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data_structures.h
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data_structures.h
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/**
* @file data_structures.h
* @author Lukas Nejezchleb (nejezluk@fel.cvut.cz), Petr Kucera (kucerp28@fel.cvut.cz)
* @brief File with definitions of data structures used across modules like fb data (data about next frame on the screeen), map data (data about currently played map)
* @version 0.1
* @date 2021-05-04
*
* @copyright Copyright (c) 2021
*
*/
#ifndef DATA_STRUCTURES_H
#define DATA_STRUCTURES_H
#include <stdint.h>
#include <stdbool.h>
#include <pthread.h>
#include "map_template.h"
/**
* @brief the buffer structure
*
*/
typedef struct
{
int width;
int height;
uint16_t *fb;
} fb_data;
/**
* @brief the coords structure
*
*/
typedef struct
{
int x;
int y;
} coords;
/**
* @brief the basic map metadatas
*
*/
typedef struct
{
int width;
int height;
char *board_arr;
int max_object_diameter; // maximum dimensions of ghosts, pacman and coins
coords ghost_spawn;
coords pacman_spawn;
} map_data;
/**
* @brief thread data type
*
*/
typedef struct
{
bool quit;
char last_read;
} read_thread_data_type;
/**
* @brief the pac-man metadatas
*
*/
typedef struct
{
coords location;
coords direction;
int score;
int lives;
int maxlives;
} pacman_type;
extern read_thread_data_type read_thread_data;
extern pthread_mutex_t mtx;
extern pthread_cond_t character_has_been_read;
/**
* @brief peripherals config data
*
*/
typedef struct
{
unsigned char *lcd_mem_base;
unsigned char *led_mem_base;
int lcd_w;
int lcd_h;
} peripherals_data_t;
/**
* @brief data necessary for game initialization
*
*/
typedef struct
{
int pacman_lives;
int ghost_nr;
map_template *map;
} game_init_data_t;
/**
* @brief the ghost metadatas
*
*/
typedef struct
{
bool moving_randomly;
bool scared;
coords location;
coords direction;
uint16_t color;
} ghost_type;
/**
* @brief place where is the coin drawn, pacman can walk accross it
*
*/
#define COIN 3
/**
* @brief black place on the map, pacman is allowed to walk there
*
*/
#define PASSAGE 1
/**
* @brief place that will be drawn in color to show where the wall is
*
*/
#define WALL 2
/**
* @brief black place on the map, pacman is not allowed there
*
*/
#define BLOCKED 0
/**
* @brief place where is the supercoin drawn, pacman can walk accross it
*
*/
#define SUPERCOIN 4
#endif