X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=ad225173fce209625a452265c0913cf5b1d9adda;hb=3c72a71fbf6de96333a641051a20c6bf8b3a5df3;hp=d1a983f23d198787daef4af3aac198e1d08db759;hpb=e1b949217f6cf25cb080e514a5f6a40935f0c8fa;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index d1a983f..ad22517 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,12 +8,23 @@ #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 using app::Application; +using app::Input; +using common::Inventory; +using common::Item; using geometry::Point; +using geometry::Vector; +using graphics::Menu; using std::vector; @@ -26,6 +37,13 @@ void BattleState::AddMonster(const Monster &m) { 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) { @@ -35,14 +53,61 @@ 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); + // TODO: insert spell menu entries + ikariMenus.push_back(res->ikariMenuPrototype); + // TODO: insert ikari menu entries + heroTags[i] = HeroTag(&heroes[i], attackChoices + i, res, HeroTag::Alignment((i + 1) % 2)); + } + + int tagHeight(attackTypeMenu.Height()); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); + int xOffset((BackgroundWidth() - 2 * tagWidth) / 2); + heroTagPositions[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight); + heroTagPositions[1] = Point(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight); + heroTagPositions[2] = Point(xOffset, BackgroundHeight() - tagHeight); + heroTagPositions[3] = Point(xOffset + tagWidth, BackgroundHeight() - tagHeight); + + // TODO: insert item menu entries + itemMenu = res->itemMenuPrototype; + LoadInventory(); +} + +void BattleState::LoadInventory() { + const Inventory &inv(*res->inventory); + itemMenu.Clear(); + itemMenu.Reserve(inv.MaxItems()); + for (int i(0); i < inv.MaxItems(); ++i) { + const Item *item(inv.ItemAt(i)); + if (item) { + itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i)); + } else { + itemMenu.AddEmptyEntry(); + } + } +} + +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; + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + attackChoices[i] = AttackChoice(this); + } + ctrl.PushState(new SelectMoveAction(this)); } -void BattleState::ExitState() { +void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { } -void BattleState::HandleEvent(const SDL_Event &) { +void BattleState::HandleInput(const Input &input) { } @@ -51,19 +116,43 @@ 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) { // black for now SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0)); SDL_Rect destRect; - destRect.x = (screen->w - background->w) / 2; - destRect.y = (screen->h - background->h) / 2; + destRect.x = offset.X(); + destRect.y = offset.Y(); destRect.w = background->w; destRect.h = background->h; - - // TODO: center background if screen bigger 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, Point(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y)); + 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); + + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero); } }