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 "../geometry/operators.h"
15 #include "../graphics/Sprite.h"
19 using app::Application;
21 using geometry::Point;
22 using geometry::Vector;
29 void BattleState::AddMonster(const Monster &m) {
30 if (monsters.size() >= monstersLayout->NumPositions()) {
31 throw std::overflow_error("too many monsters for layout");
33 monsters.push_back(m);
36 void BattleState::AddHero(const Hero &h) {
37 if (heroes.size() >= heroesLayout->NumPositions()) {
38 throw std::overflow_error("too many heroes for layout");
44 void BattleState::Resize(int w, int h) {
49 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
50 monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
51 heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
52 attackChoices.resize(heroes.size());
53 for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
54 spellMenus.push_back(res->spellMenuPrototype);
55 // TODO: insert real spell menu entries
56 spellMenus.back().Add("Reset : 0", 0, false);
57 spellMenus.back().Add("Strong : 3", 0);
58 spellMenus.back().Add("Stronger : 8", 0);
59 spellMenus.back().Add("Champion :16", 0);
60 spellMenus.back().Add("Rally :10", 0);
61 spellMenus.back().Add("Escape : 8", 0, false);
62 spellMenus.back().Add("Valor :30", 0);
63 spellMenus.back().Add("Poison : 2", 0);
64 spellMenus.back().Add("Warp : 8", 0, false);
65 spellMenus.back().Add("Release : 2", 0);
66 spellMenus.back().Add("Waken : 4", 0);
67 spellMenus.back().Add("Light : 0", 0, false);
68 spellMenus.back().Add("Fake : 4", 0);
69 spellMenus.back().Add("Trick : 5", 0);
70 spellMenus.back().Add("Flash : 5", 0);
71 spellMenus.back().Add("Fireball : 6", 0);
72 spellMenus.back().Add("Vortex : 7", 0);
73 spellMenus.back().Add("Blizzard : 8", 0);
74 spellMenus.back().Add("Spark : 3", 0);
75 heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
79 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
83 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
84 // TODO: check for victory, defeat or run
85 // reset attack choices
87 attackChoices.clear();
88 attackChoices.resize(heroes.size());
89 ctrl.PushState(new SelectMoveAction(this));
92 void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
97 void BattleState::HandleInput(const Input &input) {
101 void BattleState::UpdateWorld(float deltaT) {
105 void BattleState::Render(SDL_Surface *screen) {
106 Vector<int> offset(CalculateScreenOffset(screen));
108 RenderBackground(screen, offset);
109 RenderMonsters(screen, offset);
110 // RenderHeroes(screen, offset);
111 RenderHeroTags(screen, offset);
114 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
116 SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
118 destRect.x = offset.X();
119 destRect.y = offset.Y();
120 destRect.w = background->w;
121 destRect.h = background->h;
122 SDL_BlitSurface(background, 0, screen, &destRect);
125 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
126 for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
127 monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
131 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
132 for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
133 heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
137 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
138 int tagHeight(attackTypeMenu.Height());
139 int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
140 int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
142 Point<int> tagPosition[4];
143 tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
144 tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
145 tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
146 tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
148 for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
149 heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);