]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectTarget.cpp
cached some of the battle coordinates
[l2e.git] / src / battle / states / SelectTarget.cpp
index 37f2da9829d603405b1b546aa446659e239582a5..dc8c1239145f9a7cfbd95828a2c16612eea25e27 100644 (file)
@@ -1,57 +1,63 @@
-/*
- * SelectTarget.cpp
- *
- *  Created on: Aug 9, 2012
- *      Author: holy
- */
-
 #include "SelectTarget.h"
 
 #include "SelectAttackType.h"
 #include "../BattleState.h"
 #include "../../app/Application.h"
 #include "../../app/Input.h"
-#include "../../geometry/operators.h"
-#include "../../geometry/Point.h"
+#include "../../math/Vector.h"
 
 using app::Application;
 using app::Input;
-using geometry::Point;
-using geometry::Vector;
+using math::Vector;
 using std::vector;
 
 namespace battle {
 
-void SelectTarget::EnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
+void SelectTarget::OnEnterState(SDL_Surface *screen) {
+       OnResize(screen->w, screen->h);
 }
 
-void SelectTarget::ExitState(Application &c, SDL_Surface *screen) {
-       ctrl = 0;
+void SelectTarget::OnExitState(SDL_Surface *screen) {
+
 }
 
-void SelectTarget::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectTarget::OnResumeState(SDL_Surface *screen) {
 
 }
 
-void SelectTarget::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectTarget::OnPauseState(SDL_Surface *screen) {
 
 }
 
 
-void SelectTarget::Resize(int width, int height) {
+void SelectTarget::OnResize(int width, int height) {
+       Vector<int> offset(battle->ScreenOffset());
+       cursorOffset = Vector<int>(cursorIcon->Width() / -2, cursorIcon->Height()) + offset;
+       // offset the indicator by 1/8th to the right and top
+       indicatorOffset = cursorOffset + Vector<int>(cursorIcon->Width() / 8, cursorIcon->Height() / -8);
+
+       monsterPositions.clear();
+       monsterPositions.reserve(battle->MaxMonsters());
+       for (int i(0), end(battle->MaxMonsters()); i < end; ++i) {
+               monsterPositions.push_back(battle->MonsterAt(i).Position());
+       }
 
+       heroPositions.clear();
+       heroPositions.reserve(battle->NumHeroes());
+       for (int i(0), end(battle->NumHeroes()); i < end; ++i) {
+               heroPositions.push_back(battle->HeroTagPositionAt(i) + battle->HeroTagAt(i).HeroOffset());
+       }
 }
 
 
 void SelectTarget::HandleEvents(const Input &input) {
        if (input.JustPressed(Input::ACTION_A)) {
                if (selection->CurrentIsSelected()) {
-                       ctrl->PopState(); // return control to parent
+                       Ctrl().PopState(); // return control to parent
                } else {
                        selection->Select();
                        if (selection->SelectSingle()) {
-                               ctrl->PopState(); // return control to parent
+                               Ctrl().PopState(); // return control to parent
                        }
                }
        }
@@ -60,7 +66,7 @@ void SelectTarget::HandleEvents(const Input &input) {
                        selection->Unselect();
                } else {
                        selection->UnselectAll();
-                       ctrl->PopState(); // return control to parent
+                       Ctrl().PopState(); // return control to parent
                }
        }
 
@@ -78,40 +84,30 @@ void SelectTarget::HandleEvents(const Input &input) {
        }
 }
 
-void SelectTarget::UpdateWorld(float deltaT) {
+void SelectTarget::UpdateWorld(Uint32 deltaT) {
 
 }
 
 void SelectTarget::Render(SDL_Surface *screen) {
-       Vector<int> offset(battle->CalculateScreenOffset(screen));
        parent->Render(screen);
-       RenderCursors(screen, offset);
+       RenderCursors(screen);
 }
 
-void SelectTarget::RenderCursors(SDL_Surface *screen, const geometry::Vector<int> &offset) {
-       // TODO: this should be related to the enemy's width
-       Vector<int> cursorOffset(cursorIcon->Width() / -2, cursorIcon->Height());
-       // offset the indicator by 1/8th to the right and top
-       Vector<int> indicatorOffset(cursorOffset + Vector<int>(cursorIcon->Width() / 8, cursorIcon->Height() / -8));
-       vector<Point<int> > positions;
-       if (selection->TargetsMonsters()) {
-               for (int i(0), end(battle->MaxMonsters()); i < end; ++i) {
-                       positions.push_back(battle->MonsterAt(i).Position());
-               }
-       } else {
-               for (int i(0), end(battle->NumHeroes()); i < end; ++i) {
-                       positions.push_back(battle->HeroTagPositionAt(i) + battle->HeroTagAt(i).HeroOffset());
-               }
-       }
+void SelectTarget::RenderCursors(SDL_Surface *screen) {
+       vector<Vector<int> > &positions = selection->TargetsMonsters()
+                       ? monsterPositions
+                       : heroPositions;
+
        if (flipFlop) {
-               for (vector<Point<int> >::size_type i(0); i < positions.size(); ++i) {
+               for (vector<Vector<int> >::size_type i(0), end(positions.size());
+                               i != end; ++i) {
                        if (selection->IsSelected(i)) {
-                               cursorIcon->DrawTopRight(screen, positions[i] + indicatorOffset + offset);
+                               cursorIcon->DrawTopRight(screen, positions[i] + indicatorOffset);
                        }
                }
        }
        flipFlop = !flipFlop;
-       cursorIcon->DrawTopRight(screen, positions[selection->Current()] + offset + cursorOffset);
+       cursorIcon->DrawTopRight(screen, positions[selection->Current()] + cursorOffset);
 }
 
 }