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path: root/HumanPlayer.cpp
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/* *******************************************************************
 *  Includes
 * ******************************************************************/

#include "HumanPlayer.h"
#include "System.h"
#include "Sprite.h"
#include "Cursor.h"
#include <Buttons.h>
#include <Gamebuino.h>
#include <stdint.h>
#include <string.h>

/* *******************************************************************
 *  Defines
 * ******************************************************************/

/* *******************************************************************
 *  Types definition
 * ******************************************************************/

/* *******************************************************************
 *  Global variables definition
 * ******************************************************************/

/* *******************************************************************
 *  Local variables definition
 * ******************************************************************/

/*****************************************************************//**
 *
 * \brief   Bitmap data for idle UNIT_ID_PEASANT.
 *
 *********************************************************************/
static const PROGMEM uint8_t au8MouseSprData[] =
{
    8,
    8,
    0xFC,
    0x84,
    0x88,
    0x84,
    0xA2,
    0xD1,
    0x0A,
    0x04
};

/* *******************************************************************
 *  Local prototypes declaration
 * ******************************************************************/

/* *******************************************************************
 *  Functions definition
 * ******************************************************************/

/*****************************************************************//**
 *
 * \brief   Constructor for HumanPlayer class.
 *
 *********************************************************************/
HumanPlayer::HumanPlayer(const char* const strPlayerName, const Camera& cam) :
Player(strPlayerName),
_cam(cam),
_ABtnFrames(0),
_eState(PLAYER_STATE_IDLE)
{
    _unitsMap[0].create(Unit::UNIT_ID_PEASANT, 16, 16);
}

/*****************************************************************//**
 *
 * \brief   Periodical event handler that calls HumanPlayer subtasks.
 *
 *********************************************************************/
void HumanPlayer::handler(void)
{
    /* Execute HumanPlayerBtn submodule. */
    buttonHandler();

    /* Execute parent class unit handler. */
    Player::handleUnits();

    drawHandler();
}

/*****************************************************************//**
 *
 * \brief   This function draws all units and player UI.
 *
 *********************************************************************/
void HumanPlayer::drawHandler(void)
{
    /* Execute base class Unit drawHandler. */
    Player::drawUnits();

    if (_eState == PLAYER_STATE_UNIT_MENU)
    {
        gb.display.setColor(BLACK);
        gb.display.drawRect(0, 40, 84, 8);
    }

    /* Configure cursor sprite object. */
    Sprite cursorSpr(au8MouseSprData, false, INVERT);

    /* Transfer Cursor to Sprite coordinates. */
    cursorSpr.setPos(_cursor.getX(), _cursor.getY());

    /* Draw cursor sprite. */
    cursorSpr.draw();
}

/*****************************************************************//**
 *
 * \brief   This function looks for units nearby and selects them.
 *          If no units can be selected, player state remains
 *          unchanged.
 *
 * \return  New player state.
 *
 * \see     \ref tPlayerState.
 *
 *********************************************************************/
enum tPlayerState HumanPlayer::selectUnit(void)
{
}