X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=58f29659e7c4500656b5c70f1faf5595e3e14b8c;hb=57a9949304b1d938bdb795213a8f46a7e28fcf7c;hp=25fb09c0e59b171100f1de77f0bee853337e0243;hpb=5ef75aee810e5a687fae24e3f95886241e36efda;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 25fb09c..58f2965 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -7,20 +7,109 @@ #include "BattleState.h" +#include "PartyLayout.h" +#include "states/SelectMoveAction.h" +#include "../app/Application.h" +#include "../app/Input.h" +#include "../common/Inventory.h" +#include "../common/Item.h" +#include "../geometry/operators.h" +#include "../graphics/Sprite.h" + +#include +#include +#include + using app::Application; +using app::Input; +using common::Inventory; +using common::Item; +using geometry::Point; +using geometry::Vector; +using graphics::Menu; + +using std::vector; namespace battle { +void BattleState::AddMonster(const Monster &m) { + if (monsters.size() >= monstersLayout->NumPositions()) { + throw std::overflow_error("too many monsters for layout"); + } + monsters.push_back(m); +} + +void BattleState::AddHero(const Hero &h) { + if (heroes.size() >= heroesLayout->NumPositions()) { + throw std::overflow_error("too many heroes for layout"); + } + heroes.push_back(h); +} + + +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); + attackChoices.resize(heroes.size()); + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + spellMenus.push_back(res->spellMenuPrototype); + // TODO: insert spell menu entries + ikariMenus.push_back(res->ikariMenuPrototype); + // TODO: insert ikari menu entries + heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2))); + } + // TODO: insert item menu entries + itemMenu = res->itemMenuPrototype; + LoadInventory(); +} +void BattleState::LoadInventory() { + const Inventory &inv(*res->inventory); + itemMenu.Clear(); + itemMenu.Reserve(inv.MaxItems()); + itemMenuStrings.clear(); + itemMenuStrings.resize(inv.MaxItems()); + int itemNameLength(itemMenu.CharsPerEntry() - 3); + // TODO: better (maybe intrusive) solution for menus with counts + for (int i(0); i < inv.MaxItems(); ++i) { + const Item *item(inv.ItemAt(i)); + if (item) { + std::stringstream s; + s << std::setw(itemNameLength) << std::left << std::setfill(' ') << item->Name(); + s << ':'; + s << inv.ItemCountAt(i); + itemMenuStrings[i] = s.str(); + itemMenu.Add(itemMenuStrings[i].c_str(), item, item->CanUseInBattle(), item->MenuIcon()); + } else { + itemMenu.Add("", 0, false); + } + } } -void BattleState::ExitState() { +void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { } +void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { + // TODO: check for victory, defeat or run + // reset attack choices + activeHero = -1; + attackChoices.clear(); + attackChoices.resize(heroes.size()); + ctrl.PushState(new SelectMoveAction(this)); +} -void BattleState::HandleEvent(const SDL_Event &) { +void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { + +} + + +void BattleState::HandleInput(const Input &input) { } @@ -29,8 +118,51 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { - // TODO: center background if screen bigger - SDL_BlitSurface(background, 0, screen, 0); + 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) { + // black for now + SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0)); + SDL_Rect destRect; + destRect.x = offset.X(); + destRect.y = offset.Y(); + destRect.w = background->w; + destRect.h = background->h; + SDL_BlitSurface(background, 0, screen, &destRect); +} + +void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) { + for (vector::size_type i(0), end(monsters.size()); i < end; ++i) { + monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + 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); + } +} + +void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { + int tagHeight(attackTypeMenu.Height()); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); + int xOffset((BackgroundWidth() - 2 * tagWidth) / 2); + + Point tagPosition[4]; + tagPosition[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight); + tagPosition[1] = Point(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight); + tagPosition[2] = Point(xOffset, BackgroundHeight() - tagHeight); + tagPosition[3] = Point(xOffset + tagWidth, BackgroundHeight() - tagHeight); + + for (vector::size_type i(0), end(heroTags.size()); i < end; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero); + } } }