#include "BattleState.h"
#include "PartyLayout.h"
+#include "states/SelectMoveAction.h"
#include "../app/Application.h"
#include "../app/Input.h"
#include "../geometry/operators.h"
using app::Input;
using geometry::Point;
using geometry::Vector;
+using graphics::Menu;
using std::vector;
void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
+ attackChoices.resize(heroes.size());
for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- heroTags.push_back(HeroTag(&heroes[i], HeroTag::Alignment((i + 1) % 2)));
+ spellMenus.push_back(res->spellMenuPrototype);
+ // TODO: insert spell menu entries
+ ikariMenus.push_back(res->ikariMenuPrototype);
+ // TODO: insert ikari menu entries
+ heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
}
+ // TODO: insert item menu entries
+ itemMenu = res->itemMenuPrototype;
}
-void BattleState::ExitState() {
+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;
+ attackChoices.clear();
+ attackChoices.resize(heroes.size());
+ ctrl.PushState(new SelectMoveAction(this));
+}
+
+void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
}
void BattleState::HandleInput(const Input &input) {
- attackTypeMenu.ReadInput(input);
+
}
void BattleState::UpdateWorld(float deltaT) {
}
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);
RenderHeroTags(screen, offset);
- RenderAttackTypeMenu(screen, offset);
}
void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
}
void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
- int uiHeight(background->h / 2), uiOffset(uiHeight);
- int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
- int tagWidth((background->w - attackTypeMenu.IconWidth()) / 2);
+ int tagHeight(attackTypeMenu.Height());
+ int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+ int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
Point<int> tagPosition[4];
- tagPosition[0] = Point<int>(0, uiOffset);
- tagPosition[1] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset);
- tagPosition[2] = Point<int>(0, uiOffset + tagHeight + attackTypeMenu.IconHeight());
- tagPosition[3] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight());
+ tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
+ tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
+ tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
+ tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
- heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset);
+ heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
}
}
-void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector<int> &offset) {
- Point<int> position(
- (background->w - attackTypeMenu.Width()) / 2,
- (background->h * 3 / 4) - (attackTypeMenu.Height() / 2));
- attackTypeMenu.Render(screen, position + offset);
-}
-
}