-
Notifications
You must be signed in to change notification settings - Fork 0
/
monster.cpp
129 lines (110 loc) · 3.57 KB
/
monster.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
#include <avr/pgmspace.h>
//#include <TVout.h>
#include "monster.h"
#include "map.h"
#include "map_bitmap.h"
#include "monster_bitmap.h"
#include "room.h"
#include "bitmap_funcs.h"
//extern TVout TV;
#include <Gamebuino.h>
extern Gamebuino gb;
#define STEP_LENGTH 4
#define SIZEOF_MONSTER_RECORD 10
char changeMonsterDirection()
{
return ((random() % 4) + STATE_MOVE_UP);
}
RoomElement moveMonster(RoomElement element)
{
//draw new monster bitmap
if (element.state > STATE_HIDDEN)
{
//erase the old monster image (using blank map tile)
eraseBitmapRect(element.x, element.y, map_bitmap);
eraseBitmapRect(element.x, element.y + 8, map_bitmap);
//gb.display.drawBitmap(element.x, element.y, map_bitmap);
//gb.display.drawBitmap(element.x, element.y + 8, map_bitmap);
element.step++;
if (element.step > 2) element.step = 1;
switch (element.state)
{
case STATE_VISIBLE:
element.state = changeMonsterDirection();
break;
case STATE_MOVE_UP:
element.state = STATE_VISIBLE;
if (element.y > 4)
{
if (checkMapRoomMove(element.x, element.y - 4) == 0)
{
if (checkMapRoomMove(element.x + 4, element.y - 4) == 0)
{
element.y -= STEP_LENGTH;
element.state = STATE_MOVE_UP;
}
}
}
break;
case STATE_MOVE_DOWN:
element.state = STATE_VISIBLE;
if (element.y < 40) //5*8 (reduced from 6*8)
{
if (checkMapRoomMove(element.x, element.y + 16) == 0)
{
if (checkMapRoomMove(element.x + 4, element.y + 16) == 0)
{
element.y += STEP_LENGTH;
element.state = STATE_MOVE_DOWN;
}
}
}
break;
case STATE_MOVE_LEFT:
element.state = STATE_VISIBLE;
if (element.x > 4)
{
if (checkMapRoomMove(element.x - 4, element.y) == 0)
{
if (checkMapRoomMove(element.x - 4, element.y + 12) == 0)
{
element.x -= STEP_LENGTH;
element.state = STATE_MOVE_LEFT;
}
}
}
break;
case STATE_MOVE_RIGHT:
element.state = STATE_VISIBLE;
if (element.x < 72) //9*8 (reduced from 10*8)
{
if (checkMapRoomMove(element.x + 12, element.y) == 0)
{
if (checkMapRoomMove(element.x + 12, element.y + 12) == 0)
{
element.x += STEP_LENGTH;
element.state = STATE_MOVE_RIGHT;
}
}
}
break;
}
overlaybitmap(element.x, element.y, monster_bitmap + ( element.type * SIZEOF_MONSTER_RECORD));
overlaybitmap(element.x, element.y+8, monster_bitmap + ((element.type + element.step) * SIZEOF_MONSTER_RECORD));
//decrement counter, if active
if (element.counter > 0) element.counter--;
}
return element;
}
RoomElement hitMonster(RoomElement element)
{
//erase the old monster image (using blank map tile)
eraseBitmapRect(element.x, element.y, map_bitmap);
eraseBitmapRect(element.x, element.y + 8, map_bitmap);
//gb.display.drawBitmap(element.x, element.y, map_bitmap);
//gb.display.drawBitmap(element.x, element.y + 8, map_bitmap);
element.state = STATE_HIDDEN;
//add heart element
addRoomElement(ITEM_HEART, element.x, element.y, STATE_VISIBLE, COUNTER_START);
return element;
}