#include "PartyLayout.h"
#include "states/SelectMoveAction.h"
+#include "states/PerformAttacks.h"
#include "../app/Application.h"
#include "../app/Input.h"
#include "../common/Ikari.h"
#include "../common/Item.h"
#include "../common/Spell.h"
#include "../geometry/operators.h"
+#include "../graphics/Frame.h"
#include "../graphics/Sprite.h"
#include <algorithm>
}
void BattleState::AddHero(const Hero &h) {
- if (heroes.size() >= heroesLayout->NumPositions()) {
+ if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
throw std::overflow_error("too many heroes for layout");
}
- heroes.push_back(h);
+ heroes[numHeroes] = h;
+ ++numHeroes;
}
-void BattleState::SwapHeroes(std::vector<Hero>::size_type lhs, std::vector<Hero>::size_type rhs) {
- if (lhs < 0 || lhs >= heroes.size() || rhs < 0 || rhs >= heroes.size() || lhs == rhs) return;
+void BattleState::NextHero() {
+ ++activeHero;
+ while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
+ ++activeHero;
+ }
+}
+
+void BattleState::SwapHeroes(int lhs, int rhs) {
+ if (lhs < 0 || lhs >= numHeroes || rhs < 0 || rhs >= numHeroes || lhs == rhs) return;
std::swap(heroes[lhs], heroes[rhs]);
}
void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- spellMenus.push_back(res->spellMenuPrototype);
+ for (int i(0); i < 4; ++i) {
+ spellMenus[i] = res->spellMenuPrototype;
LoadSpellMenu(i);
- ikariMenus.push_back(res->ikariMenuPrototype);
+ ikariMenus[i] = res->ikariMenuPrototype;
LoadIkariMenu(i);
heroTags[i] = HeroTag(this, i);
+ smallHeroTags[i] = SmallHeroTag(this, i);
}
int tagHeight(attackTypeMenu.Height());
heroTagPositions[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
heroTagPositions[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+ tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
+ tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
+ xOffset = (BackgroundWidth() - 4 * tagWidth) / 2;
+ int yOffset(BackgroundHeight() - tagHeight);
+ smallHeroTagPositions[0] = Point<int>(xOffset, yOffset);
+ smallHeroTagPositions[1] = Point<int>(xOffset + 2 * tagWidth, yOffset);
+ smallHeroTagPositions[2] = Point<int>(xOffset + tagWidth, yOffset);
+ smallHeroTagPositions[3] = Point<int>(xOffset + 3 * tagWidth, yOffset);
+
itemMenu = res->itemMenuPrototype;
LoadInventory();
}
itemMenu.AddEmptyEntry();
}
}
+ ClearAllAttacks();
}
void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
}
void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
- // TODO: check for victory, defeat or run
- // reset attack choices
- activeHero = -1;
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- attackChoices[i] = AttackChoice(this);
+ // TODO: check for victory or defeat
+ if (ranAway) {
+ ctrl.PopState(); // quit the battle scene
+ return;
+ }
+ if (AttackSelectionDone()) {
+ ctrl.PushState(new PerformAttacks(this));
+ } else {
+ ctrl.PushState(new SelectMoveAction(this));
}
- ctrl.PushState(new SelectMoveAction(this));
}
void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
}
-void BattleState::HandleInput(const Input &input) {
+void BattleState::ClearAllAttacks() {
+ activeHero = -1;
+ for (int i(0); i < numHeroes; ++i) {
+ attackChoices[i] = AttackChoice(this);
+ }
+}
+
+
+void BattleState::HandleEvents(const Input &input) {
}
void BattleState::Render(SDL_Surface *screen) {
Vector<int> offset(CalculateScreenOffset(screen));
-
RenderBackground(screen, offset);
RenderMonsters(screen, offset);
-// RenderHeroes(screen, offset);
- RenderHeroTags(screen, offset);
}
void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
}
void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+ for (int i(0); i < numHeroes; ++i) {
+ if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
+ heroes[i].AttackAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+ } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
+ heroes[i].SpellAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+ } else {
+ int row(heroes[i].Health() > 0 ? 0 : 2);
+ heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 1, row);
+ }
}
}
int tagHeight(attackTypeMenu.Height());
int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ for (int i(0); i < numHeroes; ++i) {
heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
}
}
+void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+ int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2);
+ int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2);
+
+ SDL_Rect rect;
+ rect.x = offset.X();
+ rect.y = offset.Y() + BackgroundHeight() - tagHeight;
+ rect.w = BackgroundWidth();
+ rect.h = tagHeight;
+ SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
+ rect.y += res->normalFont->CharHeight() / 8;
+ rect.h -= res->normalFont->CharHeight() / 4;
+ SDL_FillRect(screen, &rect, res->heroesBgColor);
+
+ for (int i(0); i < numHeroes; ++i) {
+ smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);
+ }
+}
+
}