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
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
|
/* *******************************************************************
* 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)
{
for (size_t szUnit = 0; szUnit < MAX_UNITS; szUnit++)
{
/* Select Unit object from internal table. */
Unit& u = _unitsMap[szUnit];
if (u.isAlive())
{
if (not u.isSelected())
{
/* Extract Unit object X position. */
const uint16_t x = u.getX();
#error ("TODO")
}
else
{
/* Unit is already selected. Continue. */
}
}
else
{
/* Unit is not alive. Continue. */
}
}
}
|