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1 /*
2  * BattleState.cpp
3  *
4  *  Created on: Aug 5, 2012
5  *      Author: holy
6  */
7
8 #include "BattleState.h"
9
10 #include "PartyLayout.h"
11 #include "states/SelectMoveAction.h"
12 #include "../app/Application.h"
13 #include "../app/Input.h"
14 #include "../geometry/operators.h"
15 #include "../graphics/Sprite.h"
16
17 #include <stdexcept>
18
19 using app::Application;
20 using app::Input;
21 using geometry::Point;
22 using geometry::Vector;
23
24 using std::vector;
25
26 namespace battle {
27
28 void BattleState::AddMonster(const Monster &m) {
29         if (monsters.size() >= monstersLayout->NumPositions()) {
30                 throw std::overflow_error("too many monsters for layout");
31         }
32         monsters.push_back(m);
33 }
34
35 void BattleState::AddHero(const Hero &h) {
36         if (heroes.size() >= heroesLayout->NumPositions()) {
37                 throw std::overflow_error("too many heroes for layout");
38         }
39         heroes.push_back(h);
40 }
41
42
43 void BattleState::Resize(int w, int h) {
44
45 }
46
47
48 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
49         monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
50         heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
51         for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
52                 heroTags.push_back(HeroTag(&heroes[i], HeroTag::Alignment((i + 1) % 2)));
53         }
54         ctrl.PushState(new SelectMoveAction(this));
55 }
56
57 void BattleState::ExitState() {
58
59 }
60
61
62 void BattleState::HandleInput(const Input &input) {
63
64 }
65
66 void BattleState::UpdateWorld(float deltaT) {
67
68 }
69
70 void BattleState::Render(SDL_Surface *screen) {
71         Vector<int> offset(CalculateScreenOffset(screen));
72
73         RenderBackground(screen, offset);
74         RenderMonsters(screen, offset);
75 //      RenderHeroes(screen, offset);
76         RenderHeroTags(screen, offset);
77         RenderAttackTypeMenu(screen, offset);
78 }
79
80 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
81         // black for now
82         SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
83         SDL_Rect destRect;
84         destRect.x = offset.X();
85         destRect.y = offset.Y();
86         destRect.w = background->w;
87         destRect.h = background->h;
88         SDL_BlitSurface(background, 0, screen, &destRect);
89 }
90
91 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
92         for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
93                 monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
94         }
95 }
96
97 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
98         for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
99                 heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
100         }
101 }
102
103 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
104         int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight);
105         int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
106         int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2);
107
108         Point<int> tagPosition[4];
109         tagPosition[0] = Point<int>(0, uiOffset);
110         tagPosition[1] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset);
111         tagPosition[2] = Point<int>(0, uiOffset + tagHeight + attackTypeMenu.IconHeight());
112         tagPosition[3] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight());
113
114         for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
115                 heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, i == activeHero);
116         }
117 }
118
119 void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector<int> &offset) {
120         Point<int> position(
121                         (BackgroundWidth() - attackTypeMenu.Width()) / 2,
122                         (BackgroundHeight() * 3 / 4) - (attackTypeMenu.Height() / 2));
123         attackTypeMenu.Render(screen, position + offset);
124 }
125
126 }