Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.cpp
- Committer:
- nasiromar
- Date:
- 2021-12-02
- Revision:
- 13:798a4dd14c7e
- Parent:
- 12:116a4cc85b16
- Child:
- 14:7225da81314a
File content as of revision 13:798a4dd14c7e:
#include "map.h" #include "globals.h" #include "graphics.h" #define NumBuckets 5 #define NumMaps 3 #define HEIGHT 50 #define WIDTH 50 /** * 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[NumMaps]; 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! unsigned int key = WIDTH*X+Y; return key; } /** * 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! int hash_value = key%NumBuckets; return hash_value; } void maps_init() { // TODO: Implement! // Initialize hash table // Set width & height map[0].items = createHashTable(map_hash,NumBuckets); map[0].w = WIDTH; map[0].h = HEIGHT; map[1].items = createHashTable(map_hash,NumBuckets); map[1].w = WIDTH-30; map[1].h = HEIGHT-30; } Map* get_active_map() { // There's only one map return &map[active_map]; } int get_map(int m){ return m; } Map* set_active_map(int m) { active_map = m; return &map[active_map]; } 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() { return get_active_map()->w; } int map_height() { return get_active_map()->h; } int map_area() { int area = map_height() * map_width(); return area; } MapItem* get_north(int x, int y) { unsigned int key = XY_KEY(x,y-1); MapItem* up = (MapItem*)getItem(get_active_map()->items,key); return up; } MapItem* get_south(int x, int y) { unsigned int key = XY_KEY(x,y+1); MapItem* down = (MapItem*)getItem(get_active_map()->items,key); return down; } MapItem* get_east(int x, int y) { unsigned int key = XY_KEY(x+1,y); MapItem* right = (MapItem*)getItem(get_active_map()->items,key); return right; } MapItem* get_west(int x, int y) { unsigned int key = XY_KEY(x-1,y); MapItem* left = (MapItem*)getItem(get_active_map()->items,key); return left; } MapItem* get_here(int x, int y) { unsigned int key = XY_KEY(x,y); MapItem* curr = (MapItem*)getItem(get_active_map()->items,key); return curr; } void map_erase(int x, int y) { unsigned int key = XY_KEY(x,y); removeItem(get_active_map()->items,key); } void map_delete(int x, int y) { unsigned int key = XY_KEY(x,y); deleteItem(get_active_map()->items,key); } 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_castle(int x, int y, int dir, int len) { for(int i = 0; i < len; i++) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = CASTL; w1->draw = draw_castle; 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_fire(int x, int y) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = CASTL; w1->draw = draw_fire; w1->walkable = true; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } void add_npc(int x, int y) { MapItem*npc = (MapItem*) malloc(sizeof(MapItem)); npc->type = NPC; npc->draw = draw_npc; npc->walkable = false; npc->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),npc); if (val) free(val); } void add_npc2(int x, int y) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = NPCT; w1->draw = draw_npc2; w1->walkable = true; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } void add_store(int x, int y) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = CASTL; w1->draw = draw_store; w1->walkable = true; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } void add_merch(int x, int y) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = VILL; w1->draw = draw_merch; w1->walkable = true; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } void add_eye(int x, int y) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = ENEMY; w1->draw = draw_eye; w1->walkable = true; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } void add_goblin(int x, int y, int type) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = type; w1->draw = draw_goblin; w1->walkable = true; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } void add_portal(int x, int y) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = PORTAL; w1->draw = draw_portal; w1->walkable = true; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } void add_kindom(int x, int y) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = KINDOM; w1->draw = draw_kindom; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } void add_portal2(int x, int y) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = PORTAl; w1->draw = draw_portal2; w1->walkable = true; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } void add_chest(int x, int y) { MapItem*chest = (MapItem*) malloc(sizeof(MapItem)); chest->type = CHEST; chest->draw = draw_chest; chest->walkable = false; chest->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),chest); if (val) free(val); } void add_door(int x, int y) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = DOOR; w1->draw = draw_door; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } void add_dragon(int x, int y) { MapItem*w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = DRAGON; w1->draw = draw_dragon; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items,XY_KEY(x,y),w1); if (val) free(val); } 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 = FRUIT; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it }