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"
23 using app::Application;
25 using common::Inventory;
27 using geometry::Point;
28 using geometry::Vector;
35 void BattleState::AddMonster(const Monster &m) {
36 if (monsters.size() >= monstersLayout->NumPositions()) {
37 throw std::overflow_error("too many monsters for layout");
39 monsters.push_back(m);
42 void BattleState::AddHero(const Hero &h) {
43 if (heroes.size() >= heroesLayout->NumPositions()) {
44 throw std::overflow_error("too many heroes for layout");
50 void BattleState::Resize(int w, int h) {
55 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
56 monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
57 heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
58 attackChoices.resize(heroes.size());
59 for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
60 spellMenus.push_back(res->spellMenuPrototype);
61 // TODO: insert spell menu entries
62 ikariMenus.push_back(res->ikariMenuPrototype);
63 // TODO: insert ikari menu entries
64 heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
66 // TODO: insert item menu entries
67 itemMenu = res->itemMenuPrototype;
71 void BattleState::LoadInventory() {
72 const Inventory &inv(*res->inventory);
74 itemMenu.Reserve(inv.MaxItems());
75 itemMenuStrings.clear();
76 itemMenuStrings.resize(inv.MaxItems());
77 int itemNameLength(itemMenu.CharsPerEntry() - 3);
78 // TODO: better (maybe intrusive) solution for menus with counts
79 for (int i(0); i < inv.MaxItems(); ++i) {
80 const Item *item(inv.ItemAt(i));
83 s << std::setw(itemNameLength) << std::left << std::setfill(' ') << item->Name();
85 s << inv.ItemCountAt(i);
86 itemMenuStrings[i] = s.str();
87 itemMenu.Add(itemMenuStrings[i].c_str(), item, item->CanUseInBattle(), item->MenuIcon());
89 itemMenu.Add("", 0, false);
94 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
98 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
99 // TODO: check for victory, defeat or run
100 // reset attack choices
102 attackChoices.clear();
103 attackChoices.resize(heroes.size());
104 ctrl.PushState(new SelectMoveAction(this));
107 void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
112 void BattleState::HandleInput(const Input &input) {
116 void BattleState::UpdateWorld(float deltaT) {
120 void BattleState::Render(SDL_Surface *screen) {
121 Vector<int> offset(CalculateScreenOffset(screen));
123 RenderBackground(screen, offset);
124 RenderMonsters(screen, offset);
125 // RenderHeroes(screen, offset);
126 RenderHeroTags(screen, offset);
129 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
131 SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
133 destRect.x = offset.X();
134 destRect.y = offset.Y();
135 destRect.w = background->w;
136 destRect.h = background->h;
137 SDL_BlitSurface(background, 0, screen, &destRect);
140 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
141 for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
142 monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
146 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
147 for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
148 heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
152 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
153 int tagHeight(attackTypeMenu.Height());
154 int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
155 int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
157 Point<int> tagPosition[4];
158 tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
159 tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
160 tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
161 tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
163 for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
164 heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);