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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 "../common/Inventory.h"
15 #include "../common/Item.h"
16 #include "../geometry/operators.h"
17 #include "../graphics/Sprite.h"
18
19 #include <stdexcept>
20
21 using app::Application;
22 using app::Input;
23 using common::Inventory;
24 using common::Item;
25 using geometry::Point;
26 using geometry::Vector;
27 using graphics::Menu;
28
29 using std::vector;
30
31 namespace battle {
32
33 void BattleState::AddMonster(const Monster &m) {
34         if (monsters.size() >= monstersLayout->NumPositions()) {
35                 throw std::overflow_error("too many monsters for layout");
36         }
37         monsters.push_back(m);
38 }
39
40 void BattleState::AddHero(const Hero &h) {
41         if (heroes.size() >= heroesLayout->NumPositions()) {
42                 throw std::overflow_error("too many heroes for layout");
43         }
44         heroes.push_back(h);
45 }
46
47
48 void BattleState::Resize(int w, int h) {
49
50 }
51
52
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         attackChoices.resize(heroes.size());
57         for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
58                 spellMenus.push_back(res->spellMenuPrototype);
59                 // TODO: insert spell menu entries
60                 ikariMenus.push_back(res->ikariMenuPrototype);
61                 // TODO: insert ikari menu entries
62                 heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
63         }
64         // TODO: insert item menu entries
65         itemMenu = res->itemMenuPrototype;
66         LoadInventory();
67 }
68
69 void BattleState::LoadInventory() {
70         const Inventory &inv(*res->inventory);
71         itemMenu.Clear();
72         itemMenu.Reserve(inv.MaxItems());
73         for (int i(0); i < inv.MaxItems(); ++i) {
74                 const Item *item(inv.ItemAt(i));
75                 if (item) {
76                         itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
77                 } else {
78                         itemMenu.AddEmptyEntry();
79                 }
80         }
81 }
82
83 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
84
85 }
86
87 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
88         // TODO: check for victory, defeat or run
89         // reset attack choices
90         activeHero = -1;
91         attackChoices.clear();
92         attackChoices.resize(heroes.size());
93         ctrl.PushState(new SelectMoveAction(this));
94 }
95
96 void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
97
98 }
99
100
101 void BattleState::HandleInput(const Input &input) {
102
103 }
104
105 void BattleState::UpdateWorld(float deltaT) {
106
107 }
108
109 void BattleState::Render(SDL_Surface *screen) {
110         Vector<int> offset(CalculateScreenOffset(screen));
111
112         RenderBackground(screen, offset);
113         RenderMonsters(screen, offset);
114 //      RenderHeroes(screen, offset);
115         RenderHeroTags(screen, offset);
116 }
117
118 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
119         // black for now
120         SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
121         SDL_Rect destRect;
122         destRect.x = offset.X();
123         destRect.y = offset.Y();
124         destRect.w = background->w;
125         destRect.h = background->h;
126         SDL_BlitSurface(background, 0, screen, &destRect);
127 }
128
129 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
130         for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
131                 monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
132         }
133 }
134
135 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
136         for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
137                 heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
138         }
139 }
140
141 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
142         int tagHeight(attackTypeMenu.Height());
143         int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
144         int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
145
146         Point<int> tagPosition[4];
147         tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
148         tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
149         tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
150         tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
151
152         for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
153                 heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
154         }
155 }
156
157 }