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added spell selection battle state
[l2e.git] / src / battle / states / SelectAttackType.cpp
1 /*
2  * SelectAttackType.cpp
3  *
4  *  Created on: Aug 7, 2012
5  *      Author: holy
6  */
7
8 #include "SelectAttackType.h"
9
10 #include "SelectMoveAction.h"
11 #include "SelectSpell.h"
12 #include "../AttackChoice.h"
13 #include "../BattleState.h"
14 #include "../../app/Application.h"
15 #include "../../app/Input.h"
16 #include "../../geometry/operators.h"
17
18 #include <stdexcept>
19
20 using app::Application;
21 using app::Input;
22 using geometry::Point;
23 using geometry::Vector;
24
25 namespace battle {
26
27 void SelectAttackType::EnterState(Application &c, SDL_Surface *screen) {
28         ctrl = &c;
29 }
30
31 void SelectAttackType::ExitState(Application &c, SDL_Surface *screen) {
32         ctrl = 0;
33 }
34
35 void SelectAttackType::ResumeState(Application &ctrl, SDL_Surface *screen) {
36         if (battle->AttackSelectionDone()) {
37                 // pass through
38                 ctrl.PopState();
39         }
40 }
41
42 void SelectAttackType::PauseState(Application &ctrl, SDL_Surface *screen) {
43
44 }
45
46
47 void SelectAttackType::Resize(int width, int height) {
48
49 }
50
51
52 void SelectAttackType::HandleInput(const Input &input) {
53         if (input.IsDown(Input::PAD_UP)) {
54                 battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
55         } else if (input.IsDown(Input::PAD_RIGHT)) {
56                 battle->GetAttackTypeMenu().Select(AttackChoice::DEFEND);
57         } else if (input.IsDown(Input::PAD_DOWN)) {
58                 battle->GetAttackTypeMenu().Select(AttackChoice::IKARI);
59         } else if (input.IsDown(Input::PAD_LEFT)) {
60                 battle->GetAttackTypeMenu().Select(AttackChoice::ITEM);
61         } else {
62                 battle->GetAttackTypeMenu().Select(AttackChoice::SWORD);
63         }
64
65         if (input.JustPressed(Input::ACTION_A)) {
66                 battle->SetAttackType(battle->GetAttackTypeMenu().Selected());
67                 switch (battle->GetAttackTypeMenu().Selected()) {
68                         case AttackChoice::SWORD:
69                                 // TODO: switch to target select
70                                 battle->NextHero();
71                                 break;
72                         case AttackChoice::MAGIC:
73                                 if (battle->ActiveHero().CanUseMagic()) {
74                                         ctrl->PushState(new SelectSpell(battle, this));
75                                 }
76                                 break;
77                         case AttackChoice::DEFEND:
78                                 battle->NextHero();
79                                 break;
80                         case AttackChoice::IKARI:
81                                 // TODO: switch to ikari attack select
82                                 battle->NextHero();
83                                 break;
84                         case AttackChoice::ITEM:
85                                 // TODO: switch to item select
86                                 battle->NextHero();
87                                 break;
88                         default:
89                                 throw std::logic_error("selected invalid attack type");
90                 }
91         } else if (input.JustPressed(Input::ACTION_B)) {
92                 battle->SetAttackType(AttackChoice::UNDECIDED);
93                 battle->PreviousHero();
94                 if (battle->BeforeFirstHero()) {
95                         ctrl->ChangeState(new SelectMoveAction(battle));
96                 }
97         }
98
99         if (battle->AttackSelectionDone()) {
100                 // TODO: switch to battle animation instead
101                 ctrl->PopState();
102         }
103 }
104
105 void SelectAttackType::UpdateWorld(float deltaT) {
106
107 }
108
109 void SelectAttackType::Render(SDL_Surface *screen) {
110         Vector<int> offset(battle->CalculateScreenOffset(screen));
111         battle->RenderBackground(screen, offset);
112         battle->RenderMonsters(screen, offset);
113         battle->RenderHeroTags(screen, offset);
114         RenderMenu(screen, offset);
115 }
116
117 void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
118         Point<int> position(
119                         (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
120                         battle->BackgroundHeight() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
121         battle->GetAttackTypeMenu().Render(screen, position + offset);
122 }
123
124 }