overhauled build system
Logic and graphics are now in different folders and treated seperately.  This will let me build the logic sources with the C compiler which is what we want to do for a complete port.  Need to move the main out of graphics/ and into the root of the src/ folder.  This will be built at the end when the final linking happens.
added first interface for flood fill
put ff_map inside a struct, function changes
ff_map should go in a struct so we can get the right sizeof without confusion.  There also may be some things (like the target) that we want to store away in that group.  We will assume that we will want to build the ff map at the center first.  We can then translate the target somewhere else since all of the relative positionings stay the same.
added untested ff_compute implementation
modified ff_create to fix build problems
stupid stuff...
implemented recompute_target **UNTESTED**
fixed flood fill computation
it turns out that you do need 4 forloops for each direction but the point is that it works.  Since the maze is only 16x16 it can't be too slow to actually compute but this would not be good for large mazes
added turn suggester
once flood fill is build, need a simple function to check which direction to go...
put flood fill into the Robot object
added robot_runFloodFill() which uses the flood fill to go in the right direction.  Added number values to the Direction enum to assist in the flood fill direction determination function.
renamed functions in MazeMap
sticks to linux C convention
refactored Robot to C coding convention
standardized pointer convention
the * should go immediately after the type.  I like to think of it as a modification to the meaning of the type
cleaning up the code
literally
logic section now builds in C compiler, problems
the maze generation code doesn't work properly still.  I originally thought it had to do with the differences in the representation of a boolean in C/C++ but it ends up that isn't the case.  Changing everything to a BOOL did actually produce a different problem...
accidentally replaced "true" with "FALSE"
this screwed with the logic so that no wall could be changed, causing the problem.  As I predicted, it turns out the handling of bool in c++ isn't a simple typedef int bool.  This is what caused the change in my program
renamed floodfill_suggest_turn to floodfill_suggest
I feel it is more concise this way
added a MazeArray typedef, but bugs
should be a nice standard item to declare when dealing with items.  It currently doesn't work for some reason.  Code compiles, just buggy...
fixed problems, memset and init on the stack
Can't use memset on an array of integers because it will set every byte to the value instead of every int (4 bytes).  Also, I moved FFMap to be declared in the constructor on the stack.  This is bad becuase it gets popped off and then we have dangling pointers...
posHistory now a MazeArray, initialized
Matches other coding convention, the array is now all initialized to zero when a robot is instantiated
To modify MazeArray, you need to get a ptr
Sometimes I just don't understand C.  Will have to look into a better implementation later on.  Maybe I should use some sort of struct for maze arrays.  Alternatively, I could just stick to plain int arrays...