SNAKE GAME
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
Diff: map.h
- Revision:
- 0:24041b847eb5
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/map.h Wed Nov 25 04:25:25 2020 +0000 @@ -0,0 +1,200 @@ +// 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. + +#ifndef MAP_H +#define MAP_H + +#include "hash_table.h" + +/** + * A structure to represent the map. The implementation is private. + */ +struct Map; + +// A function pointer type for drawing MapItems. +// All tiles are 11x11 blocks. +// u,v is the top left corner pixel of the block +typedef void (*DrawFunc)(int u, int v); + +/** + * The data for elements in the map. Each item in the map HashTable is a + * MapItem. + */ +typedef struct { + /** + * Indicates the "type" of the MapItem: WALL, DOOR, PLANT, etc. This is + * useful for determining how to interact with the object when updating the + * game state. + */ + int type; + + /** + * A function pointer to the drawing function for this item. Used by draw_game. + */ + DrawFunc draw; + + /** + * If zero, this item should block character motion. + */ + int walkable; + + /** + * Arbitrary extra data for the MapItem. Could be useful for keeping up with + * special information, like where a set of stairs should take the player. + * + * Iterpretation of this can depend on the type of the MapItem. For example, + * a WALL probably doesn't need to use this (it can be NULL), where an NPC + * might use it to store game state (have I given the player the key yet?). + */ + void* data; +} MapItem; + +typedef struct { + int tm; + int tx, ty; +} StairsData; + +// MapItem types +// Define more of these! +#define WALL 0 +#define DOOR 1 +#define PLANT 2 +#define WATER 3 +#define KEY 4 +#define GOODIE 5 +#define SNAKE_BODY 6 +#define CLEAR 7 +#define STAIRS 8 +#define SONAR 9 +#define PUZZLE 10 +#define NPC 11 +#define SNAKE_HEAD 12 +#define POISON 13 +#define SPEEDUP 14 +#define SLOWDOWN 15 +#define DECLENGTH 16 +#define RANDOM 17 +#define MOVING 18 +#define INVINC 19 +#define INCLENGTH 20 + +/** + * 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(); + +/** + * Returns a pointer to the active map. + */ +Map* get_active_map(); + +/** + * Sets the active map to map m, where m is the index of the map to activate. + * Returns a pointer to the new active map. + */ +Map* set_active_map(int m); + +/** + * Returns the map m, regardless of whether it is the active map. This function + * does not change the active map. + */ +Map* get_map(int m); + +/** + * Print the active map to the serial console. + */ +void print_map(); + +// Access +/** + * Returns the width of the active map. + */ +int map_width(); + +/** + * Returns the heigh of the active map. + */ +int map_height(); + +/** + * Returns the total number of cells in the active map. + */ +int map_area(); + +MapItem* get_current(int x, int y); + +/** + * Returns the MapItem immediately above the given location. + */ +MapItem* get_north(int x, int y); + +/** + * Returns the MapItem immediately below the given location. + */ +MapItem* get_south(int x, int y); + +/** + * Returns the MapItem immediately to the right of the given location. + */ +MapItem* get_east(int x, int y); + +/** + * Returns the MapItem immediately to the left of the given location. + */ +MapItem* get_west(int x, int y); + +/** + * Returns the MapItem at the given location. + */ +MapItem* get_here(int x, int y); + +// Directions, for using the modification functions +#define HORIZONTAL 0 +#define VERTICAL 1 + +/** + * If there is a MapItem at (x,y), remove it from the map. + */ +void map_erase(int x, int y); + +/** + * Add WALL items in a line of length len beginning at (x,y). + * If dir == HORIZONTAL, the line is in the direction of increasing x. + * If dir == VERTICAL, the line is in the direction of increasing y. + * + * If there are already items in the map that collide with this line, they are + * erased. + */ +void add_wall(int x, int y, int dir, int len); + +/** + * Add a PLANT item at (x,y). If there is already a MapItem at (x,y), erase it + * before adding the plant. + */ +void add_plant(int x, int y); + + +void add_goodie(int x, int y); + +void remove_goodie(int x, int y); + +void add_snake_body(int x, int y); +void add_snake_head(int x, int y); +void add_snake_tail(int x, int y); +void add_nothing(int x, int y); +//Added buffs/debuffs/extra stuff below +void add_poison(int x, int y); +void add_speedup(int x, int y); +void add_slowdown(int x, int y); +void add_decrease_length(int x, int y); +void add_random(int x, int y, int d); +void add_moving(int x, int y); +void add_invinc(int x, int y); +void add_inclength(int x, int y); + +#endif //MAP_H