Version of Robotron arcade game using LPC1768, a Gameduino shield, a serial EEPROM (for high scores), two microswitch joysticks and two buttons plus a box to put it in. 20 levels of mayhem.

Dependencies:   25LCxxx_SPI CommonTypes Gameduino mbed

LevelNormal.cpp

Committer:
RichardE
Date:
2013-06-04
Revision:
0:5fa232ee5fdf
Child:
1:dfd5eaaf96a3

File content as of revision 0:5fa232ee5fdf:

/*
 * SOURCE FILE : LevelNormal.cpp
 *
 * Definition of class LevelNormal.
 * Base class for all "normal" levels.
 * i.e. Levels that are not special attract modes
 * but have enemies who are trying to kill you
 * and so on.
 *
 */

#include "LevelNormal.h"
#if 0
    #include "GameObjectLocator.h"
    #include "FrameCounter.h"
    #include "SpriteNumber.h"
#endif

// Current instance being processed.
LevelNormal *LevelNormal::currentInstance;

/***************/
/* CONSTRUCTOR */
/***************/
LevelNormal::LevelNormal() {
}

/**************/
/* DESTRUCTOR */
/**************/
LevelNormal::~LevelNormal() {
}

/********************/
/* INITIALISE LEVEL */
/********************/
void LevelNormal::InitialiseLevel( void ) {
#if 0
    // Note that if you re-arrange the following code you may need to adjust the
    // SpriteNumber enumeration in SpriteNumber.h.
  UInt8 spriteNumber = FirstEnemySprite;
  // Initialise enemies.
  GameObject::InitialiseAll( DataForLevel->Enemies, LevelData::MaxEnemies, &spriteNumber );
  // Initialise humans.
    spriteNumber = FirstHumanSprite;
  GameObject::InitialiseAll( DataForLevel->Humans, LevelData::MaxHumans, &spriteNumber );
  // Use next free sprite number for player.
  player->SpriteNumber = PlayerSprite;
  // Do futher initialisation for all enemies.
  EnemyObject *object;
  for( UInt8 e = 0; e < LevelData::MaxEnemies; ++e ) {
    object = (EnemyObject*)DataForLevel->Enemies[ e ];
    if( object != (EnemyObject*)NULL ) {
            // Get enemy to chase the player.
      object->SetChaseObject( player );
            // Pass array of all enemies to this enemy.
            object->Enemies = DataForLevel->Enemies;
            // If enemy is a brain then tell it about the humans to chase.
            if( object->GetEnemyType() == Brain ) {
                ((BrainObject*)object)->HumansToChase = DataForLevel->Humans;
            }
    }
  }
  // Put player in the centre of the arena.
  player->Xco = PLAYER_START_X;
  player->Yco = PLAYER_START_Y;
  // Kill off all player's bullets.
  player->KillAllBullets();
  // Kill off all explosions.
  ExplosionManager::Instance.KillAllExplosions();
#endif
}

/**********************************/
/* DRAW SCORE AND NUMBER OF LIVES */
/**********************************/
void LevelNormal::DrawScoreAndLives( void ) {
#if 0
  GDExtra::WriteBCDNumber( 16, 0, player->Score, 8 );
  // Display number of lives but limit this to 20 lives displayed.
  UInt8 lives = ( player->Lives > 20 ) ? 20 : player->Lives;
  GD.fill( RAM_PIC + VISIBLE_CHAR_WIDTH - lives, MiniPlayer, lives );
#endif
}

/******************/
/* DRAW THE LEVEL */
/******************/
void LevelNormal::DrawLevel( void ) {
#if 0
  // Set screen background to black.
  GD.wr( BG_COLOR, RGB( 0, 0, 0 ) );
  // Clear the screen to zero characters.
  GDExtra::ClearScreen( TransparentChar );
  // Hide all sprties.
  GDExtra::HideAllSprites();
  // Display level number.
  GDExtra::WriteProgString( 0, 0, StringData::LevelString );
  GDExtra::WriteUInt16( 6, 0, LevelNumber, 10, 2 );
  // Display score.
  GDExtra::WriteProgString( 10, 0, StringData::ScoreString );
  // Update score and lives.
  DrawScoreAndLives();
  // Draw border around screen.
  CharFrame::Draw(
    ARENA_BORDER_X,
    ARENA_BORDER_Y,
    ARENA_BORDER_WIDTH,
    ARENA_BORDER_HEIGHT
  );
#endif
}

/************************************************/
/* HANDLE COLLISIONS BETWEEN HUMANS AND ENEMIES */
/************************************************/
// Pass index of human in level's humans array in humanIndex.
// Pass sprite number of sprite that it hit in spriteNumber.
void LevelNormal::HandleHumanCollision( UInt8 humanIndex, UInt8 spriteNumber ) {
#if 0
  // Point to array of enemy object pointers.
  GameObject **enemies = currentInstance->DataForLevel->Enemies;
  EnemyObject *enemy;
  UInt8 enemyIndex, mutantIndex;
  // Find an enemy with given sprite number.
  if( GameObject::FindSpriteNumber( enemies, LevelData::MaxEnemies, spriteNumber, &enemyIndex ) ) {
    // Found enemy. Check if it squashes humans.
    enemy = (EnemyObject*)enemies[ enemyIndex ];
        // Get hold of the human that is doomed.
        GameObject **humans = currentInstance->DataForLevel->Humans;
        HumanObject *human = (HumanObject*)humans[ humanIndex ];
        // Human must be walking around. Not rescued or already dead.
        if( human->CurrentState == HumanObject::WalkingAbout ) {
            if( enemy->SquashesHumans ) {
                // Change human to dead state.
                human->CurrentState = HumanObject::Dead;
                // Make a noise.
                SoundManager::Instance.PlaySound( Sounds::HumanDies, 0, 0 );
            }
            else if( enemy->GetEnemyType() == Brain ) {
                // Kill human by inserting a null into humans array.
                humans[ humanIndex ] = (GameObject*)NULL;
                // Find a free slot for a new enemy.
                if( GameObject::FindUnusedObject( enemies, LevelData::MaxEnemies, &mutantIndex ) ) {
                    // Write a pointer to a mutant with the same index as the human that just died
                    // into the enemy array.
                    MutantObject *mutant = currentInstance->DataForLevel->Mutants + humanIndex;
                    enemies[ mutantIndex ] = mutant;
                    // Initialise mutant at coordinates of human and chasing the player.
                    mutant->Start( human, currentInstance->player );
                    // Make a noise.
                    // TODO : SoundManager::Instance.PlaySound( Sounds::HumanMutates, 0, 0 );
                }
                else {
                    // Could not find a free slot for a new enemy so just erase the human sprite.
                    GDExtra::HideSprite( human->SpriteNumber );
                }
            }
        }
    }
#endif
}

/********************************************************/
/* HANDLE COLLISIONS BETWEEN PLAYER BULLETS AND ENEMIES */
/********************************************************/
// Pass index of bullet in player's bullet array in bulletIndex.
// Pass sprite number of sprite that it hit in spriteNumber.
void LevelNormal::HandleBulletCollision( UInt8 bulletIndex, UInt8 spriteNumber ) {
#if 0
  // Point to array of enemy object pointers.
  GameObject **enemies = currentInstance->DataForLevel->Enemies;
  EnemyObject *enemy;
  UInt8 enemyIndex;
  // Find an enemy with given sprite number.
  if( GameObject::FindSpriteNumber( enemies, LevelData::MaxEnemies, spriteNumber, &enemyIndex ) ) {
    // Found enemy. Check if it is indestructable.
    enemy = (EnemyObject*)enemies[ enemyIndex ];
        if( enemy->HitPoints != EnemyObject::Indestructable ) {
            // Enemy is not indestructable. Decrement hit points and die when it reaches zero.
            enemy->HitPoints--;
            if( enemy->HitPoints == 0 ) {
                // Kill enemy by inserting a NULL into enemies array.
                enemies[ enemyIndex ] = (GameObject*)NULL;
                // Hide the enemy sprite.
                GDExtra::HideSprite( enemy->SpriteNumber );
                // Add points to player's score.
                currentInstance->player->AddToScore( enemy->GetPoints() );
            }
        }
        // Tell enemy it has been hit by a bullet.
        enemy->RegisterHitByBullet();
        // Kill off the bullet.
        currentInstance->player->KillBullet( bulletIndex );
        // Make a noise.
        SoundManager::Instance.PlaySound( Sounds::Explosion, 0, 0 );
        // Start explosion animation using coordinates of enemy.
        ExplosionManager::Instance.StartExplosion( enemy->Xco, enemy->Yco    );
  }
#endif
}

/*********************************************************/
/* CHECK FOR COLLISIONS BETWEEN PLAYER AND OTHER OBJECTS */
/*********************************************************/
// Pass pointer to a flag that will be set true if player is dead in isDead parameter.
void LevelNormal::CheckPlayerCollisions( bool *isDead ) {
#if 0
  UInt8 enemyIndex, humanIndex;
  // Check if player sprite has hit another sprite.
  UInt8 hitSpriteNumber = GD.rd( COLLISION + player->SpriteNumber );
  // If you get 0xFF then no collision found.
  if( hitSpriteNumber != 0xFF ) {
    // Check for collision with an enemy.
    if(
      GameObject::FindSpriteNumber(
        DataForLevel->Enemies, LevelData::MaxEnemies, hitSpriteNumber, &enemyIndex
      )
    ) {
      // Hit an enemy. Player is dead.
      *isDead = true;
    }
    // Check for collision with a human that has not already been rescued or killed.
    else if(
      GameObject::FindSpriteNumber(
        DataForLevel->Humans, LevelData::MaxHumans, hitSpriteNumber, &humanIndex
      )
    ) {
      HumanObject *human = (HumanObject*)DataForLevel->Humans[ humanIndex ];
            if( human->CurrentState == HumanObject::WalkingAbout ) {
                // Change human state to rescued.
                human->CurrentState = HumanObject::Rescued;
                // Give player 50 points (in BCD!).
                player->AddToScore( 0x50 );
                // Make a noise.
                SoundManager::Instance.PlaySound( Sounds::RescueHuman, 0, 0 );
            }
    }    
  }
#endif
}

/***********************************************************************************/
/* WAIT UNTIL SLOT FREE FOR A NEW SOUND, PLAY IT AND WAIT FOR ALL SOUNDS TO FINISH */
/***********************************************************************************/
// Pass sound to play in soundToPlay parameter.
void LevelNormal::PlaySoundAndWait( const UInt8 *soundToPlay ) {
#if 0
  // Keep trying to play sound until it works and meanwhile
  // keep currently playing sounds going.
  while( ! SoundManager::Instance.PlaySound( soundToPlay, 0, 0 ) ) {
    // Update sound manager.
    SoundManager::Instance.Update();
    // Wait for frame flyback.
    GD.waitvblank();
  }
  // Now wait until all sounds have finished.
  while( SoundManager::Instance.CountSoundsPlaying() > 0 ) {
    // Update sound manager.
    SoundManager::Instance.Update();
    // Wait for frame flyback.
    GD.waitvblank();
  }
#endif
}

/*************/
/* PLAY LOOP */
/*************/
// Returns code indicating how level ended.
// This method should be called from the Play method after the
// level data has been initialised and the return value returned
// by the Play method.
Level::LevelExitCode LevelNormal::PlayLoop( void ) {
#if 0
  // Do nothing if level data is NULL or player has not been specified.
  if( ( DataForLevel != (LevelData*)NULL ) || ( player == (PlayerObject*)NULL ) ) {
    // Point static pointer to current instance.
    currentInstance = this;
    // Do some initialisation first.
    InitialiseLevel();
    // Redraw the screen.
    DrawLevel();
        // Wait for frame flyback once before entering loop so collision data is recalculated.
        // At this point there should not be any sprites on the screen so no collisions
        // should be found.
        GD.waitvblank();
    // Repeat until all enemies are dead or player is dead.
    bool allEnemiesAreDead = false;
        bool playerIsDead = false;
    bool gameIsOver = false;
    bool firstDraw = true;
    while( ! allEnemiesAreDead && ! gameIsOver ) {
      // Update sound manager.
      SoundManager::Instance.Update();
      // Wait for frame flyback.
      GD.waitvblank();
      // Check for collisions between player and other objects.
      CheckPlayerCollisions( &playerIsDead );
            // Check for collisions between humans and enemies that squash.
            GameObject::FindCollisions( DataForLevel->Humans, LevelData::MaxHumans, &LevelNormal::HandleHumanCollision );
      // Check for collisions between player bullets and enemies.
      GameObject::FindCollisions( player->GetBullets(), BulletManager::MaxBullets, &LevelNormal::HandleBulletCollision );
      // Redraw the player's score and number of lives.
      DrawScoreAndLives();
      // Draw all the enemies.
      GameObject::DrawAll( DataForLevel->Enemies, LevelData::MaxEnemies );
      // Draw all the humans.
      GameObject::DrawAll( DataForLevel->Humans, LevelData::MaxHumans );
      // Draw all the explosions.
      GameObject::DrawAll( ExplosionManager::Instance.GetExplosions(), ExplosionManager::MaxExplosions );
      // Draw the player.
      player->Draw();
      // Draw the player's bullets.
      GameObject::DrawAll( player->GetBullets(), BulletManager::MaxBullets );
      // Increment the frame counter.
      FrameCounter++;
      // After first redraw play level start sound and wait for it to end.
      if( firstDraw ) {
        PlaySoundAndWait( Sounds::StartLevel );
        firstDraw = false;
      }
            // If player was killed then play death march and wait for it to finish.
            if( playerIsDead ) {
                // Player got killed.
                PlaySoundAndWait( Sounds::PlayerDead );
                // One less life for player.
                if( player->Lives > 0 ) {
                    player->Lives--;
                }
                // Game is over when player has no more lives.
                gameIsOver = ( player->Lives == 0 );
                // If game is not over then re-initialise level using any remaining enemies.
                if( ! gameIsOver ) {
                    // Remove all objects that do not survive a level restart (like enemy bullets).
                    GameObject::RemoveUnretainedObjects( DataForLevel->Enemies, LevelData::MaxEnemies );
                    InitialiseLevel();
                    DrawLevel();
                    GD.waitvblank();
                    playerIsDead = false;
                    firstDraw = true;
                }
            }
            else {
                // Move all the enemies and check if all dead.
                allEnemiesAreDead = ! GameObject::MoveAll( DataForLevel->Enemies, LevelData::MaxEnemies );
                // If there are still some enemies alive then check if those that remain are indestructable.
                // If only indestructable enemies survive then act as if all enemies are dead.
                // You need to do this or you would never be able to complete a level that had indestructable
                // enemies on it.
                if( ! allEnemiesAreDead ) {
                    allEnemiesAreDead = EnemyObject::AreAllIndestructable(
                        (const EnemyObject**)DataForLevel->Enemies,
                        LevelData::MaxEnemies
                    );
                }
                // Move all the humans.
                GameObject::MoveAll( DataForLevel->Humans, LevelData::MaxHumans );
                // Move (update) all the explosions.
                GameObject::MoveAll( ExplosionManager::Instance.GetExplosions(), ExplosionManager::MaxExplosions );
                // Read the player's controls.
                player->ReadControls();
                // Move the player.
                player->Move();
                // Move the player's bullets.
                GameObject::MoveAll( player->GetBullets(), BulletManager::MaxBullets );
            }
    }
        // Player completed level or game is over.
        return gameIsOver ? GameOver : Completed;
  }
#endif
  // Level data or player were not specified.
  return Completed;
}