Adventure game written for ECE2035 at the Georgia Institute of Technology

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Revision:
2:0876296d9473
Parent:
0:35660d7952f7
Child:
3:289762133fd6
--- a/map.h	Wed Apr 04 21:11:07 2018 +0000
+++ b/map.h	Tue Apr 17 17:17:20 2018 +0000
@@ -46,6 +46,21 @@
     void* data;
 } MapItem;
 
+typedef struct{
+    int x,y;    // Current locations
+    int px, py; // Previous locations
+    int quest_requested; //check to see if player has asked for quest
+    int has_key;
+    int quest_complete;
+} NonPlayer;
+
+typedef struct {
+    int x,y;    // Current locations
+    int px, py; // Previous locations
+    int is_pushed;
+    int wall_touch;
+} Rock;
+
 typedef struct {
     int tm;
     int tx, ty;
@@ -55,6 +70,11 @@
 // Define more of these!
 #define WALL    0
 #define PLANT   1
+#define NPC     2
+#define ROCK    3
+#define DOOR    4
+#define GOAL    5
+#define SPIKE   6
 
 /**
  * Initializes the internal structures for all maps. This does not populate
@@ -136,6 +156,12 @@
 void map_erase(int x, int y);
 
 /**
+makes everything walkable
+**/
+
+void omni();
+
+/**
  * 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.
@@ -150,5 +176,10 @@
  * before adding the plant.
  */
 void add_plant(int x, int y);
+void add_rock(int x, int y);
+void add_npc(int x, int y);
+void add_door(int x, int y);
+void add_goal(int x, int y);
+void add_spike(int x, int y);
 
 #endif //MAP_H
\ No newline at end of file