using app::Input;
using geometry::Point;
using geometry::Vector;
+using graphics::Menu;
using std::vector;
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 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("Escape : 8", 0, false);
+ spellMenus.back().Add("Valor :30", 0);
+ spellMenus.back().Add("Poison : 2", 0);
+ spellMenus.back().Add("Warp : 8", 0, false);
+ spellMenus.back().Add("Release : 2", 0);
+ spellMenus.back().Add("Waken : 4", 0);
+ spellMenus.back().Add("Light : 0", 0, false);
+ spellMenus.back().Add("Fake : 4", 0);
+ spellMenus.back().Add("Trick : 5", 0);
+ spellMenus.back().Add("Flash : 5", 0);
+ spellMenus.back().Add("Fireball : 6", 0);
+ spellMenus.back().Add("Vortex : 7", 0);
+ spellMenus.back().Add("Blizzard : 8", 0);
+ spellMenus.back().Add("Spark : 3", 0);
+ heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
}
+ itemMenu = res->itemMenuPrototype;
+ itemMenu.Add("Antidote : 9", 0);
+ itemMenu.Add("Magic jar : 4", 0);
+ itemMenu.Add("Miracle : 4", 0);
+ itemMenu.Add("Hi-Potion : 6", 0);
+ itemMenu.Add("Hi-Magic : 7", 0);
+ itemMenu.Add("Regain : 4", 0);
+ itemMenu.Add("Power potion: 4", 0, false);
+ itemMenu.Add("Life potion : 1", 0, false);
+ itemMenu.Add("Escape : 2", 0, false);
+ itemMenu.Add("Power gourd : 3", 0);
+ itemMenu.Add("Mystery pin : 2", 0);
}
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();
}
void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
- int margin(attackTypeMenu.Height() * 3 / 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 - 3 * margin);
- tagPosition[1] = Point<int>(xOffset + tagWidth + 2 * margin, BackgroundHeight() - 2 * tagHeight - 3 * 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);