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Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.h
00001 // Copyright 2020 Georgia Tech. All rights reserved. 00002 // The materials provided by the instructor in this course are for 00003 // the use of the students currently enrolled in the course. 00004 // Copyrighted course materials may not be further disseminated. 00005 // This file must not be made publicly available anywhere. 00006 00007 #ifndef MAP_H 00008 #define MAP_H 00009 00010 #include "hash_table.h" 00011 00012 /** 00013 * A structure to represent the map. The implementation is private. 00014 */ 00015 struct Map; 00016 00017 // A function pointer type for drawing MapItems. 00018 // All tiles are 11x11 blocks. 00019 // u,v is the top left corner pixel of the block 00020 typedef void (*DrawFunc)(int u, int v); 00021 00022 /** 00023 * The data for elements in the map. Each item in the map HashTable is a 00024 * MapItem. 00025 */ 00026 typedef struct { 00027 /** 00028 * Indicates the "type" of the MapItem: WALL, DOOR, PLANT, etc. This is 00029 * useful for determining how to interact with the object when updating the 00030 * game state. 00031 */ 00032 int type; 00033 00034 /** 00035 * A function pointer to the drawing function for this item. Used by draw_game. 00036 */ 00037 DrawFunc draw; 00038 00039 /** 00040 * If zero, this item should block character motion. 00041 */ 00042 int walkable; 00043 00044 /** 00045 * Arbitrary extra data for the MapItem. Could be useful for keeping up with 00046 * special information, like where a set of stairs should take the player. 00047 * 00048 * Iterpretation of this can depend on the type of the MapItem. For example, 00049 * a WALL probably doesn't need to use this (it can be NULL), where an NPC 00050 * might use it to store game state (have I given the player the key yet?). 00051 */ 00052 void* data; 00053 } MapItem; 00054 00055 typedef struct { 00056 int tm; 00057 int tx, ty; 00058 } StairsData; 00059 00060 // MapItem types 00061 // Define more of these! 00062 #define WALL 0 00063 #define DOOR 1 00064 #define PLANT 2 00065 #define WATER 3 00066 #define KEY 4 00067 #define GOODIE 5 00068 #define SNAKE_BODY 6 00069 #define CLEAR 7 00070 #define STAIRS 8 00071 #define SONAR 9 00072 #define PUZZLE 10 00073 #define NPC 11 00074 #define SNAKE_HEAD 12 00075 #define POISON 13 00076 #define SPEEDUP 14 00077 #define SLOWDOWN 15 00078 #define DECLENGTH 16 00079 #define RANDOM 17 00080 #define MOVING 18 00081 #define INVINC 19 00082 #define INCLENGTH 20 00083 00084 /** 00085 * Initializes the internal structures for all maps. This does not populate 00086 * the map with items, but allocates space for them, initializes the hash tables, 00087 * and sets the width and height. 00088 */ 00089 void maps_init(); 00090 00091 /** 00092 * Returns a pointer to the active map. 00093 */ 00094 Map* get_active_map(); 00095 00096 /** 00097 * Sets the active map to map m, where m is the index of the map to activate. 00098 * Returns a pointer to the new active map. 00099 */ 00100 Map* set_active_map(int m); 00101 00102 /** 00103 * Returns the map m, regardless of whether it is the active map. This function 00104 * does not change the active map. 00105 */ 00106 Map* get_map(int m); 00107 00108 /** 00109 * Print the active map to the serial console. 00110 */ 00111 void print_map(); 00112 00113 // Access 00114 /** 00115 * Returns the width of the active map. 00116 */ 00117 int map_width(); 00118 00119 /** 00120 * Returns the heigh of the active map. 00121 */ 00122 int map_height(); 00123 00124 /** 00125 * Returns the total number of cells in the active map. 00126 */ 00127 int map_area(); 00128 00129 MapItem* get_current(int x, int y); 00130 00131 /** 00132 * Returns the MapItem immediately above the given location. 00133 */ 00134 MapItem* get_north(int x, int y); 00135 00136 /** 00137 * Returns the MapItem immediately below the given location. 00138 */ 00139 MapItem* get_south(int x, int y); 00140 00141 /** 00142 * Returns the MapItem immediately to the right of the given location. 00143 */ 00144 MapItem* get_east(int x, int y); 00145 00146 /** 00147 * Returns the MapItem immediately to the left of the given location. 00148 */ 00149 MapItem* get_west(int x, int y); 00150 00151 /** 00152 * Returns the MapItem at the given location. 00153 */ 00154 MapItem* get_here(int x, int y); 00155 00156 // Directions, for using the modification functions 00157 #define HORIZONTAL 0 00158 #define VERTICAL 1 00159 00160 /** 00161 * If there is a MapItem at (x,y), remove it from the map. 00162 */ 00163 void map_erase(int x, int y); 00164 00165 /** 00166 * Add WALL items in a line of length len beginning at (x,y). 00167 * If dir == HORIZONTAL, the line is in the direction of increasing x. 00168 * If dir == VERTICAL, the line is in the direction of increasing y. 00169 * 00170 * If there are already items in the map that collide with this line, they are 00171 * erased. 00172 */ 00173 void add_wall(int x, int y, int dir, int len); 00174 00175 /** 00176 * Add a PLANT item at (x,y). If there is already a MapItem at (x,y), erase it 00177 * before adding the plant. 00178 */ 00179 void add_plant(int x, int y); 00180 00181 00182 void add_goodie(int x, int y); 00183 00184 void remove_goodie(int x, int y); 00185 00186 void add_snake_body(int x, int y); 00187 void add_snake_head(int x, int y); 00188 void add_snake_tail(int x, int y); 00189 void add_nothing(int x, int y); 00190 //Added buffs/debuffs/extra stuff below 00191 void add_poison(int x, int y); 00192 void add_speedup(int x, int y); 00193 void add_slowdown(int x, int y); 00194 void add_decrease_length(int x, int y); 00195 void add_random(int x, int y, int d); 00196 void add_moving(int x, int y); 00197 void add_invinc(int x, int y); 00198 void add_inclength(int x, int y); 00199 00200 #endif //MAP_H
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