]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added Hero class for battle state
[l2e.git] / src / battle / BattleState.cpp
index 5f50109b7585682c520d8ff09921de6787a80f20..511d29e2dc930ec182667fcc9df8b24db52ddd91 100644 (file)
@@ -13,6 +13,7 @@
 #include <stdexcept>
 
 using app::Application;
+using geometry::Point;
 
 using std::vector;
 
@@ -25,9 +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) {
+
+}
+
 
 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
+       heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
 }
 
 void BattleState::ExitState() {
@@ -44,10 +58,23 @@ void BattleState::UpdateWorld(float deltaT) {
 }
 
 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 = (screen->w - background->w) / 2;
+       destRect.y = (screen->h - background->h) / 2;
+       destRect.w = background->w;
+       destRect.h = background->h;
+
        // TODO: center background if screen bigger
-       SDL_BlitSurface(background, 0, screen, 0);
+       SDL_BlitSurface(background, 0, screen, &destRect);
+
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
-               monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[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));
        }
 }