ECE 2035 final project
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
Diff: map.cpp
- Revision:
- 2:22d36e7740f1
- Parent:
- 0:35660d7952f7
--- a/map.cpp Wed Apr 04 21:11:07 2018 +0000 +++ b/map.cpp Mon Apr 15 12:25:08 2019 +0000 @@ -17,7 +17,7 @@ * This is a global variable, but can only be access from this file because it * is static. */ -static Map map; +static Map map[NUM_MAPS]; static int active_map; /** @@ -25,8 +25,8 @@ * 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! +static unsigned XY_KEY(int X, int Y, int size) { + return (X+size*Y); //linearize a 2d index } /** @@ -34,34 +34,43 @@ * unsigned key (the output of XY_KEY) and turns it into a hash value (some * small non-negative integer). */ -unsigned map_hash(unsigned key) +unsigned map_hash1(unsigned key) { - // TODO: Fix me! + return key%NUM_BUCKETS1; +} + +unsigned map_hash2(unsigned key) +{ + return key%NUM_BUCKETS2; } void maps_init() { - // TODO: Implement! - // Initialize hash table - // Set width & height + map[0].items = createHashTable(map_hash1, NUM_BUCKETS1); + map[0].h = 50; + map[0].w = 50; + map[1].items = createHashTable(map_hash2, NUM_BUCKETS2); + map[1].h = 20; + map[1].w = 20; } Map* get_active_map() { // There's only one map - return ↦ + return &map[active_map]; } Map* set_active_map(int m) { active_map = m; - return ↦ + 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'}; + char lookup[] = {'W', 'P', 'N'}; for(int y = 0; y < map_height(); y++) { for (int x = 0; x < map_width(); x++) @@ -76,39 +85,48 @@ int map_width() { + return map[active_map].w; } int map_height() { + return map[active_map].h; } int map_area() { + return map[active_map].h * map[active_map].w; } MapItem* get_north(int x, int y) { + return (MapItem*)getItem(map[active_map].items, XY_KEY(x,y-1,map_height())); } MapItem* get_south(int x, int y) { + return (MapItem*)getItem(map[active_map].items, XY_KEY(x,y+1,map_height())); } MapItem* get_east(int x, int y) { + return (MapItem*)getItem(map[active_map].items, XY_KEY(x+1,y,map_height())); } MapItem* get_west(int x, int y) { + return (MapItem*)getItem(map[active_map].items, XY_KEY(x-1,y,map_height())); } MapItem* get_here(int x, int y) { + return (MapItem*)getItem(map[active_map].items, XY_KEY(x,y, map_height())); } void map_erase(int x, int y) { + deleteItem(map[active_map].items, XY_KEY(x,y,map_height())); } void add_wall(int x, int y, int dir, int len) @@ -120,7 +138,7 @@ w1->draw = draw_wall; w1->walkable = false; w1->data = NULL; - unsigned key = (dir == HORIZONTAL) ? XY_KEY(x+i, y) : XY_KEY(x, y+i); + unsigned key = (dir == HORIZONTAL) ? XY_KEY(x+i, y, map_height()) : XY_KEY(x, y+i, map_height()); void* val = insertItem(get_active_map()->items, key, w1); if (val) free(val); // If something is already there, free it } @@ -133,6 +151,116 @@ w1->draw = draw_plant; w1->walkable = true; w1->data = NULL; - void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); + void* val = insertItem(get_active_map()->items, XY_KEY(x, y, map_height()), w1); + if (val) free(val); // If something is already there, free it +} + +void add_plant2(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = PLANT2; + w1->draw = draw_plant; + w1->walkable = true; + w1->data = NULL; + void* val = insertItem(get_active_map()->items, XY_KEY(x, y, map_height()), w1); + if (val) free(val); // If something is already there, free it +} + +void add_startNPC(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = STARTNPC; + w1->draw = draw_startNPC; + w1->walkable = false; + w1->data = NULL; + void* val = insertItem(get_active_map()->items, XY_KEY(x, y,map_height()), w1); + if (val) free(val); // If something is already there, free it +} + +void add_swordInStone(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = SWORDINSTONE; + w1->draw = draw_swordInStone; + w1->walkable = false; + w1->data = NULL; + void* val = insertItem(get_active_map()->items, XY_KEY(x, y, map_height()), w1); + if (val) free(val); // If something is already there, free it +} + +void add_elvarg(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = ELVARG; + w1->draw = draw_elvarg; + w1->walkable = false; + w1->data = NULL; + void* val = insertItem(get_active_map()->items, XY_KEY(x, y, map_height()), w1); + if (val) free(val); // If something is already there, free it +} + +void add_cave(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = CAVE; + w1->draw = draw_cave; + w1->walkable = false; + w1->data = NULL; + void* val = insertItem(get_active_map()->items, XY_KEY(x, y, map_height()), w1); + if (val) free(val); // If something is already there, free it +} + +void add_gate(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = GATE; + w1->draw = draw_gate; + w1->walkable = false; + w1->data = NULL; + void* val = insertItem(get_active_map()->items, XY_KEY(x, y, map_height()), w1); + if (val) free(val); // If something is already there, free it +} + +void add_treasure(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = TREASURE; + w1->draw = draw_treasure; + w1->walkable = false; + w1->data = NULL; + void* val = insertItem(get_active_map()->items, XY_KEY(x, y, map_height()), w1); + if (val) free(val); // If something is already there, free it +} + +void add_boulder(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = BOULDER; + w1->draw = draw_boulder; + w1->walkable = 2; + w1->data = NULL; + void* val = insertItem(get_active_map()->items, XY_KEY(x, y, map_height()), w1); + if (val) free(val); // If something is already there, free it +} + +void add_phat(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = PHAT; + w1->draw = draw_phat; + w1->walkable = false; + w1->data = NULL; + void* val = insertItem(get_active_map()->items, XY_KEY(x, y, map_height()), w1); + if (val) free(val); // If something is already there, free it +} + +void add_rolling(int x, int y) +{ + MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); + w1->type = ROLLING; + w1->draw = draw_rolling; + w1->walkable = false; + w1->data = NULL; + void* val = insertItem(get_active_map()->items, XY_KEY(x, y, map_height()), w1); if (val) free(val); // If something is already there, free it } \ No newline at end of file