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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         attackChoices.resize(heroes.size());
52         for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
53                 heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, healthGauge, manaGauge, ikariGauge, heroTagSprites, heroTagFont, HeroTag::Alignment((i + 1) % 2)));
54         }
55 }
56
57 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
58
59 }
60
61 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
62         // TODO: check for victory, defeat or run
63         // reset attack choices
64         activeHero = -1;
65         attackChoices.clear();
66         attackChoices.resize(heroes.size());
67         ctrl.PushState(new SelectMoveAction(this));
68 }
69
70 void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
71
72 }
73
74
75 void BattleState::HandleInput(const Input &input) {
76
77 }
78
79 void BattleState::UpdateWorld(float deltaT) {
80
81 }
82
83 void BattleState::Render(SDL_Surface *screen) {
84         Vector<int> offset(CalculateScreenOffset(screen));
85
86         RenderBackground(screen, offset);
87         RenderMonsters(screen, offset);
88 //      RenderHeroes(screen, offset);
89         RenderHeroTags(screen, offset);
90 }
91
92 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
93         // black for now
94         SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
95         SDL_Rect destRect;
96         destRect.x = offset.X();
97         destRect.y = offset.Y();
98         destRect.w = background->w;
99         destRect.h = background->h;
100         SDL_BlitSurface(background, 0, screen, &destRect);
101 }
102
103 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
104         for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
105                 monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
106         }
107 }
108
109 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
110         for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
111                 heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
112         }
113 }
114
115 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
116         int tagHeight(attackTypeMenu.Height());
117         int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
118         int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
119
120         Point<int> tagPosition[4];
121         tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
122         tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
123         tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
124         tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
125
126         for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
127                 heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
128         }
129 }
130
131 }