Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Dependencies: mbed MotionSensor
Room/Room.cpp
- Committer:
- el17sm
- Date:
- 2019-05-09
- Revision:
- 60:44ddfb791e2b
- Parent:
- RoomEngine/Room/Room.cpp@ 51:4d0cd75e7ed3
File content as of revision 60:44ddfb791e2b:
#include "Room.h"
// Constructor
Room::Room(int no_of_enemies, int room_type)
{
_before_boss_room = 4;
_room_type = room_type;
for(int side = 0; side < 4; side++) {
_doorways[side] = false;
}
for(int id = 0; id < MAX_ENEMIES; id++) {
valid_collectibles[id] = false;
}
if(room_type >= 10) { // Special Case for Boss rooms
init_boss_room();
} else {
for (int id = 0; id < MAX_ENEMIES; id++) {
valid_enemies[id] = id < no_of_enemies;
if (id < no_of_enemies) { // For every undefined valid enemy, define:
enemies_type[id] = (int)(rand() % 3)/2; // 2/3 chance headless 1/3 chance snake
rand_enemy_coordinate(id); // define random spawn coordinate
}
}
if (room_type == 0){
init_normal_room();
} else if (room_type == 1){
init_middle_walled_room();
} else if (room_type == 2){
init_side_walled_room();
}
}
}
void Room::init_boss_room()
{
valid_walls[0] = false;
valid_walls[1] = false;
valid_enemies[0] = true;
for (int id = 1; id < MAX_ENEMIES; id++) { // Updating valid_enemies to be false for all the others
valid_enemies[id] = false;
}
}
void Room::init_normal_room()
{
valid_walls[0] = false;
valid_walls[1] = false;
}
void Room::init_middle_walled_room()
{
valid_walls[0] = true;
_wall_stat[0][0] = 14;
_wall_stat[0][1] = 22;
_wall_stat[0][2] = 56;
_wall_stat[0][3] = 12;
valid_walls[1] = false;
}
void Room::init_side_walled_room()
{
valid_walls[0] = true;
_wall_stat[0][0] = 16;
_wall_stat[0][1] = 18;
_wall_stat[0][2] = 7;
_wall_stat[0][3] = 19;
valid_walls[1] = true;
_wall_stat[1][0] = 61;
_wall_stat[1][1] = 18;
_wall_stat[1][2] = 7;
_wall_stat[1][3] = 19;
}
// Deconstructor
Room::~Room()
{
}
// Mutator
void Room::set_doorway(int index, bool doorway_value) // Sets doorways to the needed value at index
{
_doorways[index] = doorway_value;
}
void Room::set_boss_doorway(int before_boss_room) // Sets the boss doorway
{
_before_boss_room = before_boss_room;
}
// Accessors
char * Room::get_current_map_2d(){
return ((char *)level_map[0][0]);
}
bool * Room::get_doorways()
{
return (bool *)_doorways;
}
bool Room::get_doorway(int index)
{
return _doorways[index];
}
char Room::get_room_type()
{
return _room_type;
}
int Room::get_boss_doorway()
{
return _before_boss_room;
}
// Functions
void Room::rand_enemy_coordinate(int id)
{
_spawn_point_coord = rand() % n_spawn_points[_room_type]; // Random available spawning coordinate ID
_spawn_point_counter = 0;
for(int i = 0; i < WIDTH; i++) {
for(int j = 0; j < HEIGHT; j++) {
if(spawn_area[_room_type][j][i] == 0){ // Locate available spawning coordinate
_spawn_point_counter++; // Increment counter ID
}
if(_spawn_point_counter >= _spawn_point_coord){ // If counter ID reaches the random coordinate ID
_enemy_coord[id][0] = i; // Set the random coordinate
_enemy_coord[id][1] = j;
goto enemy_coord_set;
}
}
}
enemy_coord_set:{} // Acts as a break since there are two for loops
}
void Room::load() // Spawns all Mobs and Walls with reset status (HP, Attack etc) given that they have not died yet (still valid)
{
if(_room_type == 10) {
if (valid_enemies[0]) {
enemies[0] = new Skull(33, 23);
}
} else {
for (int id = 0; id < MAX_ENEMIES; id++) {
if (valid_enemies[id]) {
switch(enemies_type[id]){
case 0 :
enemies[id] = new Headless(_enemy_coord[id][0], _enemy_coord[id][1]); break;
case 1 :
enemies[id] = new Snake(_enemy_coord[id][0], _enemy_coord[id][1]); break;
}
}
}
for (int id = 0; id < 2; id++) {
if (valid_walls[id]) {
walls[id] = new Walls(_wall_stat[id][0], _wall_stat[id][1], _wall_stat[id][2], _wall_stat[id][3]);
}
}
}
}
void Room::unload() // Delete existing enemies and walls
{
for (int i = 0; i < MAX_ENEMIES; i++) {
if (valid_enemies[i]) {
delete enemies[i];
}
}
for (int i = 0; i < 2; i++){
if (valid_walls[i]) {
delete walls[i];
}
}
}
void Room::update_doorways() // If it's a boss, close the doorways, else,
{
if(_room_type == 10) {
_doorways[0] = false;
_doorways[1] = false;
_doorways[2] = false;
_doorways[3] = false;
}
}
void Room::draw(N5110 &lcd, int j)
{
draw_enemies(lcd, j);
draw_collectibles(lcd, j);
draw_walls(lcd, j);
}
void Room::draw_enemies(N5110 &lcd, int j)
{
for (int i = 0; i < MAX_ENEMIES; i++) {
if (valid_enemies[i]) {
if (enemies[i]->get_pos_y() == j) {
enemies[i]->draw(lcd);
}
}
}
}
void Room::draw_collectibles(N5110 &lcd, int j)
{
for (int i = 0; i < MAX_ENEMIES; i++) {
if (valid_collectibles[i]) {
if (collectibles[i]->get_pos_y() == j) {
collectibles[i]->draw(lcd);
}
}
}
}
void Room::draw_walls(N5110 &lcd, int j)
{
for (int i = 0; i < 2; i++) {
if (valid_walls[i]) {
if (walls[i]->get_pos_y() == j) {
walls[i]->draw(lcd);
}
}
}
}
void Room::draw_room(N5110 &lcd)
{
lcd.drawSprite(0, 0, screen_height, screen_width, (char *)level_map[1]); // drawing 3d map
draw_doorways(lcd); // Draw walls that are behind the player
if (_before_boss_room == 0) { // Displaying Special Doorway to Boss room
lcd.drawSprite(35, 0, 12, 14, (char *)boss_doorway_n[0]);
}
}
void Room::draw_doorways(N5110 &lcd)
{
if(!_doorways[0]) { // N
lcd.drawSprite(36, 0, 10, 12, (char *)wall_n);
}
}
void Room::draw_room_overlay(N5110 &lcd)
{
lcd.drawSpriteTransparent(0, 0, screen_height, screen_width, (char *)level_map[2]); // drawing 3d map overlay
draw_doorways_overlay(lcd);
if (_before_boss_room == 0) { // Displaying Special Doorway to Boss room
lcd.drawSpriteTransparent(35, 0, 12, 14, (char *)boss_doorway_n[1]);
} else if (_before_boss_room == 1) {
lcd.drawSpriteTransparent(79, 14, 19, 5, (char *)boss_doorway_e);
} else if (_before_boss_room == 2) {
lcd.drawSpriteTransparent(35, 41, 7, 14, (char *)boss_doorway_s);
} else if (_before_boss_room == 3) {
lcd.drawSpriteTransparent(0, 14, 19, 5, (char *)boss_doorway_w);
}
}
void Room::draw_doorways_overlay(N5110 &lcd) // Draw walls that are in front of the player
{
if(!_doorways[1]) { // E
lcd.drawSpriteTransparent(81, 15, 11, 3, (char *)wall_x[0]);
}
if(!_doorways[2]) { // S
lcd.drawSpriteTransparent(36, 45, 3, 12, (char *)wall_s);
}
if(!_doorways[3]) { // W
lcd.drawSpriteTransparent(0, 15, 11, 3, (char *)wall_x[1]);
}
}
bool Room::enemies_exist() // Returns true if valid enemies exist
{
for (int i = 0; i < MAX_ENEMIES; i++) {
if (valid_enemies[i]) {
return true;
}
}
return false;
}