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added dummy state that echoes all selected attacks
[l2e.git] / src / battle / states / SelectIkari.cpp
1 /*
2  * SelectIkari.cpp
3  *
4  *  Created on: Aug 9, 2012
5  *      Author: holy
6  */
7
8 #include "SelectIkari.h"
9
10 #include "SelectAttackType.h"
11 #include "SelectTarget.h"
12 #include "../BattleState.h"
13 #include "../../app/Application.h"
14 #include "../../app/Input.h"
15 #include "../../common/Ikari.h"
16 #include "../../common/Item.h"
17 #include "../../geometry/Point.h"
18 #include "../../geometry/operators.h"
19 #include "../../graphics/Frame.h"
20
21 using app::Application;
22 using app::Input;
23 using common::Ikari;
24 using geometry::Point;
25 using geometry::Vector;
26 using graphics::Frame;
27
28 namespace battle {
29
30 void SelectIkari::EnterState(Application &c, SDL_Surface *screen) {
31         ctrl = &c;
32 }
33
34 void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
35         ctrl = 0;
36 }
37
38 void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
39         if (battle->ActiveHeroTargets().HasSelected()) {
40                 battle->SetAttackType(AttackChoice::IKARI);
41                 battle->ActiveHeroAttackChoice().SetItem(battle->GetIkariMenu().Selected());
42                 ctrl.PopState();
43         }
44 }
45
46 void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) {
47
48 }
49
50
51 void SelectIkari::Resize(int width, int height) {
52
53 }
54
55
56 void SelectIkari::HandleEvents(const Input &input) {
57         if (input.JustPressed(Input::ACTION_A)) {
58                 if (battle->GetIkariMenu().SelectedIsEnabled() && battle->GetIkariMenu().Selected()->HasIkari()) {
59                         const Ikari *ikari(battle->GetIkariMenu().Selected()->GetIkari());
60                         battle->ActiveHeroTargets().Reset();
61                         if (ikari->GetTargetingMode().TargetsAlly()) {
62                                 battle->ActiveHeroTargets().SelectHeroes();
63                         } else {
64                                 battle->ActiveHeroTargets().SelectEnemies();
65                         }
66                         if (ikari->GetTargetingMode().TargetsAll()) {
67                                 battle->SetAttackType(AttackChoice::MAGIC);
68                                 // TODO: remove item from inventory
69                                 battle->ActiveHeroAttackChoice().SetItem(battle->GetIkariMenu().Selected());
70                                 battle->NextHero();
71                                 ctrl->PopState();
72                         } else {
73                                 if (ikari->GetTargetingMode().TargetsSingle()) {
74                                         battle->ActiveHeroTargets().SetSingle();
75                                 } else {
76                                         battle->ActiveHeroTargets().SetMultiple();
77                                 }
78                                 ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroTargets(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor));
79                         }
80                 }
81         }
82         if (input.JustPressed(Input::ACTION_B)) {
83                 ctrl->PopState(); // return control to parent
84         }
85         if (input.JustPressed(Input::PAD_UP)) {
86                 battle->GetIkariMenu().PreviousRow();
87         }
88         if (input.JustPressed(Input::PAD_RIGHT)) {
89                 battle->GetIkariMenu().NextItem();
90         }
91         if (input.JustPressed(Input::PAD_DOWN)) {
92                 battle->GetIkariMenu().NextRow();
93         }
94         if (input.JustPressed(Input::PAD_LEFT)) {
95                 battle->GetIkariMenu().PreviousItem();
96         }
97 }
98
99 void SelectIkari::UpdateWorld(float deltaT) {
100
101 }
102
103 void SelectIkari::Render(SDL_Surface *screen) {
104         parent->Render(screen);
105         Vector<int> offset(battle->CalculateScreenOffset(screen));
106         RenderFrame(screen, offset);
107         RenderHeadline(screen, offset);
108         RenderMenu(screen, offset);
109 }
110
111 void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
112         const Frame *frame(battle->Res().selectFrame);
113         Point<int> position(frame->BorderWidth(), frame->BorderHeight());
114         int width(battle->BackgroundWidth() - 2 * frame->BorderWidth());
115         int height(battle->Res().normalFont->CharHeight() * 13);
116         frame->Draw(screen, position + offset, width, height);
117 }
118
119 void SelectIkari::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
120         const Resources &res(battle->Res());
121         Point<int> position(
122                         2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
123                         2 * res.selectFrame->BorderHeight());
124         res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
125 }
126
127 void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
128         const Resources &res(battle->Res());
129         Point<int> position(
130                         2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
131                         2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
132         battle->GetIkariMenu().Draw(screen, position + offset);
133 }
134
135 }