]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/HeroTag.cpp
tagged some TODOs
[l2e.git] / src / battle / HeroTag.cpp
index 0b7aa2700b83f33308bc05644100b0f101c5323c..33c42db72de3f0b7d270eaace92d9c1f5ad1b47c 100644 (file)
@@ -10,7 +10,9 @@
 #include "Hero.h"
 #include "../geometry/operators.h"
 #include "../geometry/Vector.h"
+#include "../graphics/Font.h"
 #include "../graphics/Frame.h"
+#include "../graphics/Gauge.h"
 #include "../graphics/Sprite.h"
 
 using geometry::Point;
@@ -19,15 +21,66 @@ 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 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());
+       // 4 units reserved for hero, gaugeX already includes frame offset
+       int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * font->CharWidth());
+       // health gauge, second line
+       Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + font->CharHeight());
+       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));
+       // ikari gauge, fourth line
+       Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * font->CharHeight());
+       ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
+
+       // labels
+       int labelX((align == LEFT ? 5 : 1) * font->CharWidth());
+       // level
+       Vector<int> levelLabelOffset(gaugeX, frameOffset.Y());
+       sprites->Draw(screen, position + levelLabelOffset, 0, 0);
+       // hp
+       Vector<int> healthLabelOffset(labelX, frameOffset.Y() + font->CharHeight());
+       sprites->Draw(screen, position + healthLabelOffset, 0, 1);
+       // mp
+       Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * font->CharHeight());
+       sprites->Draw(screen, position + manaLabelOffset, 0, 2);
+       // cm
+       Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * font->CharHeight());
+       sprites->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);
+
+       // numbers
+       // level
+       Vector<int> levelNumberOffset(gaugeX + sprites->Width(), levelLabelOffset.Y());
+       font->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2);
+       // health
+       Vector<int> healthNumberOffset(labelX + sprites->Width(), healthLabelOffset.Y());
+       font->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3);
+       //mana
+       Vector<int> manaNumberOffset(labelX + sprites->Width(), manaLabelOffset.Y());
+       font->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3);
+
+       // hero
        Vector<int> heroOffset(
-                       (align == LEFT) ? 3 : width - hero->Sprite()->Width() - 3,
-                       height - hero->Sprite()->Height() - 3);
+                       (align == LEFT) ? yOffset : width - hero->Sprite()->Width() - yOffset,
+                       yOffset);
        hero->Sprite()->Draw(screen, position + heroOffset, 0, hero->Health() > 0 ? 0 : 2);
 }