X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=1b4401065e9d2c17cc1e8961c8941e1dc00d7c08;hb=e559a146d268996a3367e370213b09a3b190e0bc;hp=b5c91f8ca6b03587bf9605111ed0e6814097e1c9;hpb=222167ba3722dc7f47ff7510006bd516e0010a50;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index b5c91f8..1b44010 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -17,6 +17,7 @@ #include "../common/Item.h" #include "../common/Spell.h" #include "../geometry/operators.h" +#include "../graphics/Frame.h" #include "../graphics/Sprite.h" #include @@ -43,14 +44,22 @@ void BattleState::AddMonster(const Monster &m) { } void BattleState::AddHero(const Hero &h) { - if (heroes.size() >= heroesLayout->NumPositions()) { + if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) { throw std::overflow_error("too many heroes for layout"); } - heroes.push_back(h); + heroes[numHeroes] = h; + ++numHeroes; } -void BattleState::SwapHeroes(std::vector::size_type lhs, std::vector::size_type rhs) { - if (lhs < 0 || lhs >= heroes.size() || rhs < 0 || rhs >= heroes.size() || lhs == rhs) return; +void BattleState::NextHero() { + ++activeHero; + while (activeHero < numHeroes && heroes[activeHero].Health() == 0) { + ++activeHero; + } +} + +void BattleState::SwapHeroes(int lhs, int rhs) { + if (lhs < 0 || lhs >= numHeroes || rhs < 0 || rhs >= numHeroes || lhs == rhs) return; std::swap(heroes[lhs], heroes[rhs]); } @@ -63,12 +72,13 @@ void BattleState::Resize(int w, int h) { void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - spellMenus.push_back(res->spellMenuPrototype); + for (int i(0); i < 4; ++i) { + spellMenus[i] = res->spellMenuPrototype; LoadSpellMenu(i); - ikariMenus.push_back(res->ikariMenuPrototype); + ikariMenus[i] = res->ikariMenuPrototype; LoadIkariMenu(i); heroTags[i] = HeroTag(this, i); + smallHeroTags[i] = SmallHeroTag(this, i); } int tagHeight(attackTypeMenu.Height()); @@ -79,6 +89,15 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { heroTagPositions[2] = Point(xOffset, BackgroundHeight() - tagHeight); heroTagPositions[3] = Point(xOffset + tagWidth, BackgroundHeight() - tagHeight); + tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2; + tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2; + xOffset = (BackgroundWidth() - 4 * tagWidth) / 2; + int yOffset(BackgroundHeight() - tagHeight); + smallHeroTagPositions[0] = Point(xOffset, yOffset); + smallHeroTagPositions[1] = Point(xOffset + 2 * tagWidth, yOffset); + smallHeroTagPositions[2] = Point(xOffset + tagWidth, yOffset); + smallHeroTagPositions[3] = Point(xOffset + 3 * tagWidth, yOffset); + itemMenu = res->itemMenuPrototype; LoadInventory(); } @@ -208,7 +227,7 @@ void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { void BattleState::ClearAllAttacks() { activeHero = -1; - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + for (int i(0); i < numHeroes; ++i) { attackChoices[i] = AttackChoice(this); } } @@ -224,11 +243,8 @@ void BattleState::UpdateWorld(float deltaT) { void BattleState::Render(SDL_Surface *screen) { Vector offset(CalculateScreenOffset(screen)); - RenderBackground(screen, offset); RenderMonsters(screen, offset); -// RenderHeroes(screen, offset); - RenderHeroTags(screen, offset); } void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { @@ -249,8 +265,13 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) } void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 0, 1); + for (int i(0); i < numHeroes; ++i) { + if (HeroAnimationAt(i).Running()) { + HeroAnimationAt(i).DrawCenterBottom(screen, heroesPositions[i] + offset); + } else { + int row(heroes[i].Health() > 0 ? 0 : 2); + heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 1, row); + } } } @@ -258,9 +279,28 @@ void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); - for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + for (int i(0); i < numHeroes; ++i) { heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero); } } +void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector &offset) { + int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2); + int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2); + + SDL_Rect rect; + rect.x = offset.X(); + rect.y = offset.Y() + BackgroundHeight() - tagHeight; + rect.w = BackgroundWidth(); + rect.h = tagHeight; + SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0)); + rect.y += res->normalFont->CharHeight() / 8; + rect.h -= res->normalFont->CharHeight() / 4; + SDL_FillRect(screen, &rect, res->heroesBgColor); + + for (int i(0); i < numHeroes; ++i) { + smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset); + } +} + }