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Maze.cpp
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Maze.cpp
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/*
* MipScope <http://mipscope.sourceforge.net>
* Copyright (C) 2007 Travis Fischer and Tim O'Donnell
*
* Send bugs, features, ideas to
* Travis Fischer (tfischer@cs.brown.edu) and Tim O'Donnell (tim@cs.brown.edu)
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*
*/
/* ---------------------------------------------- *\
file: Maze.C
auth: Travis Fischer, Tim O'Donnell
acct: tfischer, tim, drapp
date: 8/14/2007
\* ---------------------------------------------- */
#include "Maze.H"
#include "../../Utilities.H"
#include "../../Gui.H"
#include "../../../simulator/State.H"
#include "QtCell.H"
#include "MazeGui.H"
Cell::Cell(MazeStatus status,WallSet walls){
this->status = status;
this->oldStatus=EMPTY;
//We extract the walls bitwise from
//the walls argument
northWall = walls & NORTH;
southWall = walls & SOUTH;
eastWall = walls & EAST;
westWall = walls & WEST;
int numWalls = 0;
if(northWall) numWalls++;
if(southWall) numWalls++;
if(eastWall) numWalls++;
if(westWall) numWalls++;
node = numWalls < 2;
deadEnd = numWalls > 2;
m_parent = NULL;
}
Cell::Cell(){
//An empty uninteresting Cell
status = EMPTY;
oldStatus = EMPTY;
northWall = 0;
southWall = 0;
eastWall = 0;
westWall = 0;
node = 0;
deadEnd = 0;
m_parent = NULL;
}
/*
* just for testing
*/
const char * Cell::to_s(){
//Print out the wall and status
//information in an awkward form
string toReturn = "";
if(westWall) toReturn += "|";
if(southWall) toReturn += "_";
switch(status){
case EMPTY : toReturn += "Empty"; break;
case SEARCHED : toReturn += "Searched"; break;
case CURRENT : toReturn += "Current"; break;
case BACKTRACKED:toReturn+= "Backtracked"; break;
}
if(northWall) toReturn += "-";
if(eastWall) toReturn += "| ";
return toReturn.c_str();
}
/*
* returns if there's a wall in the given direction
*/
bool Cell::hasWall(Direction where){
switch(where){
case NORTH : return northWall;
case SOUTH : return southWall;
case EAST : return eastWall;
case WEST : return westWall;
default : return 0;
}
}
Cell &Cell::operator=(const Cell &other){
status = other.status;
oldStatus = other.oldStatus;
northWall = other.northWall;
southWall = other.southWall;
eastWall = other.eastWall;
westWall = other.westWall;
node = other.node;
deadEnd = other.deadEnd;
if (m_parent != NULL)
m_parent->updateCell();
return *this;
}
/*
* Create a maze, which is a 2D vector of Cells,
* along with info about source and destination
*/
Maze::Maze(int width, int height) : m_grid(NULL) {
init(width, height);
}
void Maze::init(int width, int height) {
/* const vector<Cell> row(width);
for(unsigned int i = 0; i < grid.size(); i++){
//There ought to be a better way
//to do this, but nothing else
//worked
grid[i] = row;
}*/
//These aren't set in this constructor
sourceCol = -1;
nodesVisited = 1;
m_width = width;
m_height = height;
m_grid = new Cell*[m_width * m_height+1];
int i;
for(i = m_width * m_height; i--;)
m_grid[i] = NULL;
//cerr << "Maze::init(" << getWidth() << ", " << getHeight() << ")\n";
}
/*
* returns the starting point
*/
point Maze::getMazeSource(){
//cout << "height " << maze->getHeight() << endl;
point p = {getSource(),getHeight()-1};
return p;
}
#define exitWithPopup(str,e) { cerr << str << endl; return (e); }
/*
* 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;
}
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;
}
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));
}
/*
* 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;
}
}
/*
* 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);
}
/*
* Check if the cell index is within the bounds of the maze
*/
bool Maze::validRoom(const point& p) {
return (p.x >= 0 && p.x < m_width &&
p.y >= 0 && p.y < m_height);
}
void Maze::onNodesVisitedChanged() {}
/*
* for debugging
*/
char *dirName(int dir){
switch(dir){
case NORTH : return "North";
case SOUTH : return "South";
case EAST : return "East";
case WEST : return "West";
default : return "North";
}
}