Finished V1
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.cpp
- Committer:
- trich9
- Date:
- 2019-11-19
- Revision:
- 4:2297a714936f
- Parent:
- 0:35660d7952f7
- Child:
- 5:2fb023cdc666
File content as of revision 4:2297a714936f:
#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; static int active_map; //MYCODE static Map map2; //array of maps static Map maps[2]; /** * 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! //MYCODE return ((X*map.h) + Y); //multiplies X by height of map to get the row, then adds y for the column } /** * 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! //MYCODE return key%NUMBUCKETS; //NB = 75 } void maps_init() { // TODO: Implement! // Initialize hash table // Set width & height //MYCODE map.items = createHashTable(map_hash, NUMBUCKETS);//NB = 75 map.w = MAPWIDTH; //75 map.h = MAPHEIGHT; //75 maps[0] = map; map2.items = createHashTable(map_hash, NUMBUCKETS); map2.w = MAP2WIDTH; //20 map2.h = MAP2HEIGHT; //10 maps[1] = map2; } Map* get_active_map() { //OGCODE // There's only one map //return ↦ return &(maps[active_map]); } Map* set_active_map(int m) { //OGCODE //active_map = m; //return ↦ active_map = m; return &(maps[m]); } 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"); } } //MYCODE int map_width() { //need to get active map Map *map = get_active_map(); return map->w; } //MYCODE int map_height() { Map *map = get_active_map(); return map->h; } //MYCODE int map_area() { Map *map = get_active_map(); return (map->h * map->w); } //MYCODE MapItem* get_north(int x, int y) { Map *thisMap = get_active_map(); int thisKey = XY_KEY(x, y-1); return (MapItem*) getItem(thisMap->items,thisKey); } MapItem* get_south(int x, int y) { Map *thisMap = get_active_map(); int thisKey = XY_KEY(x, y+1); return (MapItem*) getItem(thisMap->items,thisKey); } MapItem* get_east(int x, int y) { Map *thisMap = get_active_map(); int thisKey = XY_KEY(x+1, y); return (MapItem*) getItem(thisMap->items,thisKey); } MapItem* get_west(int x, int y) { Map *thisMap = get_active_map(); int thisKey = XY_KEY(x-1, y); return (MapItem*) getItem(thisMap->items,thisKey); } MapItem* get_here(int x, int y) { Map *thisMap = get_active_map(); int thisKey = XY_KEY(x, y); return (MapItem*) getItem(thisMap->items,thisKey); } void map_erase(int x, int y) { Map *thisMap = get_active_map(); int thisKey = XY_KEY(x, y); deleteItem(thisMap->items,thisKey); } 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_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), w1); if (val) free(val); // If something is already there, free it } //MYCODE void add_NPC(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = NPC; w1->draw = draw_NPC; w1->walkable = false; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it } void add_ladder(int x, int y){ MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = ladder; w1->draw = draw_ladder; w1->walkable = true; w1->data = NULL; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it }