ECE 2035 final project
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.cpp
- Committer:
- npatel387
- Date:
- 2019-04-15
- Revision:
- 2:22d36e7740f1
- Parent:
- 0:35660d7952f7
File content as of revision 2:22d36e7740f1:
#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; }; /** * 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[NUM_MAPS]; 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, int size) { return (X+size*Y); //linearize a 2d index } /** * 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_hash1(unsigned key) { return key%NUM_BUCKETS1; } unsigned map_hash2(unsigned key) { return key%NUM_BUCKETS2; } void maps_init() { 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 &map[active_map]; } 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', 'N'}; 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 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) { 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, 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 } } 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, 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 }