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#include "util.h"

namespace Util {

  Transmission::map_t createUninitialisedMap() {
		Transmission::map_t map;
    map = new Transmission::field_t*[Constants::map_size.width];
    for (unsigned int i = 0; i < Constants::map_size.width; ++i)
      map[i] = new Transmission::field_t[Constants::map_size.height];
		return map;
	}

  Transmission::map_t createEmptyMap() {
    Transmission::map_t map = createUninitialisedMap();
    for (unsigned int x = 0; x < Constants::map_size.width; ++x)
    {
      for (unsigned int y = 0; y < Constants::map_size.height; ++y)
      {
        Transmission::field_t &cur = map[x][y];
        cur = Transmission::none;
      }
    }
    return  map;
  }
  // temporary
  Transmission::map_t createDummyMap()
  {
    Transmission::map_t map = createEmptyMap();

    const char *tmpl[] = {
      "             #      #              ",
      " #### ###### # #### # # ###### ### ",
      "             #               #     ",
      " # ##### # #   #   # # ### #   # # ",
      " #   #   # # # # # # # #   ##  # # ",
      " #   #   # #   # # # # ### # # # # ",
      " # # # # # # # #   # # #   #  ## # ",
      " #   #   ###   ##### # ### #   # # ",
      " ###                             # ",
      " #    # ### #### #### #### #####   ",
      "   #### #   #..# #..# #..#   #   # ",
      " # #    ### #..# #..# #### # # # # ",
      " #    # #   #..# #..# #          # ",
      " # #### #   #### #### #  # ##### # ",
      "          #              #         ",
      " #### ###### # ##### # ####### ### ",
      "             #       #             "
    };

    for (unsigned int x = 0; x < Constants::map_size.width; ++x)
    {
      for (unsigned int y = 0; y < Constants::map_size.height; ++y)
      {
        Transmission::field_t &cur = map[x][y];
        cur = Transmission::none;
        if (tmpl[y][x] == '#')
          cur |= Color::none | Transmission::block;
        /* this is a simple hack to create areas where no
         * autoplaced points will be placed (see below)
         */
        else if (tmpl[y][x] == '.')
          cur |= Transmission::point;
      }
    }

    map[0][0] |= Transmission::bonuspoint;
    map[1][0] |= Color::red   | Transmission::pacman | Transmission::direction_right;
    //map[2][0] |= Color::blue  | Transmission::pacman | Transmission::direction_up;
    //map[3][0] |= Color::green | Transmission::pacman | Transmission::direction_down;

    /* auto place normal points*/
    for (unsigned int x = 0; x < Constants::map_size.width; ++x)
    {
      for (unsigned int y = 0; y < Constants::map_size.height; ++y)
      {
        Transmission::field_t &cur = map[x][y];
        if (cur == Transmission::none)
          cur |= Transmission::point;
        else if (cur == Transmission::point)
          cur = Transmission::none;
      }
    }

    return map;
  }


  Transmission::field_t actorMovementToTransmission(Actor::Movement mov, Transmission::field_t def) {
    switch (mov) {
      case Actor::None:
        return Transmission::direction_none;
        break;
      case Actor::Left:
        return Transmission::direction_left;
        break;
      case Actor::Right:
        return Transmission::direction_right;
        break;
      case Actor::Up:
        return Transmission::direction_up;
        break;
      case Actor::Down:
        return Transmission::direction_down;
        break;
      default:
        if (def == static_cast<Transmission::field_t>(-1)) {
          Q_ASSERT(false);
        } else {
          return def;
        }
    }
    return 0; // for pleasing the compiler
  }

  Actor::Movement transmissionMovementToActor(Transmission::field_t field, Actor::Movement def) {
    switch (field) {
      case Transmission::direction_none:
        return Actor::None;
        break;
      case Transmission::direction_left:
        return Actor::Left;
        break;
      case Transmission::direction_right:
        return Actor::Right;
        break;
      case Transmission::direction_up:
        return Actor::Up;
        break;
      case Transmission::direction_down:
        return Actor::Down;
        break;
      default:
        if (def == Actor::Movement(-1)) {
          Q_ASSERT(false);
        } else {
          return def;
        }
    }
  return Actor::None; // for pleasing the compiler
  }
}