Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.h
- Committer:
- nasiromar
- Date:
- 2021-12-03
- Revision:
- 18:760dd68e939e
- Parent:
- 16:06a88c0110ff
File content as of revision 18:760dd68e939e:
#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?). */ int data; } MapItem; typedef struct { int tm; int tx, ty; } StairsData; // MapItem types // Define more of these! #define WALL 0 #define PLANT 1 #define NPC 2 #define CHEST 3 #define CHESTT 16 #define CASTL 4 #define PORTAL 5 #define DOOR 6 #define DRAGON 7 #define PORTAl 8 #define KINDOM 9 #define FRUIT 10 #define VILL 11 #define NPCT 12 #define ENEMY1 13 #define ENEMY2 14 #define ENEMY 15 #define KEY 17 /** * 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(); int get_current_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. */ int 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(); /** * 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); void map_delete(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); //, int dir, int len void add_castle(int x, int y, int dir, int len); void add_kindom(int x, int y); void add_fire(int x, int y); void add_key(int x, int y); void add_chest(int x, int y); void add_chest2(int x, int y); void add_npc(int x, int y); void add_npc2(int x, int y); void add_store(int x, int y); void add_merch(int x, int y); void add_eye(int x, int y); void add_goblin(int x, int y, int type); void add_portal(int x, int y); void add_portal2(int x, int y); void add_door(int x, int y); void add_dragon(int x, int y); /** * 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); #endif //MAP_H