]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/HeroTag.cpp
added gauges for health, mana, and ikari displays
[l2e.git] / src / battle / HeroTag.cpp
index 87f35dd171813f4db3e093c77b5d99f3ed0ab8e7..851e88ed07f10d32e4da792364efc0ede7426cd4 100644 (file)
@@ -11,6 +11,7 @@
 #include "../geometry/operators.h"
 #include "../geometry/Vector.h"
 #include "../graphics/Frame.h"
+#include "../graphics/Gauge.h"
 #include "../graphics/Sprite.h"
 
 using geometry::Point;
@@ -19,17 +20,37 @@ using geometry::Vector;
 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());
        }
 
-       int verticalHeroOffset((height - hero->Sprite()->Height()) / 2);
-
+       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) * frameOffset.X());
+       // 4 units reserved for hero, gaugeX already includes frame offset
+       int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * frameOffset.X());
+       // health gauge, second line
+       Vector<int> healthGaugeOffset(gaugeX, 2 * frameOffset.Y());
+       healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(256));
+       // mana gauge, third line
+       Vector<int> manaGaugeOffset(gaugeX, 3 * frameOffset.Y());
+       manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(256));
+       // ikari gauge, fourth line
+       Vector<int> ikariGaugeOffset(gaugeX, 4 * frameOffset.Y());
+       ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(256));
+
+       // hero
        Vector<int> heroOffset(
-                       (align == LEFT) ? verticalHeroOffset : width - hero->Sprite()->Width() - verticalHeroOffset,
-                       verticalHeroOffset);
+                       (align == LEFT) ? yOffset : width - hero->Sprite()->Width() - yOffset,
+                       yOffset);
        hero->Sprite()->Draw(screen, position + heroOffset, 0, hero->Health() > 0 ? 0 : 2);
 }