]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added ability to disable menu entries
[l2e.git] / src / battle / BattleState.cpp
index 9f1acac18d859b83d378f494cc3cc380b71d2f58..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;
 
@@ -47,9 +49,39 @@ 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) {
+               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(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::ExitState() {
+void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
 
 }
 
@@ -63,13 +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);
+//     RenderHeroes(screen, offset);
+       RenderHeroTags(screen, offset);
 }
 
 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
@@ -95,4 +126,20 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
        }
 }
 
+void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+       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);
+       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);
+       }
+}
+
 }