#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 "../common/Spell.h"
+#include "../geometry/operators.h"
#include "../graphics/Sprite.h"
#include <stdexcept>
using app::Application;
+using app::Input;
+using common::Inventory;
+using common::Item;
+using common::Spell;
using geometry::Point;
+using geometry::Vector;
+using graphics::Menu;
using std::vector;
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) {
- width = w;
- height = h;
+
}
void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
- width = screen->w;
- height = screen->h;
+ 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);
+ LoadSpellMenu(i);
+ 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);
+
+ itemMenu = res->itemMenuPrototype;
+ LoadInventory();
+}
+
+void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
+ spellMenus[index].Clear();
+ spellMenus[index].Reserve(HeroAt(index).Spells().size());
+ for (vector<const Spell *>::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) {
+ bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana());
+ spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost());
+ }
+}
+
+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::HandleEvent(const SDL_Event &) {
+void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+
+void BattleState::HandleInput(const Input &input) {
}
}
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) {
// black for now
SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
SDL_Rect destRect;
- destRect.x = (width - background->w) / 2;
- destRect.y = (height - background->h) / 2;
+ destRect.x = offset.X();
+ destRect.y = offset.Y();
destRect.w = background->w;
destRect.h = background->h;
-
- // TODO: center background if screen bigger
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, Point<int>(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y));
+ 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);
}
}