X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=9830e8c6a0b976f41f26642f024d34d2032e6e6e;hb=e1edc92c4fb834c8061118e89c0d7e239742b030;hp=d9586636d9667ee2d97756e83c28fcc3913bc77a;hpb=3ecf065f3bcef720e82bb137a2be734ed7e16746;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index d958663..9830e8c 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -1,10 +1,3 @@ -/* - * BattleState.cpp - * - * Created on: Aug 5, 2012 - * Author: holy - */ - #include "BattleState.h" #include "PartyLayout.h" @@ -12,6 +5,7 @@ #include "states/PerformAttacks.h" #include "../app/Application.h" #include "../app/Input.h" +#include "../common/GameState.h" #include "../common/Ikari.h" #include "../common/Inventory.h" #include "../common/Item.h" @@ -29,6 +23,7 @@ using app::Input; using common::Inventory; using common::Item; using common::Spell; +using common::Stats; using geometry::Vector; using graphics::Menu; @@ -52,6 +47,10 @@ void BattleState::AddHero(const Hero &h) { ++numHeroes; } +void BattleState::SetCapsule(const Capsule &c) { + capsule = c; +} + void BattleState::NextHero() { ++activeHero; while (activeHero < numHeroes && heroes[activeHero].Health() == 0) { @@ -72,12 +71,12 @@ void BattleState::SwapHeroes(int lhs, int rhs) { } -void BattleState::Resize(int w, int h) { +void BattleState::OnResize(int w, int h) { } -void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnEnterState(SDL_Surface *screen) { for (int i(0); i < 4; ++i) { heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h); heroes[i].SpellMenu() = *res->spellMenuProperties; @@ -88,6 +87,8 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { smallHeroTags[i] = SmallHeroTag(this, i); } + capsule.Position() = heroesLayout->CalculatePosition(4, background->w, background->h); + for (int i(0); i < int(monsters.size()); ++i) { monsters[i].Position() = monstersLayout->CalculatePosition(i, background->w, background->h); } @@ -111,10 +112,11 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { itemMenu = *res->itemMenuProperties; LoadInventory(); + ClearAllAttacks(); } void BattleState::LoadInventory() { - const Inventory &inv(*res->inventory); + const Inventory &inv(game->state->inventory); itemMenu.Clear(); itemMenu.Reserve(inv.MaxItems()); for (int i(0); i < inv.MaxItems(); ++i) { @@ -125,31 +127,30 @@ void BattleState::LoadInventory() { itemMenu.AddEmptyEntry(); } } - ClearAllAttacks(); } -void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnExitState(SDL_Surface *screen) { } -void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnResumeState(SDL_Surface *screen) { if (ranAway) { - ctrl.PopState(); // quit the battle scene + Ctrl().PopState(); // quit the battle scene return; } if (Victory()) { - ctrl.PopState(); + Ctrl().PopState(); return; } if (Defeat()) { - ctrl.PopState(); + Ctrl().PopState(); return; } // TODO: this should not push a state while quitting if (AttackSelectionDone()) { - ctrl.PushState(new PerformAttacks(this)); + Ctrl().PushState(new PerformAttacks(this)); } else { - ctrl.PushState(new SelectMoveAction(this)); + Ctrl().PushState(new SelectMoveAction(this)); } } @@ -167,7 +168,7 @@ bool BattleState::Defeat() const { return true; } -void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { +void BattleState::OnPauseState(SDL_Surface *screen) { } @@ -399,6 +400,15 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { } } +void BattleState::RenderCapsule(SDL_Surface *screen, const Vector &offset) { + if (capsule.Health() <= 0) return; + if (capsule.GetAnimation().Running()) { + capsule.GetAnimation().DrawCenter(screen, capsule.Position() + offset); + } else { + capsule.Sprite()->DrawCenter(screen, capsule.Position() + offset); + } +} + void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { assert(screen); int tagHeight(attackTypeMenu.Height());