SNAKE GAME
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
Diff: map.cpp
- Revision:
- 0:24041b847eb5
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/map.cpp Wed Nov 25 04:25:25 2020 +0000 @@ -0,0 +1,314 @@ +// 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 2 +#define MAP_WIDTH 50 +#define MAP_HEIGHT 50 +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) { + + return X*maps[0].h + Y; + +} + +/** + * 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) +{ + return key%(NUM_MAPS); +} + +void maps_init() +{ + maps[0].items = createHashTable(map_hash, NUM_MAPS); + maps[0].w = MAP_WIDTH; + maps[0].h = MAP_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() +{ + return get_active_map()->w; +} + +int map_height() +{ + return get_active_map()->h; +} + +int map_area() +{ + return map_width() * map_height(); +} + +MapItem* get_north(int x, int y) +{ + return get_here(x, y-1); +} + +MapItem* get_south(int x, int y) +{ + return get_here(x, y+1); +} + +MapItem* get_east(int x, int y) +{ + return get_here(x+1, y); +} + +MapItem* get_west(int x, int y) +{ + return get_here(x-1, y); +} + +MapItem* get_here(int x, int y) +{ + return (MapItem*) getItem(get_active_map()->items, XY_KEY(x, y)); +} + +void map_erase(int x, int y) +{ + MapItem* item = get_here(x, y); + if (item && item->data) + free(item->data); + deleteItem(get_active_map()->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_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 add_inclength(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = INCLENGTH; + w1->draw = draw_inclength; + 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) // +{ + 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_HEAD; + 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_poison(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = POISON; + w1->draw = draw_poison; + 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_speedup(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = SPEEDUP; + w1->draw = draw_speedup; + 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_slowdown(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = SLOWDOWN; + w1->draw = draw_slowdown; + 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_decrease_length(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = DECLENGTH; + w1->draw = draw_decrease_length; + 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_random(int x, int y, int d) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = RANDOM; + w1->draw = draw_random; + w1->walkable = true; + d = d % 4; + w1->data = (int*)(d + 13); + 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_moving(int x, int y) { + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = MOVING; + w1->draw = draw_moving; + 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_invinc(int x, int y) { + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = INVINC; + w1->draw = draw_invinc; + 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 = CLEAR; + 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 +}