-/*
- * HeroTag.cpp
- *
- * Created on: Aug 6, 2012
- * Author: holy
- */
-
#include "HeroTag.h"
#include "AttackChoice.h"
+#include "BattleState.h"
#include "Hero.h"
#include "Resources.h"
-#include "../geometry/operators.h"
-#include "../geometry/Vector.h"
+#include "../math/Vector.h"
#include "../graphics/Font.h"
#include "../graphics/Frame.h"
#include "../graphics/Gauge.h"
#include "../graphics/Sprite.h"
-using geometry::Point;
-using geometry::Vector;
+using math::Vector;
using graphics::Frame;
namespace battle {
-void HeroTag::Render(SDL_Surface *screen, int width, int height, Point<int> position, bool active) const {
+const graphics::Sprite *HeroTag::HeroSprite() const {
+ return battle->HeroAt(index).Sprite();
+}
+
+void HeroTag::Render(SDL_Surface *screen, int width, int height, const Vector<int> &position, bool active) const {
+ const Resources &r(battle->Res());
+
// frame
- const Frame *frame(active ? res->activeHeroTagFrame : res->heroTagFrame);
- Vector<int> frameOffset(frame->BorderWidth(), frame->BorderHeight());
- Vector<int> alignOffset(align == LEFT ? 4 * res->heroTagFont->CharWidth() : 0, 0);
+ const Frame *frame(active ? r.activeHeroTagFrame : r.heroTagFrame);
+ Vector<int> frameOffset(frame->BorderSize());
+ Vector<int> alignOffset((index % 2) ? 4 * r.heroTagFont->CharWidth() : 0, 0);
frame->Draw(screen, position, width, height);
+ const Hero &hero(battle->HeroAt(index));
+
// gauges
// NOTE: assuming frame border is unit size until charsets are impemented
- int gaugeX((align == LEFT ? 10 : 6) * res->heroTagFont->CharWidth());
+ int gaugeX(((index % 2) ? 10 : 6) * r.heroTagFont->CharWidth());
// 4 units reserved for hero, gaugeX already includes frame offset
- int gaugeWidth(width - gaugeX - (align == LEFT ? 1 : 5) * res->heroTagFont->CharWidth());
+ int gaugeWidth(width - gaugeX - ((index % 2) ? 1 : 5) * r.heroTagFont->CharWidth());
// health gauge, second line
- Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + res->heroTagFont->CharHeight());
- res->healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero->RelativeHealth(gaugeWidth));
+ Vector<int> healthGaugeOffset(gaugeX, frameOffset.Y() + r.heroTagFont->CharHeight());
+ r.healthGauge->Draw(screen, position + healthGaugeOffset, gaugeWidth, hero.RelativeHealth(255));
// mana gauge, third line
- Vector<int> manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight());
- res->manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero->RelativeMana(gaugeWidth));
+ Vector<int> manaGaugeOffset(gaugeX, frameOffset.Y() + 2 * r.heroTagFont->CharHeight());
+ r.manaGauge->Draw(screen, position + manaGaugeOffset, gaugeWidth, hero.RelativeMana(255));
// ikari gauge, fourth line
- Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
- res->ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero->RelativeIP(gaugeWidth));
+ Vector<int> ikariGaugeOffset(gaugeX, frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
+ r.ikariGauge->Draw(screen, position + ikariGaugeOffset, gaugeWidth, hero.RelativeIP(255));
// labels
- int labelX((align == LEFT ? 5 : 1) * res->heroTagFont->CharWidth());
+ int labelX(((index % 2) ? 5 : 1) * r.heroTagFont->CharWidth());
// level
Vector<int> levelLabelOffset(gaugeX, frameOffset.Y());
- res->heroTagLabels->Draw(screen, position + levelLabelOffset, 0, 0);
+ r.heroTagLabels->Draw(screen, position + levelLabelOffset, r.levelLabelCol, r.levelLabelRow);
// hp
- Vector<int> healthLabelOffset(labelX, frameOffset.Y() + res->heroTagFont->CharHeight());
- res->heroTagLabels->Draw(screen, position + healthLabelOffset, 0, 1);
+ Vector<int> healthLabelOffset(labelX, frameOffset.Y() + r.heroTagFont->CharHeight());
+ r.heroTagLabels->Draw(screen, position + healthLabelOffset, r.healthLabelCol, r.healthLabelRow);
// mp
- Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * res->heroTagFont->CharHeight());
- res->heroTagLabels->Draw(screen, position + manaLabelOffset, 0, 2);
+ Vector<int> manaLabelOffset(labelX, frameOffset.Y() + 2 * r.heroTagFont->CharHeight());
+ r.heroTagLabels->Draw(screen, position + manaLabelOffset, r.manaLabelCol, r.manaLabelRow);
// cm
- Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
- res->heroTagLabels->Draw(screen, position + moveLabelOffset, 0, 3);
+ Vector<int> moveLabelOffset(labelX, frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
+ r.heroTagLabels->Draw(screen, position + moveLabelOffset, r.moveLabelCol, r.moveLabelRow);
// ip
- Vector<int> ikariLabelOffset(labelX + 3 * res->heroTagFont->CharWidth(), frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
- res->heroTagLabels->Draw(screen, position + ikariLabelOffset, 0, 4);
+ Vector<int> ikariLabelOffset(labelX + 3 * r.heroTagFont->CharWidth(), frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
+ r.heroTagLabels->Draw(screen, position + ikariLabelOffset, r.ikariLabelCol, r.ikariLabelRow);
// numbers
// level
- Vector<int> levelNumberOffset(gaugeX + res->heroTagLabels->Width(), levelLabelOffset.Y());
- res->heroTagFont->DrawNumber(hero->Level(), screen, position + levelNumberOffset, 2);
+ Vector<int> levelNumberOffset(gaugeX + r.heroTagLabels->Width(), levelLabelOffset.Y());
+ r.heroTagFont->DrawNumber(hero.Level(), screen, position + levelNumberOffset, 2);
// health
- Vector<int> healthNumberOffset(labelX + res->heroTagLabels->Width(), healthLabelOffset.Y());
- res->heroTagFont->DrawNumber(hero->Health(), screen, position + healthNumberOffset, 3);
+ Vector<int> healthNumberOffset(labelX + r.heroTagLabels->Width(), healthLabelOffset.Y());
+ r.heroTagFont->DrawNumber(hero.Health(), screen, position + healthNumberOffset, 3);
//mana
- Vector<int> manaNumberOffset(labelX + res->heroTagLabels->Width(), manaLabelOffset.Y());
- res->heroTagFont->DrawNumber(hero->Mana(), screen, position + manaNumberOffset, 3);
+ Vector<int> manaNumberOffset(labelX + r.heroTagLabels->Width(), manaLabelOffset.Y());
+ r.heroTagFont->DrawNumber(hero.Mana(), screen, position + manaNumberOffset, 3);
// name
- res->normalFont->DrawString(hero->Name(), screen, position + frameOffset + alignOffset, 5);
+ r.normalFont->DrawString(hero.Name(), screen, position + frameOffset + alignOffset, 5);
// attack icon
- if (choice->GetType() != AttackChoice::UNDECIDED) {
- Vector<int> attackIconOffset(labelX + res->heroTagLabels->Width(), frameOffset.Y() + 3 * res->heroTagFont->CharHeight());
- res->attackChoiceIcons->Draw(screen, position + attackIconOffset, 0, choice->GetType());
+ if (battle->HeroAt(index).GetAttackChoice().GetType() != AttackChoice::UNDECIDED) {
+ Vector<int> attackIconOffset(labelX + r.heroTagLabels->Width(), frameOffset.Y() + 3 * r.heroTagFont->CharHeight());
+ r.attackChoiceIcons->Draw(screen, position + attackIconOffset, 0, battle->HeroAt(index).GetAttackChoice().GetType());
}
// hero
- hero->Sprite()->Draw(screen, position + HeroOffset(), 0, hero->Health() > 0 ? 0 : 2);
+ HeroSprite()->DrawCenter(screen, position + HeroOffset(), 0, battle->HeroAt(index).Health() > 0 ? 0 : 2);
}
Vector<int> HeroTag::HeroOffset() const {
return Vector<int>(
- (align == LEFT) ? res->normalFont->CharWidth() : 10 * res->normalFont->CharWidth(),
- res->normalFont->CharWidth());
+ ((index % 2) ? battle->Res().normalFont->CharWidth() : 10 * battle->Res().normalFont->CharWidth()) + HeroSprite()->Width() / 2,
+ battle->Res().normalFont->CharWidth() + HeroSprite()->Height() / 2);
}
}