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reworked Application's state stack
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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 }
55
56 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
57
58 }
59
60 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
61         // reset attack choices
62         activeHero = -1;
63         attackChoices.clear();
64         attackChoices.resize(heroes.size());
65         ctrl.PushState(new SelectMoveAction(this));
66 }
67
68 void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
69
70 }
71
72
73 void BattleState::HandleInput(const Input &input) {
74
75 }
76
77 void BattleState::UpdateWorld(float deltaT) {
78
79 }
80
81 void BattleState::Render(SDL_Surface *screen) {
82         Vector<int> offset(CalculateScreenOffset(screen));
83
84         RenderBackground(screen, offset);
85         RenderMonsters(screen, offset);
86 //      RenderHeroes(screen, offset);
87         RenderHeroTags(screen, offset);
88 }
89
90 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
91         // black for now
92         SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
93         SDL_Rect destRect;
94         destRect.x = offset.X();
95         destRect.y = offset.Y();
96         destRect.w = background->w;
97         destRect.h = background->h;
98         SDL_BlitSurface(background, 0, screen, &destRect);
99 }
100
101 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
102         for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
103                 monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
104         }
105 }
106
107 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
108         for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
109                 heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
110         }
111 }
112
113 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
114         int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight);
115         int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
116         int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2);
117
118         Point<int> tagPosition[4];
119         tagPosition[0] = Point<int>(0, uiOffset);
120         tagPosition[1] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset);
121         tagPosition[2] = Point<int>(0, uiOffset + tagHeight + attackTypeMenu.IconHeight());
122         tagPosition[3] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight());
123
124         for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
125                 heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
126         }
127 }
128
129 }