]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added capsule mockup (battle)
[l2e.git] / src / battle / BattleState.cpp
index c2310eaeed3510196575802f8b7c628507340b92..9830e8c6a0b976f41f26642f024d34d2032e6e6e 100644 (file)
@@ -1,10 +1,3 @@
-/*
- * BattleState.cpp
- *
- *  Created on: Aug 5, 2012
- *      Author: holy
- */
-
 #include "BattleState.h"
 
 #include "PartyLayout.h"
@@ -54,6 +47,10 @@ void BattleState::AddHero(const Hero &h) {
        ++numHeroes;
 }
 
+void BattleState::SetCapsule(const Capsule &c) {
+       capsule = c;
+}
+
 void BattleState::NextHero() {
        ++activeHero;
        while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
@@ -74,12 +71,12 @@ void BattleState::SwapHeroes(int lhs, int rhs) {
 }
 
 
-void BattleState::Resize(int w, int h) {
+void BattleState::OnResize(int w, int h) {
 
 }
 
 
-void BattleState::OnEnterState(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->spellMenuProperties;
@@ -90,6 +87,8 @@ void BattleState::OnEnterState(Application &ctrl, SDL_Surface *screen) {
                smallHeroTags[i] = SmallHeroTag(this, i);
        }
 
+       capsule.Position() = heroesLayout->CalculatePosition(4, background->w, background->h);
+
        for (int i(0); i < int(monsters.size()); ++i) {
                monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h);
        }
@@ -113,6 +112,7 @@ void BattleState::OnEnterState(Application &ctrl, SDL_Surface *screen) {
 
        itemMenu = *res->itemMenuProperties;
        LoadInventory();
+       ClearAllAttacks();
 }
 
 void BattleState::LoadInventory() {
@@ -127,31 +127,30 @@ void BattleState::LoadInventory() {
                        itemMenu.AddEmptyEntry();
                }
        }
-       ClearAllAttacks();
 }
 
-void BattleState::OnExitState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnExitState(SDL_Surface *screen) {
 
 }
 
-void BattleState::OnResumeState(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));
        }
 }
 
@@ -169,7 +168,7 @@ bool BattleState::Defeat() const {
        return true;
 }
 
-void BattleState::OnPauseState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnPauseState(SDL_Surface *screen) {
 
 }
 
@@ -401,6 +400,15 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
        }
 }
 
+void BattleState::RenderCapsule(SDL_Surface *screen, const Vector<int> &offset) {
+       if (capsule.Health() <= 0) return;
+       if (capsule.GetAnimation().Running()) {
+               capsule.GetAnimation().DrawCenter(screen, capsule.Position() + offset);
+       } else {
+               capsule.Sprite()->DrawCenter(screen, capsule.Position() + offset);
+       }
+}
+
 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
        assert(screen);
        int tagHeight(attackTypeMenu.Height());