]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added Hero class for battle state
[l2e.git] / src / battle / BattleState.cpp
index 5ba84db2583a17711e20304988bd0cf361e4ba48..511d29e2dc930ec182667fcc9df8b24db52ddd91 100644 (file)
@@ -10,7 +10,6 @@
 #include "PartyLayout.h"
 #include "../graphics/Sprite.h"
 
-#include <iostream>
 #include <stdexcept>
 
 using app::Application;
@@ -27,17 +26,22 @@ void BattleState::AddMonster(const Monster &m) {
        monsters.push_back(m);
 }
 
+void BattleState::AddHero(const Hero &h) {
+       if (heroes.size() >= heroesLayout->NumPositions()) {
+               throw std::overflow_error("too many heroes for layout");
+       }
+       heroes.push_back(h);
+}
+
 
 void BattleState::Resize(int w, int h) {
-       width = w;
-       height = h;
+
 }
 
 
 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
-       width = screen->w;
-       height = screen->h;
+       heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
 }
 
 void BattleState::ExitState() {
@@ -57,20 +61,21 @@ void BattleState::Render(SDL_Surface *screen) {
        // black for now
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
        SDL_Rect destRect;
-       destRect.x = (width - background->w) / 2;
-       destRect.y = (height - background->h) / 2;
+       destRect.x = (screen->w - background->w) / 2;
+       destRect.y = (screen->h - background->h) / 2;
        destRect.w = background->w;
        destRect.h = background->h;
 
-       std::cout << "screen: " << screen->w << "x" << screen->h << std::endl;
-       std::cout << "drawing to " << destRect.w << "x" << destRect.h << "+" << destRect.x << "+" << destRect.y << std::endl;
-
        // TODO: center background if screen bigger
        SDL_BlitSurface(background, 0, screen, &destRect);
 
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
                monsters[i].Sprite()->DrawCenterBottom(screen, Point<int>(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y));
        }
+
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               heroes[i].Sprite()->DrawCenterBottom(screen, Point<int>(heroesPositions[i].X() + destRect.x, heroesPositions[i].Y() + destRect.y));
+       }
 }
 
 }