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Adventure game written for ECE2035 at the Georgia Institute of Technology
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
map.cpp
- Committer:
- trmontgomery
- Date:
- 2019-10-26
- Revision:
- 5:93a4c396c1af
- Parent:
- 4:cdc54191ff07
File content as of revision 5:93a4c396c1af:
#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. */ /** * Storage area for the maps. * This is a global variable, but can only be access from this file because it * is static. */ static Map maps[3]; 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) { Map * m = get_active_map(); return (m->w)*Y + X; } /** * 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! return key%5; } void maps_init(int h, int w, int buckets) { Map * m = get_active_map(); m->items = createHashTable(map_hash, buckets); m->w = w; m->h = h; } Map* get_active_map() { return &(maps[active_map]); } Map* set_active_map(int m) { active_map = m; return &(maps[active_map]); } 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"); } } int map_width() { Map * m = get_active_map(); return m->w; } int map_height() { Map * m = get_active_map(); return m->h; } int map_area() { Map * m = get_active_map(); return (m->h)*(m->w); } MapItem* get_north(int x, int y) { Map* map = get_active_map(); //get key of item north of the location int index = XY_KEY(x, y-1); return (MapItem*)getItem(map->items, index); } MapItem* get_south(int x, int y) { Map* map = get_active_map(); int index = XY_KEY(x, y+1); return (MapItem*)getItem(map->items, index); } MapItem* get_east(int x, int y) { Map* map = get_active_map(); int index = XY_KEY(x-1, y); //wtf why does this work boi return (MapItem*)getItem(map->items, index); } MapItem* get_west(int x, int y) { Map* map = get_active_map(); int index = XY_KEY(x+1, y); //shouldn't this be minus? return (MapItem*)getItem(map->items, index); } MapItem* get_here(int x, int y) { Map* map = get_active_map(); int index = XY_KEY(x, y); return (MapItem*)getItem(map->items, index); } void map_erase(int x, int y) { Map* map = get_active_map(); int index = XY_KEY(x, y); deleteItem(map->items, index); } 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_road(int x, int y, int dir, int len) { for(int i = 0; i < len; i++) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = ROAD; w1->draw = draw_wall; w1->walkable = true; 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_lbush(int x, int y, int key){ MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = LBUSH; w1->draw = draw_lbush; w1->walkable = true; MapItem* w2 = (MapItem*) malloc(sizeof(MapItem)); w2->type = LBUSH; w2->draw = draw_lbush; w2->walkable = true; MapItem* w3 = (MapItem*) malloc(sizeof(MapItem)); w3->type = LBUSH; w3->draw = draw_lbush; w3->walkable = true; MapItem* w4 = (MapItem*) malloc(sizeof(MapItem)); w4->type = LBUSH; w4->draw = draw_lbush; w4->walkable = true; Lbush* b1 = (Lbush*)malloc(sizeof(Lbush)); b1 -> key = key; w1 -> data = b1; w2 -> data = b1; w3 -> data = b1; w4 -> data = b1; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it void* val1 = insertItem(get_active_map()->items, XY_KEY(x+1, y), w2); if (val1) free(val); // If something is already there, free it void* val2 = insertItem(get_active_map()->items, XY_KEY(x, y+1), w3); if (val2) free(val); // If something is already there, free it void* val3 = insertItem(get_active_map()->items, XY_KEY(x+1, y+1), w4); if (val3) free(val); // If something is already there, free it } void add_bush_rect(int a, int b, int c, int d){ for(int i = a; i < c; i++){ for(int j = b; j < d; j++){ MapItem* b = (MapItem*) malloc(sizeof(MapItem)); b->type = LBUSH; b->draw = draw_lbush; b->walkable = true; Lbush* bush = (Lbush*)malloc(sizeof(Lbush)); bush -> key = XY_KEY(i,j); b -> data = bush; void* val = insertItem(get_active_map()->items, XY_KEY(i, j), b); 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 } void add_rock(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = ROCK; w1->draw = draw_rock; w1->walkable = false; Rock* r = (Rock*) malloc(sizeof(Rock)); //r -> is_pushed = false; //r -> wall_touch = false; //r -> x = x; //r -> y = y; w1->data = r; 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_npc(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = NPC; w1->draw = draw_npc; w1->walkable = false; NonPlayer* npc = (NonPlayer*) malloc(sizeof(NonPlayer)); npc->quest_requested = false; npc->quest_complete = false; npc->has_key = true; w1->data = npc; 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_extra(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = EXTRA; w1->draw = draw_npc; w1->walkable = false; Extra* npc = (Extra*) malloc(sizeof(Extra)); npc -> x = x; npc -> y = y; npc -> e = false; w1->data = npc; 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_door(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = DOOR; w1->draw = draw_door; w1->walkable = false; int o = false; w1->data = &o; 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_gdoor(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = GDOOR; w1->draw = draw_door; w1->walkable = false; int o = false; w1->data = &o; 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_goal(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = GOAL; w1->draw = draw_goal; w1->walkable = false; int o = false; w1->data = &o; 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_spike(int x, int y) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = SPIKE; w1->draw = draw_spike; w1->walkable = true; int o = false; w1->data = &o; 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_gem(int x, int y, int color) { MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = GEM; int* c = &color; if (color == 1){ w1->draw = draw_gem1; } else if (color == 2){ w1->draw = draw_gem2; } else{ w1->draw = draw_gem3; } w1->walkable = true; w1->data = c; 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_redhouse(int x, int y, int key){ MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = HOUSE; w1->draw = draw_rhouse1; w1->walkable = false; MapItem* w2 = (MapItem*) malloc(sizeof(MapItem)); w2->type = HOUSE; w2->draw = draw_rhouse2; w2->walkable = false; MapItem* w3 = (MapItem*) malloc(sizeof(MapItem)); w3->type = HOUSE; w3->draw = draw_rhouse2; w3->walkable = false; MapItem* w4 = (MapItem*) malloc(sizeof(MapItem)); w4->type = HOUSE; w4->draw = draw_rhouse1; w4->walkable = false; MapItem* w5 = (MapItem*) malloc(sizeof(MapItem)); w5->type = HOUSE; w5->draw = draw_rhouse2; w5->walkable = false; House* r = (House*)malloc(sizeof(House)); r -> key = key; w1 -> data = r; w2 -> data = r; w3 -> data = r; w4 -> data = r; w5 -> data = r; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it void* val1 = insertItem(get_active_map()->items, XY_KEY(x+1, y), w2); if (val1) free(val); // If something is already there, free it void* val2 = insertItem(get_active_map()->items, XY_KEY(x+1, y+1), w3); if (val2) free(val); // If something is already there, free it void* val3 = insertItem(get_active_map()->items, XY_KEY(x, y+2), w4); if (val3) free(val); // If something is already there, free it void* val4 = insertItem(get_active_map()->items, XY_KEY(x+1, y+2), w5); if (val4) free(val); // If something is already there, free it add_door(x, y+1); } void add_bluehouse(int x, int y, int key){ MapItem* w1 = (MapItem*) malloc(sizeof(MapItem)); w1->type = HOUSE; w1->draw = draw_bhouse1; w1->walkable = false; MapItem* w2 = (MapItem*) malloc(sizeof(MapItem)); w2->type = HOUSE; w2->draw = draw_bhouse2; w2->walkable = false; MapItem* w3 = (MapItem*) malloc(sizeof(MapItem)); w3->type = HOUSE; w3->draw = draw_bhouse2; w3->walkable = false; MapItem* w4 = (MapItem*) malloc(sizeof(MapItem)); w4->type = HOUSE; w4->draw = draw_bhouse1; w4->walkable = false; MapItem* w5 = (MapItem*) malloc(sizeof(MapItem)); w5->type = HOUSE; w5->draw = draw_bhouse2; w5->walkable = false; House* r = (House*)malloc(sizeof(House)); r -> key = key; w1 -> data = r; w2 -> data = r; w3 -> data = r; w4 -> data = r; w5 -> data = r; void* val = insertItem(get_active_map()->items, XY_KEY(x, y), w1); if (val) free(val); // If something is already there, free it void* val1 = insertItem(get_active_map()->items, XY_KEY(x+1, y), w2); if (val1) free(val); // If something is already there, free it void* val2 = insertItem(get_active_map()->items, XY_KEY(x+1, y+1), w3); if (val2) free(val); // If something is already there, free it void* val3 = insertItem(get_active_map()->items, XY_KEY(x, y+2), w4); if (val3) free(val); // If something is already there, free it void* val4 = insertItem(get_active_map()->items, XY_KEY(x+1, y+2), w5); if (val4) free(val); // If something is already there, free it add_door(x, y+1); }