]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added small hero tags (used in battle animation and run state)
[l2e.git] / src / battle / BattleState.cpp
index 0f3fad94838f56e88a16bda2b6efbce8a788b624..6fac152e64b87e94acc7d132b29c1e2878012de8 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>
@@ -70,6 +71,7 @@ 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());
@@ -80,6 +82,15 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        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();
 }
@@ -225,11 +236,8 @@ 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) {
@@ -264,4 +272,23 @@ 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() + 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);
+       }
+}
+
 }