]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added ability to disable menu entries
[l2e.git] / src / battle / BattleState.cpp
index 758d9d8224a097d2b0cdd731dfc00dac17117b59..549fdb4659213dd2307bd955249723f14f85f2be 100644 (file)
@@ -8,6 +8,7 @@
 #include "BattleState.h"
 
 #include "PartyLayout.h"
+#include "states/SelectMoveAction.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
 #include "../geometry/operators.h"
@@ -19,6 +20,7 @@ using app::Application;
 using app::Input;
 using geometry::Point;
 using geometry::Vector;
+using graphics::Menu;
 
 using std::vector;
 
@@ -47,18 +49,45 @@ void BattleState::Resize(int w, int h) {
 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 real spell menu entries
+               spellMenus.back().Add("Reset    : 0", 0, false);
+               spellMenus.back().Add("Strong   : 3", 0);
+               spellMenus.back().Add("Stronger : 8", 0);
+               spellMenus.back().Add("Champion :16", 0);
+               spellMenus.back().Add("Rally    :10", 0);
+               spellMenus.back().Add("Valor    :30", 0);
+               spellMenus.back().Add("Poison   : 2", 0);
+               spellMenus.back().Add("Release  : 2", 0);
+               spellMenus.back().Add("Waken    : 4", 0);
+               spellMenus.back().Add("Fake     : 4", 0);
+               spellMenus.back().Add("Trick    : 5", 0);
+               heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
        }
 }
 
-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) {
@@ -66,15 +95,12 @@ 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) {
@@ -101,26 +127,19 @@ void BattleState::RenderHeroes(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);
-}
-
 }