Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.cpp
- Committer:
- lballard9
- Date:
- 2021-09-28
- Revision:
- 4:37d3935365f8
- Parent:
- 0:35660d7952f7
- Child:
- 6:c9695079521d
File content as of revision 4:37d3935365f8:
#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. * In this file you need to define how the map will be structured. IE how will * you put values into the map, pull them from the map. Remember a "Map" variable * is a hashtable plus two ints (see below) * You will have more than one map variable, one will be the main map with it's own hashtable. * Then you'll have a second map with another hashtable * You should store objects into the hashtable with different properties (spells * etc) */ struct Map { HashTable* items; int w, h; }; /** * Storage area for the maps. * This is a global variable, but can only be access from this file because it * is static. */ static Map map; static int active_map; /** * 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() { // There's only one map return ↦ } Map* set_active_map(int m) { active_map = m; return ↦ } void print_map() { // As you add more types, you'll need to add more items to this array. char lookup[] = {'W', 'P'}; for(int y = 0; y < map_height(); y++) { for (int x = 0; x < map_width(); x++) { MapItem* item = get_here(x,y); 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_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 = 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 }