]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
changed battle positions from bottom-center to center
[l2e.git] / src / battle / BattleState.cpp
index 0f3fad94838f56e88a16bda2b6efbce8a788b624..1a4f726de656c7a5c561ac01315d7472c898ace9 100644 (file)
@@ -17,6 +17,7 @@
 #include "../common/Item.h"
 #include "../common/Spell.h"
 #include "../geometry/operators.h"
+#include "../graphics/Frame.h"
 #include "../graphics/Sprite.h"
 
 #include <algorithm>
@@ -50,6 +51,13 @@ void BattleState::AddHero(const Hero &h) {
        ++numHeroes;
 }
 
+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]);
@@ -70,15 +78,25 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
                ikariMenus[i] = res->ikariMenuPrototype;
                LoadIkariMenu(i);
                heroTags[i] = HeroTag(this, i);
+               smallHeroTags[i] = SmallHeroTag(this, i);
        }
 
        int tagHeight(attackTypeMenu.Height());
        int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
-       int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
-       heroTagPositions[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
-       heroTagPositions[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
-       heroTagPositions[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
-       heroTagPositions[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+       int xOffset((Width() - 2 * tagWidth) / 2);
+       heroTagPositions[0] = Point<int>(xOffset, Height() - 2 * tagHeight);
+       heroTagPositions[1] = Point<int>(xOffset + tagWidth, Height() - 2 * tagHeight);
+       heroTagPositions[2] = Point<int>(xOffset, Height() - tagHeight);
+       heroTagPositions[3] = Point<int>(xOffset + tagWidth, Height() - tagHeight);
+
+       tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
+       tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
+       xOffset = (Width() - 4 * tagWidth) / 2;
+       int yOffset(Height() - 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();
@@ -215,6 +233,30 @@ void BattleState::ClearAllAttacks() {
 }
 
 
+class OrderCompare {
+       public:
+               OrderCompare(BattleState *battle) : battle(battle) { }
+               bool operator ()(const BattleState::Order &lhs, const BattleState::Order &rhs) {
+                       int lagl(lhs.isMonster ? battle->MonsterAt(lhs.index).Agility() : battle->HeroAt(lhs.index).Agility());
+                       int ragl(rhs.isMonster ? battle->MonsterAt(rhs.index).Agility() : battle->HeroAt(rhs.index).Agility());
+                       return lagl > ragl;
+               }
+       private:
+               BattleState *battle;
+};
+
+void BattleState::WriteOrder(std::vector<Order> &order) {
+       order.reserve(monsters.size() + NumHeroes());
+       for (int i(0); i < numHeroes; ++i) {
+               order.push_back(Order(i, false));
+       }
+       for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
+               order.push_back(Order(i, true));
+       }
+       std::sort(order.begin(), order.end(), OrderCompare(this));
+}
+
+
 void BattleState::HandleEvents(const Input &input) {
 
 }
@@ -225,11 +267,8 @@ void BattleState::UpdateWorld(float deltaT) {
 
 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) {
@@ -245,13 +284,20 @@ void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offse
 
 void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
-               monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+               monsters[i].Sprite()->DrawCenter(screen, monsterPositions[i] + offset);
        }
 }
 
 void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
        for (int i(0); i < numHeroes; ++i) {
-               heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 0, 1);
+               if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
+                       heroes[i].AttackAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
+               } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
+                       heroes[i].SpellAnimation()->DrawCenter(screen, heroesPositions[i] + offset);
+               } else {
+                       int row(heroes[i].Health() > 0 ? 0 : 2);
+                       heroes[i].Sprite()->DrawCenter(screen, heroesPositions[i] + offset, 1, row);
+               }
        }
 }
 
@@ -264,4 +310,23 @@ void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset)
        }
 }
 
+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() + Height() - tagHeight;
+       rect.w = Width();
+       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);
+       }
+}
+
 }