]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added attack targets selection state
[l2e.git] / src / battle / BattleState.cpp
index a2c306a2ef7050d1fd9d0a468d768d152962229b..ad225173fce209625a452265c0913cf5b1d9adda 100644 (file)
@@ -8,8 +8,11 @@
 #include "BattleState.h"
 
 #include "PartyLayout.h"
+#include "states/SelectMoveAction.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
+#include "../common/Inventory.h"
+#include "../common/Item.h"
 #include "../geometry/operators.h"
 #include "../graphics/Sprite.h"
 
 
 using app::Application;
 using app::Input;
+using common::Inventory;
+using common::Item;
 using geometry::Point;
 using geometry::Vector;
+using graphics::Menu;
 
 using std::vector;
 
@@ -48,45 +54,61 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
        heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
        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[i] = HeroTag(&heroes[i], attackChoices + i, res, HeroTag::Alignment((i + 1) % 2));
        }
-}
-
-void BattleState::ExitState() {
 
+       int tagHeight(attackTypeMenu.Height());
+       int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+       int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
+       heroTagPositions[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
+       heroTagPositions[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
+       heroTagPositions[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
+       heroTagPositions[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+
+       // TODO: insert item menu entries
+       itemMenu = res->itemMenuPrototype;
+       LoadInventory();
 }
 
-
-void BattleState::HandleInput(const Input &input) {
-       if (moveChoice == -1) {
-               if (input.IsDown(Input::PAD_UP)) {
-                       moveMenu.Select(MoveMenu::CHANGE);
-               } else if (input.IsDown(Input::PAD_DOWN)) {
-                       moveMenu.Select(MoveMenu::RUN);
+void BattleState::LoadInventory() {
+       const Inventory &inv(*res->inventory);
+       itemMenu.Clear();
+       itemMenu.Reserve(inv.MaxItems());
+       for (int i(0); i < inv.MaxItems(); ++i) {
+               const Item *item(inv.ItemAt(i));
+               if (item) {
+                       itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
                } else {
-                       moveMenu.Select(MoveMenu::ATTACK);
+                       itemMenu.AddEmptyEntry();
                }
+       }
+}
 
-               if (input.JustPressed(Input::ACTION_A)) {
-                       moveChoice = moveMenu.Selected();
-               }
-       } else {
-               if (input.IsDown(Input::PAD_UP)) {
-                       attackTypeMenu.Select(AttackTypeMenu::MAGIC);
-               } else if (input.IsDown(Input::PAD_RIGHT)) {
-                       attackTypeMenu.Select(AttackTypeMenu::DEFEND);
-               } else if (input.IsDown(Input::PAD_DOWN)) {
-                       attackTypeMenu.Select(AttackTypeMenu::IKARI);
-               } else if (input.IsDown(Input::PAD_LEFT)) {
-                       attackTypeMenu.Select(AttackTypeMenu::ITEM);
-               } else {
-                       attackTypeMenu.Select(AttackTypeMenu::SWORD);
-               }
+void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
 
-               if (input.JustPressed(Input::ACTION_A)) {
-                       activeHero = (activeHero + 1) % 4;
-               }
+}
+
+void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+       // TODO: check for victory, defeat or run
+       // reset attack choices
+       activeHero = -1;
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               attackChoices[i] = AttackChoice(this);
        }
+       ctrl.PushState(new SelectMoveAction(this));
+}
+
+void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+
+void BattleState::HandleInput(const Input &input) {
+
 }
 
 void BattleState::UpdateWorld(float deltaT) {
@@ -94,19 +116,12 @@ 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);
-       if (moveChoice == -1) {
-               RenderMoveMenu(screen, offset);
-       } else {
-               RenderAttackTypeMenu(screen, offset);
-       }
 }
 
 void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
@@ -133,33 +148,12 @@ 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);
-
-       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());
-
-       for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
-               heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, i == activeHero);
-       }
-}
+       int tagHeight(attackTypeMenu.Height());
+       int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
 
-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);
-}
-
-void BattleState::RenderMoveMenu(SDL_Surface *screen, const Vector<int> &offset) {
-       Point<int> position(
-                       (background->w - moveMenu.Width()) / 2,
-                       (background->h * 3 / 4) - (moveMenu.Height() / 2));
-       moveMenu.Render(screen, position + offset);
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
+       }
 }
 
 }