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Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.cpp
- Committer:
- ajorgih3
- Date:
- 2020-11-17
- Revision:
- 4:697e1120f821
- Parent:
- 3:bb6f73642f01
- Child:
- 5:5953ca12205d
File content as of revision 4:697e1120f821:
// Copyright 2020 Georgia Tech. All rights reserved.
// The materials provided by the instructor in this course are for
// the use of the students currently enrolled in the course.
// Copyrighted course materials may not be further disseminated.
// This file must not be made publicly available anywhere.
#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
#define MAPS_WIDTH 50
#define MAPS_HEIGHT 50
static Map maps[NUM_MAPS];
static int active_map;
unsigned int NUMBUCKETS = 100;
// this is important
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) {
// multiply the map height by Y and adding it to X
unsigned XYKey = Y * map_width() + X;
// return the unique key
return XYKey;
}
/**
* 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)
{
// modulo map hashing into something unique
return key % NUMBUCKETS;
}
/**
* Initializes the internal structures for all maps. This does not populate
* the map with items, but allocates space for them, initializes the hash tables,
* and sets the width and height.
*/
void maps_init()
{
// TODO: Implement!
// Initialize hash table
// Set width & height
set_active_map(0)->items = createHashTable(map_hash, NUMBUCKETS); // num buckets
get_active_map()->w = MAPS_WIDTH;
get_active_map()->h = MAPS_HEIGHT;
return;
}
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");
}
}
/**
* Returns the width of the active map.
*/
int map_width()
{
// get the pointer of the active map
// and the pointer to the variable w
Map* map = get_active_map();
return map->w;
}
/**
* Returns the heigh of the active map.
*/
int map_height()
{
// get the pointer of the active map
// and the pointer to the variable h
Map* map = get_active_map();
return map->w;
}
/**
* Returns the total number of cells in the active map.
*/
int map_area()
{
// returns the product of height and width
return map_height() * map_width();
}
MapItem* get_current(int x, int y)
{
// return the current item in that specific map
return (MapItem*) get_active_map()->items;
}
/**
* Returns the MapItem immediately above the given location.
*/
MapItem* get_north(int x, int y)
{
// coordinate to the one block north of the current block
int northCoordinate = y - 1;
// get the items in the active map
HashTable* mapItem = get_active_map()->items;
// get the keys to the respective coordinate, placed in a specific bucket
unsigned keys = XY_KEY(x, northCoordinate);
// we need to cast it because it is not type MapItem, but type HashTable
return (MapItem*) getItem(mapItem, keys);
}
/**
* Returns the MapItem immediately below the given location.
*/
MapItem* get_south(int x, int y)
{
// coordinate to the one block south of the current block
int southCoordinate = y + 1;
// get the items in the active map
HashTable* mapItem = get_active_map()->items;
// get the keys to the respective coordinate, placed in a specific bucket
unsigned keys = XY_KEY(x, southCoordinate);
// we need to cast it because it is not type MapItem, but type HashTable
return (MapItem*) getItem(mapItem, keys);
}
/**
* Returns the MapItem immediately to the right of the given location.
*/
MapItem* get_east(int x, int y)
{
// coordinate to the one block east of the current block
int eastCoordinate = x + 1;
// get the items in the active map
HashTable* mapItem = get_active_map()->items;
// get the keys to the respective coordinate, placed in a specific bucket
unsigned keys = XY_KEY(eastCoordinate, y);
// we need to cast it because it is not type MapItem, but type HashTable
return (MapItem*) getItem(mapItem, keys);
}
/**
* Returns the MapItem immediately to the left of the given location.
*/
MapItem* get_west(int x, int y)
{
// coordinate to the one block west of the current block
int westCoordinate = x - 1;
// get the items in the active map
HashTable* mapItem = get_active_map()->items;
// get the keys to the respective coordinate, placed in a specific bucket
unsigned keys = XY_KEY(westCoordinate, y);
// we need to cast it because it is not type MapItem, but type HashTable
return (MapItem*) getItem(mapItem, keys);
}
/**
* Returns the MapItem at the given location.
*/
MapItem* get_here(int x, int y)
{
// get the items in the active map
HashTable* mapItem = get_active_map()->items;
// get the keys to the respective coordinate, placed in a specific bucket
unsigned keys = XY_KEY(x, y);
// we need to cast it because it is not type MapItem, but type HashTable
return (MapItem*) getItem(mapItem, keys);
}
/**
* If there is a MapItem at (x,y), remove it from the map.
*/
void map_erase(int x, int y)
{
if (get_here(x, y) != NULL) {
return deleteItem(get_active_map()->items, XY_KEY(x, y));
}
return;
}
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
}
void add_shield(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = SHIELD;
w1->draw = draw_shield;
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_life(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = LIFE;
w1->draw = draw_life;
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_snowflake(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = SNOWFLAKE;
w1->draw = draw_snowflake;
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_sword(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = SWORD;
w1->draw = draw_sword;
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_nothing(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = NOTHING;
w1->draw = draw_nothing;
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_arrow_up(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = ARROWUP;
w1->draw = draw_arrow_up;
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_arrow_down(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = ARROWDOWN;
w1->draw = draw_arrow_down;
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_arrow_right(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = ARROWRIGHT;
w1->draw = draw_arrow_right;
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_arrow_left(int x, int y)
{
MapItem* w1 = (MapItem*) malloc(sizeof(MapItem));
w1->type = ARROWLEFT;
w1->draw = draw_arrow_left;
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
}