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added spell selection battle state
[l2e.git] / src / battle / HeroTag.cpp
1 /*
2  * HeroTag.cpp
3  *
4  *  Created on: Aug 6, 2012
5  *      Author: holy
6  */
7
8 #include "HeroTag.h"
9
10 #include "Hero.h"
11 #include "../geometry/operators.h"
12 #include "../geometry/Vector.h"
13 #include "../graphics/Font.h"
14 #include "../graphics/Frame.h"
15 #include "../graphics/Gauge.h"
16 #include "../graphics/Sprite.h"
17
18 using geometry::Point;
19 using geometry::Vector;
20
21 namespace battle {
22
23 void HeroTag::Render(SDL_Surface *screen, int width, int height, Point<int> position, bool active) const {
24         // frame
25         Vector<int> frameOffset;
26         if (active) {
27                 activeFrame->Draw(screen, position, width, height);
28                 frameOffset = Vector<int>(activeFrame->BorderWidth(), activeFrame->BorderHeight());
29         } else {
30                 frame->Draw(screen, position, width, height);
31                 frameOffset = Vector<int>(frame->BorderWidth(), frame->BorderHeight());
32         }
33
34         int yOffset((height - hero->Sprite()->Height()) / 2);
35
36         // gauges
37         // NOTE: assuming frame border is unit size until charsets are impemented
38         int gaugeX((align == LEFT ? 10 : 6) * font->CharWidth());
39         // 4 units reserved for hero, gaugeX already includes frame offset
40         int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * font->CharWidth());
41         // health gauge, second line
42         Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + font->CharHeight());
43         healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth));
44         // mana gauge, third line
45         Vector<int> manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * font->CharHeight());
46         manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth));
47         // ikari gauge, fourth line
48         Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * font->CharHeight());
49         ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
50
51         // labels
52         int labelX((align == LEFT ? 5 : 1) * font->CharWidth());
53         // level
54         Vector<int> levelLabelOffset(gaugeX, frameOffset.Y());
55         sprites->Draw(screen, position + levelLabelOffset, 0, 0);
56         // hp
57         Vector<int> healthLabelOffset(labelX, frameOffset.Y() + font->CharHeight());
58         sprites->Draw(screen, position + healthLabelOffset, 0, 1);
59         // mp
60         Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * font->CharHeight());
61         sprites->Draw(screen, position + manaLabelOffset, 0, 2);
62         // cm
63         Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * font->CharHeight());
64         sprites->Draw(screen, position + moveLabelOffset, 0, 3);
65         // ip
66         Vector<int> ikariLabelOffset(labelX + 3 * font->CharWidth(), frameOffset.Y() + 3 * font->CharHeight());
67         sprites->Draw(screen, position + ikariLabelOffset, 0, 4);
68
69         // numbers
70         // level
71         Vector<int> levelNumberOffset(gaugeX + sprites->Width(), levelLabelOffset.Y());
72         font->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2);
73         // health
74         Vector<int> healthNumberOffset(labelX + sprites->Width(), healthLabelOffset.Y());
75         font->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3);
76         //mana
77         Vector<int> manaNumberOffset(labelX + sprites->Width(), manaLabelOffset.Y());
78         font->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3);
79
80         // hero
81         Vector<int> heroOffset(
82                         (align == LEFT) ? yOffset : width - hero->Sprite()->Width() - yOffset,
83                         yOffset);
84         hero->Sprite()->Draw(screen, position + heroOffset, 0, hero->Health() > 0 ? 0 : 2);
85 }
86
87 }