#include "BattleState.h"
#include "PartyLayout.h"
+#include "states/SelectMoveAction.h"
+#include "states/PerformAttacks.h"
+#include "../app/Application.h"
+#include "../app/Input.h"
+#include "../common/Ikari.h"
+#include "../common/Inventory.h"
+#include "../common/Item.h"
+#include "../common/Spell.h"
#include "../geometry/operators.h"
+#include "../graphics/Frame.h"
#include "../graphics/Sprite.h"
+#include <algorithm>
#include <stdexcept>
using app::Application;
+using app::Input;
+using common::Inventory;
+using common::Item;
+using common::Spell;
using geometry::Point;
using geometry::Vector;
+using graphics::Menu;
using std::vector;
}
void BattleState::AddHero(const Hero &h) {
- if (heroes.size() >= heroesLayout->NumPositions()) {
+ if (numHeroes >= 4 || numHeroes >= (int)heroesLayout->NumPositions()) {
throw std::overflow_error("too many heroes for layout");
}
- heroes.push_back(h);
+ heroes[numHeroes] = h;
+ ++numHeroes;
+}
+
+void BattleState::NextHero() {
+ ++activeHero;
+ while (activeHero < numHeroes && heroes[activeHero].Health() == 0) {
+ ++activeHero;
+ }
+}
+
+void BattleState::SwapHeroes(int lhs, int rhs) {
+ if (lhs < 0 || lhs >= numHeroes || rhs < 0 || rhs >= numHeroes || lhs == rhs) return;
+ std::swap(heroes[lhs], heroes[rhs]);
}
void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
+ for (int i(0); i < 4; ++i) {
+ spellMenus[i] = res->spellMenuPrototype;
+ LoadSpellMenu(i);
+ ikariMenus[i] = res->ikariMenuPrototype;
+ LoadIkariMenu(i);
+ heroTags[i] = HeroTag(this, i);
+ smallHeroTags[i] = SmallHeroTag(this, i);
+ }
+
+ int tagHeight(attackTypeMenu.Height());
+ int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+ int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
+ heroTagPositions[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
+ heroTagPositions[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
+ heroTagPositions[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
+ heroTagPositions[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+
+ tagHeight = res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2;
+ tagWidth = res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2;
+ xOffset = (BackgroundWidth() - 4 * tagWidth) / 2;
+ int yOffset(BackgroundHeight() - tagHeight);
+ smallHeroTagPositions[0] = Point<int>(xOffset, yOffset);
+ smallHeroTagPositions[1] = Point<int>(xOffset + 2 * tagWidth, yOffset);
+ smallHeroTagPositions[2] = Point<int>(xOffset + tagWidth, yOffset);
+ smallHeroTagPositions[3] = Point<int>(xOffset + 3 * tagWidth, yOffset);
+
+ itemMenu = res->itemMenuPrototype;
+ LoadInventory();
+}
+
+void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
+ spellMenus[index].Clear();
+ spellMenus[index].Reserve(HeroAt(index).Spells().size());
+ for (vector<const Spell *>::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) {
+ bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana());
+ spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost());
+ }
+}
+
+void BattleState::LoadIkariMenu(vector<Hero>::size_type index) {
+ ikariMenus[index].Clear();
+ ikariMenus[index].Reserve(6);
+
+ if (HeroAt(index).HasWeapon()) {
+ ikariMenus[index].Add(
+ HeroAt(index).Weapon()->Name(),
+ HeroAt(index).Weapon(),
+ HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(),
+ res->weaponMenuIcon,
+ 0,
+ HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : "");
+ } else {
+ ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon);
+ }
+
+ if (HeroAt(index).HasArmor()) {
+ ikariMenus[index].Add(
+ HeroAt(index).Armor()->Name(),
+ HeroAt(index).Armor(),
+ HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(),
+ res->armorMenuIcon,
+ 0,
+ HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : "");
+ } else {
+ ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon);
+ }
+
+ if (HeroAt(index).HasShield()) {
+ ikariMenus[index].Add(
+ HeroAt(index).Shield()->Name(),
+ HeroAt(index).Shield(),
+ HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(),
+ res->shieldMenuIcon,
+ 0,
+ HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : "");
+ } else {
+ ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon);
+ }
+
+ if (HeroAt(index).HasHelmet()) {
+ ikariMenus[index].Add(
+ HeroAt(index).Helmet()->Name(),
+ HeroAt(index).Helmet(),
+ HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(),
+ res->helmetMenuIcon,
+ 0,
+ HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : "");
+ } else {
+ ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon);
+ }
+
+ if (HeroAt(index).HasRing()) {
+ ikariMenus[index].Add(
+ HeroAt(index).Ring()->Name(),
+ HeroAt(index).Ring(),
+ HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(),
+ res->ringMenuIcon,
+ 0,
+ HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : "");
+ } else {
+ ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon);
+ }
+
+ if (HeroAt(index).HasJewel()) {
+ ikariMenus[index].Add(
+ HeroAt(index).Jewel()->Name(),
+ HeroAt(index).Jewel(),
+ HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(),
+ res->jewelMenuIcon,
+ 0,
+ HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : "");
+ } else {
+ ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon);
+ }
+}
+
+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();
+ }
+ }
+ ClearAllAttacks();
}
-void BattleState::ExitState() {
+void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
}
+void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+ // TODO: check for victory or defeat
+ if (ranAway) {
+ ctrl.PopState(); // quit the battle scene
+ return;
+ }
+ if (AttackSelectionDone()) {
+ ctrl.PushState(new PerformAttacks(this));
+ } else {
+ ctrl.PushState(new SelectMoveAction(this));
+ }
+}
-void BattleState::HandleEvent(const SDL_Event &) {
+void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+
+void BattleState::ClearAllAttacks() {
+ activeHero = -1;
+ for (int i(0); i < numHeroes; ++i) {
+ attackChoices[i] = AttackChoice(this);
+ }
+}
+
+
+void BattleState::HandleEvents(const Input &input) {
}
}
void BattleState::Render(SDL_Surface *screen) {
- Vector<int> offset(
- (screen->w - background->w) / 2,
- (screen->h - background->h) / 2);
-
+ Vector<int> offset(CalculateScreenOffset(screen));
RenderBackground(screen, offset);
RenderMonsters(screen, offset);
- RenderHeroes(screen, offset);
}
void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
}
void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
- for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+ for (int i(0); i < numHeroes; ++i) {
+ if (heroes[i].AttackAnimation() && heroes[i].AttackAnimation()->Running()) {
+ heroes[i].AttackAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+ } else if (heroes[i].SpellAnimation() && heroes[i].SpellAnimation()->Running()) {
+ heroes[i].SpellAnimation()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+ } else {
+ int row(heroes[i].Health() > 0 ? 0 : 2);
+ heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 1, row);
+ }
+ }
+}
+
+void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+ int tagHeight(attackTypeMenu.Height());
+ int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+
+ for (int i(0); i < numHeroes; ++i) {
+ heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
+ }
+}
+
+void BattleState::RenderSmallHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+ int tagHeight(res->normalFont->CharHeight() * 4 + res->smallHeroTagFrame->BorderHeight() * 2);
+ int tagWidth(res->normalFont->CharWidth() * 6 + res->smallHeroTagFrame->BorderWidth() * 2);
+
+ SDL_Rect rect;
+ rect.x = offset.X();
+ rect.y = offset.Y() + BackgroundHeight() - tagHeight;
+ rect.w = BackgroundWidth();
+ rect.h = tagHeight;
+ SDL_FillRect(screen, &rect, SDL_MapRGB(screen->format, 0, 0, 0));
+ rect.y += res->normalFont->CharHeight() / 8;
+ rect.h -= res->normalFont->CharHeight() / 4;
+ SDL_FillRect(screen, &rect, res->heroesBgColor);
+
+ for (int i(0); i < numHeroes; ++i) {
+ smallHeroTags[i].Render(screen, tagWidth, tagHeight, smallHeroTagPositions[i] + offset);
}
}