#include "BattleState.h"
+#include "PartyLayout.h"
+#include "../geometry/operators.h"
+#include "../graphics/Sprite.h"
+
+#include <stdexcept>
+
using app::Application;
+using geometry::Point;
+using geometry::Vector;
+
+using std::vector;
namespace battle {
-void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
+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);
}
void BattleState::ExitState() {
}
void BattleState::Render(SDL_Surface *screen) {
- // TODO: center background if screen bigger
- SDL_BlitSurface(background, 0, screen, 0);
+ Vector<int> offset(
+ (screen->w - background->w) / 2,
+ (screen->h - background->h) / 2);
+
+ RenderBackground(screen, offset);
+ RenderMonsters(screen, offset);
+ RenderHeroes(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);
+ }
}
}