]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
tagged some TODOs
[l2e.git] / src / battle / BattleState.cpp
index 30a33b691b04fc27382b9f1b29c02e593531d89d..f1e3d07caffc17676d1d5bcd85bc8b5f19a75c1b 100644 (file)
@@ -50,7 +50,7 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
        attackChoices.resize(heroes.size());
        for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
-               heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], HeroTag::Alignment((i + 1) % 2)));
+               heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, healthGauge, manaGauge, ikariGauge, heroTagSprites, heroTagFont, HeroTag::Alignment((i + 1) % 2)));
        }
 }
 
@@ -59,6 +59,7 @@ 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;
        attackChoices.clear();
@@ -112,15 +113,15 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
 }
 
 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
-       int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight);
-       int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
-       int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2);
+       int tagHeight(attackTypeMenu.Height());
+       int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+       int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
 
        Point<int> tagPosition[4];
-       tagPosition[0] = Point<int>(0, uiOffset);
-       tagPosition[1] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset);
-       tagPosition[2] = Point<int>(0, uiOffset + tagHeight + attackTypeMenu.IconHeight());
-       tagPosition[3] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight());
+       tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
+       tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
+       tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
+       tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
 
        for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
                heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);