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Level.cpp
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Level.cpp
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/*
===============================================================================
Copyright (C) 2015-2023 Ilya Lyakhovets
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 3 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, see <http://www.gnu.org/licenses/>.
===============================================================================
*/
#include "Level.h"
/*
===================
Level::Level
===================
*/
Level::Level()
{
Clear();
}
/*
===================
Level::Level
===================
*/
Level::Level(const Level &other)
{
*this = other;
}
/*
===================
Level::operator =
===================
*/
const Level &Level::operator =(const Level &other)
{
memcpy(blocks, other.blocks, sizeof(blocks));
return *this;
}
/*
===================
Level::Set
===================
*/
void Level::Set(int x, int y, Block::Type type, bool calculateFloor)
{
blocks[x][y].type = type;
if (calculateFloor)
CalculateFloor();
}
/*
===================
Level::Get
===================
*/
const Block & Level::Get(int x, int y) const
{
return blocks[x][y];
}
/*
===================
Level::ShiftUp
===================
*/
void Level::ShiftUp()
{
Level temp(*this);
for (int i = 0; i < LEVEL_WIDTH; i++)
{
for (int j = 0; j < LEVEL_HEIGHT; j++)
{
blocks[i][j] = j < LEVEL_HEIGHT - 1 ? temp.blocks[i][j + 1] : temp.blocks[i][0];
}
}
CalculateFloor();
}
/*
===================
Level::ShiftDown
===================
*/
void Level::ShiftDown()
{
Level temp(*this);
for (int i = 0; i < LEVEL_WIDTH; i++)
{
for (int j = 0; j < LEVEL_HEIGHT; j++)
{
blocks[i][j] = j > 0 ? temp.blocks[i][j - 1] : temp.blocks[i][LEVEL_HEIGHT - 1];
}
}
CalculateFloor();
}
/*
===================
Level::ShiftLeft
===================
*/
void Level::ShiftLeft()
{
Level temp(*this);
for (int i = 0; i < LEVEL_WIDTH; i++)
{
for (int j = 0; j < LEVEL_HEIGHT; j++)
{
blocks[i][j] = i < LEVEL_WIDTH - 1 ? temp.blocks[i + 1][j] : temp.blocks[0][j];
}
}
CalculateFloor();
}
/*
===================
Level::ShiftRight
===================
*/
void Level::ShiftRight()
{
Level temp(*this);
for (int i = 0; i < LEVEL_WIDTH; i++)
{
for (int j = 0; j < LEVEL_HEIGHT; j++)
{
blocks[i][j] = i > 0 ? temp.blocks[i - 1][j] : temp.blocks[LEVEL_WIDTH - 1][j];
}
}
CalculateFloor();
}
/*
===================
Level::CalculateFloor
===================
*/
void Level::CalculateFloor()
{
bool done = false;
int wave[LEVEL_WIDTH][LEVEL_HEIGHT];
// Initiates a wave at the boundaries
for (int i = 0; i < LEVEL_WIDTH; i++)
{
for (int j = 0; j < LEVEL_HEIGHT; j++)
{
blocks[i][j].floor = false;
wave[i][j] = 0;
if (blocks[i][j].type == Block::WALL)
wave[i][j] = -1;
else if (!i || !j || i == LEVEL_WIDTH - 1 || j == LEVEL_HEIGHT - 1)
wave[i][j] = 1;
}
}
// Performs a wave motion starting from the boundaries
while (!done)
{
done = true;
for (int i = 0; i < LEVEL_WIDTH; i++)
{
for (int j = 0; j < LEVEL_HEIGHT; j++)
{
if (wave[i][j])
continue;
// Up
if (j - 1 >= 0 && wave[i][j - 1] == 1)
{
wave[i][j] = 1;
done = false;
}
// Down
if (j + 1 < LEVEL_HEIGHT && wave[i][j + 1] == 1)
{
wave[i][j] = 1;
done = false;
}
// Left
if (i - 1 >= 0 && wave[i - 1][j] == 1)
{
wave[i][j] = 1;
done = false;
}
// Right
if (i + 1 < LEVEL_WIDTH && wave[i + 1][j] == 1)
{
wave[i][j] = 1;
done = false;
}
}
}
}
for (int i = 0; i < LEVEL_WIDTH; i++)
for (int j = 0; j < LEVEL_HEIGHT; j++)
blocks[i][j].floor = wave[i][j] ? false : true;
}
/*
===================
Level::Clear
===================
*/
void Level::Clear()
{
memset(blocks, 0, sizeof(blocks));
}