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added ability to disable menu entries
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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 using graphics::Menu;
24
25 using std::vector;
26
27 namespace battle {
28
29 void BattleState::AddMonster(const Monster &m) {
30         if (monsters.size() >= monstersLayout->NumPositions()) {
31                 throw std::overflow_error("too many monsters for layout");
32         }
33         monsters.push_back(m);
34 }
35
36 void BattleState::AddHero(const Hero &h) {
37         if (heroes.size() >= heroesLayout->NumPositions()) {
38                 throw std::overflow_error("too many heroes for layout");
39         }
40         heroes.push_back(h);
41 }
42
43
44 void BattleState::Resize(int w, int h) {
45
46 }
47
48
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("Valor    :30", 0);
62                 spellMenus.back().Add("Poison   : 2", 0);
63                 spellMenus.back().Add("Release  : 2", 0);
64                 spellMenus.back().Add("Waken    : 4", 0);
65                 spellMenus.back().Add("Fake     : 4", 0);
66                 spellMenus.back().Add("Trick    : 5", 0);
67                 heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
68         }
69 }
70
71 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
72
73 }
74
75 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
76         // TODO: check for victory, defeat or run
77         // reset attack choices
78         activeHero = -1;
79         attackChoices.clear();
80         attackChoices.resize(heroes.size());
81         ctrl.PushState(new SelectMoveAction(this));
82 }
83
84 void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
85
86 }
87
88
89 void BattleState::HandleInput(const Input &input) {
90
91 }
92
93 void BattleState::UpdateWorld(float deltaT) {
94
95 }
96
97 void BattleState::Render(SDL_Surface *screen) {
98         Vector<int> offset(CalculateScreenOffset(screen));
99
100         RenderBackground(screen, offset);
101         RenderMonsters(screen, offset);
102 //      RenderHeroes(screen, offset);
103         RenderHeroTags(screen, offset);
104 }
105
106 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
107         // black for now
108         SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
109         SDL_Rect destRect;
110         destRect.x = offset.X();
111         destRect.y = offset.Y();
112         destRect.w = background->w;
113         destRect.h = background->h;
114         SDL_BlitSurface(background, 0, screen, &destRect);
115 }
116
117 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
118         for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
119                 monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
120         }
121 }
122
123 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
124         for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
125                 heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
126         }
127 }
128
129 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
130         int tagHeight(attackTypeMenu.Height());
131         int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
132         int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
133
134         Point<int> tagPosition[4];
135         tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
136         tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
137         tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
138         tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
139
140         for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
141                 heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
142         }
143 }
144
145 }