]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added attack targets selection state
[l2e.git] / src / battle / BattleState.cpp
index df83c328d2b5a6c32330a1b76cc65444922b2cf0..ad225173fce209625a452265c0913cf5b1d9adda 100644 (file)
 #include "BattleState.h"
 
 #include "PartyLayout.h"
+#include "states/SelectMoveAction.h"
+#include "../app/Application.h"
+#include "../app/Input.h"
+#include "../common/Inventory.h"
+#include "../common/Item.h"
+#include "../geometry/operators.h"
+#include "../graphics/Sprite.h"
+
+#include <stdexcept>
 
 using app::Application;
+using app::Input;
+using common::Inventory;
+using common::Item;
+using geometry::Point;
+using geometry::Vector;
+using graphics::Menu;
+
+using std::vector;
 
 namespace battle {
 
+void BattleState::AddMonster(const Monster &m) {
+       if (monsters.size() >= monstersLayout->NumPositions()) {
+               throw std::overflow_error("too many monsters for layout");
+       }
+       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);
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               spellMenus.push_back(res->spellMenuPrototype);
+               // TODO: insert spell menu entries
+               ikariMenus.push_back(res->ikariMenuPrototype);
+               // TODO: insert ikari menu entries
+               heroTags[i] = HeroTag(&heroes[i], attackChoices + i, res, HeroTag::Alignment((i + 1) % 2));
+       }
+
+       int tagHeight(attackTypeMenu.Height());
+       int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+       int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
+       heroTagPositions[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
+       heroTagPositions[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
+       heroTagPositions[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
+       heroTagPositions[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+
+       // TODO: insert item menu entries
+       itemMenu = res->itemMenuPrototype;
+       LoadInventory();
+}
+
+void BattleState::LoadInventory() {
+       const Inventory &inv(*res->inventory);
+       itemMenu.Clear();
+       itemMenu.Reserve(inv.MaxItems());
+       for (int i(0); i < inv.MaxItems(); ++i) {
+               const Item *item(inv.ItemAt(i));
+               if (item) {
+                       itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
+               } else {
+                       itemMenu.AddEmptyEntry();
+               }
+       }
 }
 
-void BattleState::ExitState() {
+void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
+void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+       // TODO: check for victory, defeat or run
+       // reset attack choices
+       activeHero = -1;
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               attackChoices[i] = AttackChoice(this);
+       }
+       ctrl.PushState(new SelectMoveAction(this));
+}
+
+void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+
+}
 
-void BattleState::HandleEvent(const SDL_Event &) {
+
+void BattleState::HandleInput(const Input &input) {
 
 }
 
@@ -31,8 +116,44 @@ void BattleState::UpdateWorld(float deltaT) {
 }
 
 void BattleState::Render(SDL_Surface *screen) {
-       // TODO: center background if screen bigger
-       SDL_BlitSurface(background, 0, screen, 0);
+       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) {
+       // black for now
+       SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
+       SDL_Rect destRect;
+       destRect.x = offset.X();
+       destRect.y = offset.Y();
+       destRect.w = background->w;
+       destRect.h = background->h;
+       SDL_BlitSurface(background, 0, screen, &destRect);
+}
+
+void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
+       for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
+               monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+       }
+}
+
+void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+       }
+}
+
+void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+       int tagHeight(attackTypeMenu.Height());
+       int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
+       }
 }
 
 }