not just empty, but last maze status before moveCurrent()
//   cerr << "currCell: " << currCell.y << ", " << currCell.x << endl;
 //  cerr << "undo: " << (currCell.x==loc.x&&currCell.y==loc.y);

   getCurrentCell()->setMazeStatus(getCurrentCell()->getOldMazeStatus());
   getCell(loc.y, loc.x)->setMazeStatus(CURRENT);
//   grid[currCell.y][currCell.x].setMazeStatus(EMPTY);
//   grid[loc.y][loc.x].setMazeStatus(CURRENT);
   currCell = loc;
   --nodesVisited;

  // cerr << "End-currCell: " << currCell.x << ", " << currCell.y << endl;
	onNodesVisitedChanged();
   // TODO:  update m_noVisited counter
   
   return 1;
}
Esempio n. 5
0
/*
 * moves the little guy to the right point
 */
int Maze::moveCurrent(point loc) {
   if (!validRoom(loc))
      exitWithPopup("You passed an invalid cell id to draw_arrow",0);
   
   //cerr << "moveCurrent: " <<  currCell.y << ", " << currCell.x;
//   cerr << ", (" << getCurrentCell() << ", " << getCell(loc.y, loc.x) << ")\n";

   getCurrentCell()->setMazeStatus(SEARCHED);
//   cerr << "moveCurrent: " << getCurrentCell()->getMazeStatus() << endl;
//   m_grid[currCell.y][currCell.x].setMazeStatus(SEARCHED);
   getCell(loc.y, loc.x)->setMazeStatus(CURRENT);
//   m_grid[loc.y][loc.x].setMazeStatus(CURRENT);
   currCell = loc;
   ++nodesVisited;
   
   onNodesVisitedChanged();
//   cerr << ";moveCurrent\n";
   // TODO:  update m_noVisited counter

   return 1;
}
Esempio n. 6
0
/*
 * Have we been here before? returns essentially if the
 * specified square is now purple
 */
int Maze::isSearched(point loc){
	if(!validRoom(loc))
      exitWithPopup("You passed an invalid cell id to is_searched",0);

	return (getCell(loc.y, loc.x)->getMazeStatus() == SEARCHED);
}