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item.cpp
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item.cpp
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#include <avr/pgmspace.h>
//#include <TVout.h>
#include "item.h"
#include "map.h"
#include "map_bitmap.h"
#include "item_bitmap.h"
#include "room.h"
#include "bitmap_funcs.h"
//extern TVout TV;
#include <Gamebuino.h>
extern Gamebuino gb;
#define STEP_LENGTH 4
#define SIZEOF_ITEM_RECORD 10
RoomElement moveItem(RoomElement element)
{
if (element.state > STATE_HIDDEN)
{
//erase the old item image (using blank map tile)
eraseBitmapRect(element.x, element.y, map_bitmap);
//gb.display.drawBitmap(element.x, element.y, map_bitmap);
element.step++;
if (element.step > 2) element.step = 1;
switch (element.state)
{
case STATE_MOVE_UP:
element.state = STATE_HIDDEN;
if (element.y > 0) //Was 4
{
if (checkMapRoomMove(element.x, element.y - 4) == 0)
{
element.y -= STEP_LENGTH;
element.state = STATE_MOVE_UP;
}
}
break;
case STATE_MOVE_DOWN:
element.state = STATE_HIDDEN;
if (element.y < 40) //5*8 (reduced from 6*8)
{
if (checkMapRoomMove(element.x, element.y + 8) == 0)
{
element.y += STEP_LENGTH;
element.state = STATE_MOVE_DOWN;
}
}
break;
case STATE_MOVE_LEFT:
element.state = STATE_HIDDEN;
if (element.x > 0) //Was 4
{
if (checkMapRoomMove(element.x - 4, element.y) == 0)
{
element.x -= STEP_LENGTH;
element.state = STATE_MOVE_LEFT;
}
}
break;
case STATE_MOVE_RIGHT:
element.state = STATE_HIDDEN;
if (element.x < 72) //9*8 (reduced from 10*8)
{
if (checkMapRoomMove(element.x + 12, element.y) == 0)
{
element.x += STEP_LENGTH;
element.state = STATE_MOVE_RIGHT;
}
}
break;
}
//draw new item bitmap
if (element.state > STATE_HIDDEN) overlaybitmap(element.x, element.y, item_bitmap + ( ((element.type - 51) + (element.step)) * SIZEOF_ITEM_RECORD));
//decrement counter, if active
if (element.counter > 0) element.counter--;
}
return element;
}
RoomElement hitItem(RoomElement element)
{
//erase the old item image (using blank map tile)
eraseBitmapRect(element.x, element.y, map_bitmap);
//gb.display.drawBitmap(element.x, element.y, map_bitmap);
element.state = STATE_HIDDEN;
return element;
}