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