Chuong Dong / Mbed 2 deprecated rpg_game_shell

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Show/hide line numbers map.h Source File

map.h

00001 #ifndef MAP_H
00002 #define MAP_H
00003 
00004 #include "hash_table.h"
00005 
00006 /**
00007  * A structure to represent the map. The implementation is private.
00008  */
00009 struct Map;
00010 
00011 // A function pointer type for drawing MapItems.
00012 // All tiles are 11x11 blocks.
00013 // u,v is the top left corner pixel of the block
00014 typedef void (*DrawFunc)(int u, int v);
00015 
00016 /**
00017  * The data for elements in the map. Each item in the map HashTable is a
00018  * MapItem.
00019  */
00020 typedef struct {
00021     /**
00022      * Indicates the "type" of the MapItem: WALL, DOOR, PLANT, etc. This is
00023      * useful for determining how to interact with the object when updating the
00024      * game state.
00025      */
00026     int type;
00027     
00028     /**
00029      * A function pointer to the drawing function for this item. Used by draw_game.
00030      */
00031     DrawFunc draw;
00032     
00033     /**
00034      * If zero, this item should block character motion.
00035      */
00036     int walkable;
00037     
00038     /**
00039      * Arbitrary extra data for the MapItem. Could be useful for keeping up with
00040      * special information, like where a set of stairs should take the player.
00041      * 
00042      * Iterpretation of this can depend on the type of the MapItem. For example,
00043      * a WALL probably doesn't need to use this (it can be NULL), where an NPC
00044      * might use it to store game state (have I given the player the key yet?).
00045      */
00046     void* data;
00047 } MapItem;
00048 
00049 typedef struct {
00050     int tm;
00051     int tx, ty;
00052 } StairsData;
00053 
00054 // MapItem types
00055 // Define more of these!
00056 #define WALL    0
00057 #define PLANT   1
00058 #define SIGN    2
00059 #define DOORLOCKED 3
00060 #define DOORUNLOCKED 4
00061 #define FLOWFRIEND  5
00062 #define FLOWWINK    6
00063 #define FLOWCREEPY  7
00064 #define TOBY    8
00065 #define TOBYBONE 9
00066 #define REDBUTTON 10
00067 #define BLUEBUTTON 11
00068 #define GREENBUTTON 12
00069 #define RIVERMAN 13
00070 #define CHEST 14
00071 #define LEAF  15
00072 #define WOOD 16
00073 /**
00074  * Initializes the internal structures for all maps. This does not populate
00075  * the map with items, but allocates space for them, initializes the hash tables, 
00076  * and sets the width and height.
00077  */
00078 void maps_init();
00079 
00080 /**
00081  * Returns a pointer to the active map.
00082  */
00083 Map* get_active_map();
00084 
00085 /**
00086  * Sets the active map to map m, where m is the index of the map to activate.
00087  * Returns a pointer to the new active map.
00088  */
00089 Map* set_active_map(int m);
00090 
00091 /**
00092  * Returns the map m, regardless of whether it is the active map. This function
00093  * does not change the active map.
00094  */
00095 Map* get_map(int m);
00096 
00097 /**
00098  * Print the active map to the serial console.
00099  */
00100 void print_map();
00101 
00102 // Access
00103 /**
00104  * Returns the width of the active map.
00105  */
00106 int map_width();
00107 
00108 /**
00109  * Returns the heigh of the active map.
00110  */
00111 int map_height();
00112 
00113 /**
00114  * Returns the total number of cells in the active map.
00115  */
00116 int map_area();
00117 
00118 /**
00119  * Returns the MapItem immediately above the given location.
00120  */
00121 MapItem* get_north(int x, int y);
00122 
00123 /**
00124  * Returns the MapItem immediately below the given location.
00125  */
00126 MapItem* get_south(int x, int y);
00127 
00128 /**
00129  * Returns the MapItem immediately to the right of the given location.
00130  */
00131 MapItem* get_east(int x, int y);
00132 
00133 /**
00134  * Returns the MapItem immediately to the left of  the given location.
00135  */
00136 MapItem* get_west(int x, int y);
00137 
00138 /**
00139  * Returns the MapItem at the given location.
00140  */
00141 MapItem* get_here(int x, int y);
00142 
00143 // Directions, for using the modification functions
00144 #define HORIZONTAL  0
00145 #define VERTICAL    1
00146 
00147 /**
00148  * If there is a MapItem at (x,y), remove it from the map.
00149  */
00150 void map_erase(int x, int y);
00151 
00152 /**
00153  * Add WALL items in a line of length len beginning at (x,y).
00154  * If dir == HORIZONTAL, the line is in the direction of increasing x.
00155  * If dir == VERTICAL, the line is in the direction of increasing y.
00156  *
00157  * If there are already items in the map that collide with this line, they are
00158  * erased.
00159  */
00160 void add_wall(int x, int y, int dir, int len);
00161 
00162 /**
00163  * Add a PLANT item at (x,y). If there is already a MapItem at (x,y), erase it
00164  * before adding the plant.
00165  */
00166 void add_plant(int x, int y);
00167 void add_sign(int x, int y);
00168 void add_door_locked(int x, int y);
00169 void add_door_unlocked(int x, int y);
00170 void add_flowey_friendly(int x, int y);
00171 void add_flowey_wink(int x, int y);
00172 void add_flowey_creepy(int x, int y);
00173 void add_toby(int x, int y);
00174 void add_toby_bone(int x, int y);
00175 void add_red_button(int x, int y);
00176 void add_blue_button(int x, int y);
00177 void add_green_button(int x, int y);
00178 void add_river_man(int x, int y);
00179 void add_chest(int x, int v);
00180 void add_leaf(int x, int y);
00181 void add_wood(int x, int y);
00182 #endif //MAP_H