]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/HeroTag.cpp
added struct for battle resources
[l2e.git] / src / battle / HeroTag.cpp
index 33c42db72de3f0b7d270eaace92d9c1f5ad1b47c..01cee4485f463ed1c68fce599c7fb6e47f0aa08e 100644 (file)
@@ -8,6 +8,7 @@
 #include "HeroTag.h"
 
 #include "Hero.h"
+#include "Resources.h"
 #include "../geometry/operators.h"
 #include "../geometry/Vector.h"
 #include "../graphics/Font.h"
 
 using geometry::Point;
 using geometry::Vector;
+using graphics::Frame;
 
 namespace battle {
 
 void HeroTag::Render(SDL_Surface *screen, int width, int height, Point<int> position, bool active) const {
        // frame
-       Vector<int> frameOffset;
-       if (active) {
-               activeFrame->Draw(screen, position, width, height);
-               frameOffset = Vector<int>(activeFrame->BorderWidth(), activeFrame->BorderHeight());
-       } else {
-               frame->Draw(screen, position, width, height);
-               frameOffset = Vector<int>(frame->BorderWidth(), frame->BorderHeight());
-       }
+       const Frame *frame(active ? res->activeHeroTagFrame : res->heroTagFrame);
+       Vector<int> frameOffset(frame->BorderWidth(), frame->BorderHeight());
+       frame->Draw(screen, position, width, height);
 
        int yOffset((height - hero->Sprite()->Height()) / 2);
 
        // gauges
        // NOTE: assuming frame border is unit size until charsets are impemented
-       int gaugeX((align == LEFT ? 10 : 6) * font->CharWidth());
+       int gaugeX((align == LEFT ? 10 : 6) * res->heroTagFont->CharWidth());
        // 4 units reserved for hero, gaugeX already includes frame offset
-       int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * font->CharWidth());
+       int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * res->heroTagFont->CharWidth());
        // health gauge, second line
-       Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + font->CharHeight());
-       healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth));
+       Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + res->heroTagFont->CharHeight());
+       res->healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth));
        // mana gauge, third line
-       Vector<int> manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * font->CharHeight());
-       manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth));
+       Vector<int> manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight());
+       res->manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth));
        // ikari gauge, fourth line
-       Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * font->CharHeight());
-       ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
+       Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
+       res->ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
 
        // labels
-       int labelX((align == LEFT ? 5 : 1) * font->CharWidth());
+       int labelX((align == LEFT ? 5 : 1) * res->heroTagFont->CharWidth());
        // level
        Vector<int> levelLabelOffset(gaugeX, frameOffset.Y());
-       sprites->Draw(screen, position + levelLabelOffset, 0, 0);
+       res->heroTagLabels->Draw(screen, position + levelLabelOffset, 0, 0);
        // hp
-       Vector<int> healthLabelOffset(labelX, frameOffset.Y() + font->CharHeight());
-       sprites->Draw(screen, position + healthLabelOffset, 0, 1);
+       Vector<int> healthLabelOffset(labelX, frameOffset.Y() + res->heroTagFont->CharHeight());
+       res->heroTagLabels->Draw(screen, position + healthLabelOffset, 0, 1);
        // mp
-       Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * font->CharHeight());
-       sprites->Draw(screen, position + manaLabelOffset, 0, 2);
+       Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight());
+       res->heroTagLabels->Draw(screen, position + manaLabelOffset, 0, 2);
        // cm
-       Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * font->CharHeight());
-       sprites->Draw(screen, position + moveLabelOffset, 0, 3);
+       Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
+       res->heroTagLabels->Draw(screen, position + moveLabelOffset, 0, 3);
        // ip
-       Vector<int> ikariLabelOffset(labelX + 3 * font->CharWidth(), frameOffset.Y() + 3 * font->CharHeight());
-       sprites->Draw(screen, position + ikariLabelOffset, 0, 4);
+       Vector<int> ikariLabelOffset(labelX + 3 * res->heroTagFont->CharWidth(), frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
+       res->heroTagLabels->Draw(screen, position + ikariLabelOffset, 0, 4);
 
        // numbers
        // level
-       Vector<int> levelNumberOffset(gaugeX + sprites->Width(), levelLabelOffset.Y());
-       font->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2);
+       Vector<int> levelNumberOffset(gaugeX + res->heroTagLabels->Width(), levelLabelOffset.Y());
+       res->heroTagFont->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2);
        // health
-       Vector<int> healthNumberOffset(labelX + sprites->Width(), healthLabelOffset.Y());
-       font->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3);
+       Vector<int> healthNumberOffset(labelX + res->heroTagLabels->Width(), healthLabelOffset.Y());
+       res->heroTagFont->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3);
        //mana
-       Vector<int> manaNumberOffset(labelX + sprites->Width(), manaLabelOffset.Y());
-       font->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3);
+       Vector<int> manaNumberOffset(labelX + res->heroTagLabels->Width(), manaLabelOffset.Y());
+       res->heroTagFont->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3);
 
        // hero
        Vector<int> heroOffset(