project for 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
Diff: map.cpp
- Revision:
- 1:10330bce85cb
- Child:
- 2:4947d6a82971
diff -r 81b6a2933214 -r 10330bce85cb map.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/map.cpp Fri Oct 23 16:18:39 2020 -0400 @@ -0,0 +1,203 @@ +#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 +}