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Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.cpp
- Committer:
- DCchico
- Date:
- 2020-10-23
- Revision:
- 1:10330bce85cb
- Child:
- 2:4947d6a82971
File content as of revision 1:10330bce85cb:
#include "map.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;
};
#define NUM_MAPS 1
static Map maps[NUM_MAPS];
static int active_map;
static const MapItem CLEAR_SENTINEL = {
.type = CLEAR,
.draw = draw_nothing
};
/**
* 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.
*/
static unsigned XY_KEY(int X, int Y) {
// TODO: Fix me!
}
/**
* 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)
{
// TODO: Fix me!
}
void maps_init()
{
// TODO: Implement!
// Initialize hash table
// Set width & height
}
Map* get_active_map()
{
return &maps[active_map];
}
Map* set_active_map(int m)
{
active_map = m;
return &maps[active_map];
}
void print_map()
{
char lookup[] = {'W', 'D', 'P', 'A', 'K', 'C', 'N',' ','S'};
Map* map = get_active_map();
for(int j = 0; j < map->h; j++)
{
for (int i = 0; i < map->w; i++)
{
MapItem* item = (MapItem*)getItem(map->items, XY_KEY(i, j));
if (item) pc.printf("%c", lookup[item->type]);
else pc.printf(" ");
}
pc.printf("\r\n");
}
}
int map_width()
{
}
int map_height()
{
}
int map_area()
{
}
MapItem* get_current(int x, int y)
{
}
MapItem* get_north(int x, int y)
{
}
MapItem* get_south(int x, int y)
{
}
MapItem* get_east(int x, int y)
{
}
MapItem* get_west(int x, int y)
{
}
MapItem* get_here(int x, int y)
{
}
void map_erase(int x, int 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_plant(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = PLANT;
w1->draw = draw_plant;
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_goodie(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = GOODIE;
w1->draw = draw_goodie;
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 remove_goodie(int x, int y) // I'm lazy so overwrite it with a plant
{
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_snake_body(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = SNAKE_BODY;
w1->draw = draw_snake_body;
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_snake_head(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = SNAKE_BODY;
w1->draw = draw_snake_head;
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_snake_tail(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = SNAKE_BODY;
w1->draw = draw_snake_tail;
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
}