project for 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.cpp
- Committer:
- DCchico
- Date:
- 2020-10-23
- Revision:
- 2:4947d6a82971
- Parent:
- 1:10330bce85cb
- Child:
- 4:b687219ae447
File content as of revision 2:4947d6a82971:
// 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 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) { // TODO: Fix me! } /** * 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) { // TODO: Fix me! } void maps_init() { // TODO: Implement! // Initialize hash table // Set width & 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() { } int map_height() { } int map_area() { } MapItem* get_current(int x, int y) { } MapItem* get_north(int x, int y) { } MapItem* get_south(int x, int y) { } MapItem* get_east(int x, int y) { } MapItem* get_west(int x, int y) { } MapItem* get_here(int x, int y) { } void map_erase(int x, int 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 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 }