game for 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.cpp
- Committer:
- Sterofin
- Date:
- 2018-11-30
- Revision:
- 2:06c63d567719
- Parent:
- 0:35660d7952f7
- Child:
- 3:664c79e2ceb5
File content as of revision 2:06c63d567719:
#include "map.h" #include "hash_table.h" #include "globals.h" #include "graphics.h" /** * The Map structure. This holds a HashTable for all the MapItems, along with * values for the width and height of the Map. */ struct Map { HashTable* items; int w, h; }; /** * Storage area for the maps. * This is a global variable, but can only be access from this file because it * is static. */ static Map map[2]; //Map 2 is cyberspace static int active_map; /** * The first step in HashTable access for the map is turning the two-dimensional * key information (x, y) into a one-dimensional unsigned integer. * This function should uniquely map (x,y) onto the space of unsigned integers. */ unsigned XY_KEY(int X, int Y) { unsigned key = X*50+Y;//0.5*(X+Y)*(X+Y+1)+Y; return key; } /** * This is the hash function actually passed into createHashTable. It takes an * unsigned key (the output of XY_KEY) and turns it into a hash value (some * small non-negative integer). */ unsigned map_hash(unsigned key) { unsigned hsh = key%8; return hsh; } void maps_init() { // TODO: Implement! // Initialize hash table map[0].items = createHashTable(map_hash,8); map[1].items = createHashTable(map_hash,8); // Set width & height map[0].w = 50; map[0].h = 50; map[1].w = 11; map[1].h = 11; } Map* get_active_map() { // There's only one map return &map[active_map]; } Map* set_active_map(int m) { active_map = m; return &map[active_map]; } void print_map() { // As you add more types, you'll need to add more items to this array. char lookup[] = {'W', 'P', 'N', 'T','H'}; for(int y = 0; y < map_height(); y++) { for (int x = 0; x < map_width(); x++) { MapItem* item = get_here(x,y); if (item) pc.printf("%c", lookup[item->type]); else pc.printf(" "); } pc.printf("\r\n"); } } int map_width() { return map[active_map].w; } int map_height() { return map[active_map].h; } int map_area() { return map_width()*map_height(); } MapItem* get_north(int x, int y) { Map *m1 = get_active_map(); MapItem* item = (MapItem*)getItem(m1->items,XY_KEY(x,y-1)); return item; } MapItem* get_south(int x, int y) { Map *m1 = get_active_map(); MapItem* item = (MapItem*)getItem(m1->items,XY_KEY(x,y+1)); return item; } MapItem* get_east(int x, int y) { Map *m1 = get_active_map(); MapItem* item = (MapItem*)getItem(m1->items,XY_KEY(x+1,y)); return item; } MapItem* get_west(int x, int y) { Map *m1 = get_active_map(); MapItem* item = (MapItem*)getItem(m1->items,XY_KEY(x-1,y)); return item; } MapItem* get_here(int x, int y) { Map *m1 = get_active_map(); MapItem* here = (MapItem*)getItem(m1->items,XY_KEY(x,y)); return here; } void map_erase(int x, int y) { deleteItem(map[0].items,XY_KEY(x,y)); deleteItem(map[1].items,XY_KEY(x,y)); } void add_wall(int x, int y, int dir, int len) { for(int i = 0; i < len; i++) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = WALL; w1->draw = draw_wall; w1->walkable = false; w1->data = NULL; unsigned key = (dir == HORIZONTAL) ? XY_KEY(x+i, y) : XY_KEY(x, y+i); void* val = insertItem(get_active_map()->items, key, w1); if (val) free(val); // If something is already there, free it } } void add_netPortal(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = NPORTAL; w1->draw = draw_netPortal; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it } void add_terminal(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = TERMINAL; w1->draw = draw_terminal; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it } void add_hacked_terminal(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = HACKED_TERMINAL; w1->draw = draw_hacked_terminal; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it } void add_NPC(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = NPC; w1->draw = draw_NPC; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it } void add_plant(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = PLANT; w1->draw = draw_plant; w1->walkable = true; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it } void add_door(int x, int y,bool walk) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = DOOR; w1->draw = draw_door; w1->walkable = walk; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it } void add_boots(int x, int y){ MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = BOOTS; w1->draw = draw_boots; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it } void add_kill(int x, int y){ MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = KILL; w1->draw = draw_gun; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it } void add_orgprint(int x, int y){ MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = PRINTER; w1->draw = draw_printer; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it } void add_teleport(int x, int y){ MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = TELEPORT; w1->draw = draw_teleport; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it }