]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
postponed attack type decision to their respective states
[l2e.git] / src / battle / BattleState.cpp
index 2b46cacb879f405eb5d1118dc94d62d709fc8a59..0c983e7fa2d964fddff019e21a962a64ef662f1b 100644 (file)
@@ -20,6 +20,7 @@ using app::Application;
 using app::Input;
 using geometry::Point;
 using geometry::Vector;
+using graphics::Menu;
 
 using std::vector;
 
@@ -50,8 +51,14 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        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], &attackChoices[i], heroTagFrame, activeHeroTagFrame, 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(Application &ctrl, SDL_Surface *screen) {
@@ -59,6 +66,7 @@ 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();
@@ -112,16 +120,15 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
 }
 
 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
-       int margin(attackTypeMenu.Height() / 48);
-       int tagHeight(attackTypeMenu.Height() - 2 * margin);
-       int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2 - 2 * margin);
-       int xOffset((BackgroundWidth() - 2 * tagWidth - 2 * margin) / 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>(xOffset, BackgroundHeight() - 2 * tagHeight - margin);
-       tagPosition[1] = Point<int>(xOffset + tagWidth + 2 * margin, BackgroundHeight() - 2 * tagHeight - margin);
-       tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight - margin);
-       tagPosition[3] = Point<int>(xOffset + tagWidth + 2 * margin, BackgroundHeight() - tagHeight - margin);
+       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, (int)i == activeHero);