]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
removed stupid file headers that eclipse put in
[l2e.git] / src / battle / BattleState.cpp
index 5ba60d67bb02ac29061df9509834b307145c40ba..36b4af53752714d58d1fc356230709b2aeaec988 100644 (file)
@@ -1,10 +1,3 @@
-/*
- * BattleState.cpp
- *
- *  Created on: Aug 5, 2012
- *      Author: holy
- */
-
 #include "BattleState.h"
 
 #include "PartyLayout.h"
@@ -12,6 +5,7 @@
 #include "states/PerformAttacks.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
+#include "../common/GameState.h"
 #include "../common/Ikari.h"
 #include "../common/Inventory.h"
 #include "../common/Item.h"
@@ -29,6 +23,7 @@ using app::Input;
 using common::Inventory;
 using common::Item;
 using common::Spell;
+using common::Stats;
 using geometry::Vector;
 using graphics::Menu;
 
@@ -72,17 +67,17 @@ void BattleState::SwapHeroes(int lhs, int rhs) {
 }
 
 
-void BattleState::Resize(int w, int h) {
+void BattleState::OnResize(int w, int h) {
 
 }
 
 
-void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnEnterState(SDL_Surface *screen) {
        for (int i(0); i < 4; ++i) {
                heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
-               heroes[i].SpellMenu() = res->spellMenuPrototype;
+               heroes[i].SpellMenu() = *res->spellMenuProperties;
                heroes[i].UpdateSpellMenu();
-               heroes[i].IkariMenu() = res->ikariMenuPrototype;
+               heroes[i].IkariMenu() = *res->ikariMenuProperties;
                heroes[i].UpdateIkariMenu(res);
                heroTags[i] = HeroTag(this, i);
                smallHeroTags[i] = SmallHeroTag(this, i);
@@ -109,12 +104,13 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        smallHeroTagPositions[2] = Vector<int>(xOffset + tagWidth, yOffset);
        smallHeroTagPositions[3] = Vector<int>(xOffset + 3 * tagWidth, yOffset);
 
-       itemMenu = res->itemMenuPrototype;
+       itemMenu = *res->itemMenuProperties;
        LoadInventory();
+       ClearAllAttacks();
 }
 
 void BattleState::LoadInventory() {
-       const Inventory &inv(*res->inventory);
+       const Inventory &inv(game->state->inventory);
        itemMenu.Clear();
        itemMenu.Reserve(inv.MaxItems());
        for (int i(0); i < inv.MaxItems(); ++i) {
@@ -125,31 +121,30 @@ void BattleState::LoadInventory() {
                        itemMenu.AddEmptyEntry();
                }
        }
-       ClearAllAttacks();
 }
 
-void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnExitState(SDL_Surface *screen) {
 
 }
 
-void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnResumeState(SDL_Surface *screen) {
        if (ranAway) {
-               ctrl.PopState(); // quit the battle scene
+               Ctrl().PopState(); // quit the battle scene
                return;
        }
        if (Victory()) {
-               ctrl.PopState();
+               Ctrl().PopState();
                return;
        }
        if (Defeat()) {
-               ctrl.PopState();
+               Ctrl().PopState();
                return;
        }
        // TODO: this should not push a state while quitting
        if (AttackSelectionDone()) {
-               ctrl.PushState(new PerformAttacks(this));
+               Ctrl().PushState(new PerformAttacks(this));
        } else {
-               ctrl.PushState(new SelectMoveAction(this));
+               Ctrl().PushState(new SelectMoveAction(this));
        }
 }
 
@@ -167,7 +162,7 @@ bool BattleState::Defeat() const {
        return true;
 }
 
-void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnPauseState(SDL_Surface *screen) {
 
 }
 
@@ -422,7 +417,7 @@ void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &of
        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);
+       SDL_FillRect(screen, &rect, res->heroesBgColor.MapRGB(screen->format));
 
        for (int i(0); i < numHeroes; ++i) {
                smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);