2035 project 2

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

map.h

Committer:
ranroun3
Date:
2021-12-01
Revision:
23:06cbe894690d
Parent:
22:397601b1cdb4

File content as of revision 23:06cbe894690d:

#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?).
     */
    void* data;
} MapItem;

typedef struct {
    int tm;
    int tx, ty;
    int isLocked;
} StairsData;


//creating the NPC object
typedef struct {
    int x,y;    //  locations
    int state;
    // You can add other properties for the player here
} newNPC;

#define LAVA    3
#define WATER   1
#define TACO    2
#define REDSP   4
#define BLUESP  5
typedef struct {
    int x, y;
    int correctSpell;
    int state;
    int numBoss;
} bossChar;

typedef struct {
    int x, y;
    int spell_type;
} Spell;
typedef struct {
    bool isLocked;
    int startX, startY;
    int endX, endY;
} Door;
typedef struct {
    int x, y;
    bool isClaimed;
} Treasure;
// MapItem types
// Define more of these!
#define WALL    0
#define PLANT   1
#define STAIRS  2
#define NPC     3
#define BOSS    4
#define SPELL   5
#define DOOR    6
#define TREASURE 7
#define DEAD    8
#define HAMMER  9
#define POTION  10
#define HEART   11
#define KEY     12

/**
 * 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.
 */

//defining map heights:
#define mainMapHeight       50
#define mainMapWidth        50
#define bossMapHeight       10
#define bossMapWidth        10
#define map3Height          10
#define map3Width           10

void maps_init();

/**
 * Returns a pointer to the active map.
 */
Map* get_active_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.
 */
Map* 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);

/**
 * 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);

/**
 * 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);
/**
 * Add a STAIRS item at (x,y). If there is already a MapItem at (x,y), erase it
 * before adding the stairs.
 */
void add_stairs(int x, int y, int newX, int newY, int newMap);

void add_npc(int x, int y);

void add_boss(int x, int y, int corrSpell, int num);

void add_spell(int x, int y, int spellType);

void add_door(int x, int y, int xLen, int yLen);

void add_treasure(int x, int y);

void add_dead(int x, int y);

void add_hammer(int x, int y);

void add_healthPotion(int x, int y);

void add_heart(int x, int y);

void add_key(int x, int y);

int get_active_map_int();

#endif //MAP_H