4 * Created on: Aug 5, 2012
8 #include "BattleState.h"
10 #include "PartyLayout.h"
11 #include "states/SelectMoveAction.h"
12 #include "../app/Application.h"
13 #include "../app/Input.h"
14 #include "../common/Inventory.h"
15 #include "../common/Item.h"
16 #include "../geometry/operators.h"
17 #include "../graphics/Sprite.h"
21 using app::Application;
23 using common::Inventory;
25 using geometry::Point;
26 using geometry::Vector;
33 void BattleState::AddMonster(const Monster &m) {
34 if (monsters.size() >= monstersLayout->NumPositions()) {
35 throw std::overflow_error("too many monsters for layout");
37 monsters.push_back(m);
40 void BattleState::AddHero(const Hero &h) {
41 if (heroes.size() >= heroesLayout->NumPositions()) {
42 throw std::overflow_error("too many heroes for layout");
48 void BattleState::Resize(int w, int h) {
53 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
54 monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
55 heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
56 for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
57 spellMenus.push_back(res->spellMenuPrototype);
58 // TODO: insert spell menu entries
59 ikariMenus.push_back(res->ikariMenuPrototype);
60 // TODO: insert ikari menu entries
61 heroTags[i] = HeroTag(&heroes[i], attackChoices + i, res, HeroTag::Alignment((i + 1) % 2));
64 int tagHeight(attackTypeMenu.Height());
65 int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
66 int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
67 heroTagPositions[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
68 heroTagPositions[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
69 heroTagPositions[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
70 heroTagPositions[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
72 // TODO: insert item menu entries
73 itemMenu = res->itemMenuPrototype;
77 void BattleState::LoadInventory() {
78 const Inventory &inv(*res->inventory);
80 itemMenu.Reserve(inv.MaxItems());
81 for (int i(0); i < inv.MaxItems(); ++i) {
82 const Item *item(inv.ItemAt(i));
84 itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
86 itemMenu.AddEmptyEntry();
91 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
95 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
96 // TODO: check for victory, defeat or run
97 // reset attack choices
99 for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
100 attackChoices[i] = AttackChoice(this);
102 ctrl.PushState(new SelectMoveAction(this));
105 void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
110 void BattleState::HandleInput(const Input &input) {
114 void BattleState::UpdateWorld(float deltaT) {
118 void BattleState::Render(SDL_Surface *screen) {
119 Vector<int> offset(CalculateScreenOffset(screen));
121 RenderBackground(screen, offset);
122 RenderMonsters(screen, offset);
123 // RenderHeroes(screen, offset);
124 RenderHeroTags(screen, offset);
127 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
129 SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
131 destRect.x = offset.X();
132 destRect.y = offset.Y();
133 destRect.w = background->w;
134 destRect.h = background->h;
135 SDL_BlitSurface(background, 0, screen, &destRect);
138 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
139 for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
140 monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
144 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
145 for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
146 heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
150 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
151 int tagHeight(attackTypeMenu.Height());
152 int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
154 for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
155 heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);