]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added and implemented swap heroes state
[l2e.git] / src / battle / BattleState.cpp
index 58f29659e7c4500656b5c70f1faf5595e3e14b8c..cbea81a82cb5d1564344abe6e24d757bbca70d0e 100644 (file)
 #include "states/SelectMoveAction.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
+#include "../common/Ikari.h"
 #include "../common/Inventory.h"
 #include "../common/Item.h"
+#include "../common/Spell.h"
 #include "../geometry/operators.h"
 #include "../graphics/Sprite.h"
 
-#include <iomanip>
+#include <algorithm>
 #include <stdexcept>
-#include <sstream>
 
 using app::Application;
 using app::Input;
 using common::Inventory;
 using common::Item;
+using common::Spell;
 using geometry::Point;
 using geometry::Vector;
 using graphics::Menu;
@@ -46,6 +48,11 @@ void BattleState::AddHero(const Hero &h) {
        heroes.push_back(h);
 }
 
+void BattleState::SwapHeroes(std::vector<Hero>::size_type lhs, std::vector<Hero>::size_type rhs) {
+       if (lhs < 0 || lhs >= heroes.size() || rhs < 0 || rhs >= heroes.size() || lhs == rhs) return;
+       std::swap(heroes[lhs], heroes[rhs]);
+}
+
 
 void BattleState::Resize(int w, int h) {
 
@@ -55,38 +62,122 @@ 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 spell menu entries
+               LoadSpellMenu(i);
                ikariMenus.push_back(res->ikariMenuPrototype);
-               // TODO: insert ikari menu entries
-               heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
+               LoadIkariMenu(i);
+               heroTags[i] = HeroTag(this, i);
        }
-       // TODO: insert item menu entries
+
+       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);
+
        itemMenu = res->itemMenuPrototype;
        LoadInventory();
 }
 
+void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
+       spellMenus[index].Clear();
+       spellMenus[index].Reserve(HeroAt(index).Spells().size());
+       for (vector<const Spell *>::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) {
+               bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana());
+               spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost());
+       }
+}
+
+void BattleState::LoadIkariMenu(vector<Hero>::size_type index) {
+       ikariMenus[index].Clear();
+       ikariMenus[index].Reserve(6);
+
+       if (HeroAt(index).HasWeapon()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Weapon()->Name(),
+                               HeroAt(index).Weapon(),
+                               HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->weaponMenuIcon,
+                               0,
+                               HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon);
+       }
+
+       if (HeroAt(index).HasArmor()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Armor()->Name(),
+                               HeroAt(index).Armor(),
+                               HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->armorMenuIcon,
+                               0,
+                               HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon);
+       }
+
+       if (HeroAt(index).HasShield()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Shield()->Name(),
+                               HeroAt(index).Shield(),
+                               HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->shieldMenuIcon,
+                               0,
+                               HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon);
+       }
+
+       if (HeroAt(index).HasHelmet()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Helmet()->Name(),
+                               HeroAt(index).Helmet(),
+                               HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->helmetMenuIcon,
+                               0,
+                               HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon);
+       }
+
+       if (HeroAt(index).HasRing()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Ring()->Name(),
+                               HeroAt(index).Ring(),
+                               HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->ringMenuIcon,
+                               0,
+                               HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon);
+       }
+
+       if (HeroAt(index).HasJewel()) {
+               ikariMenus[index].Add(
+                               HeroAt(index).Jewel()->Name(),
+                               HeroAt(index).Jewel(),
+                               HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(),
+                               res->jewelMenuIcon,
+                               0,
+                               HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : "");
+       } else {
+               ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon);
+       }
+}
+
 void BattleState::LoadInventory() {
        const Inventory &inv(*res->inventory);
        itemMenu.Clear();
        itemMenu.Reserve(inv.MaxItems());
-       itemMenuStrings.clear();
-       itemMenuStrings.resize(inv.MaxItems());
-       int itemNameLength(itemMenu.CharsPerEntry() - 3);
-       // TODO: better (maybe intrusive) solution for menus with counts
        for (int i(0); i < inv.MaxItems(); ++i) {
                const Item *item(inv.ItemAt(i));
                if (item) {
-                       std::stringstream s;
-                       s << std::setw(itemNameLength) << std::left << std::setfill(' ') << item->Name();
-                       s << ':';
-                       s << inv.ItemCountAt(i);
-                       itemMenuStrings[i] = s.str();
-                       itemMenu.Add(itemMenuStrings[i].c_str(), item, item->CanUseInBattle(), item->MenuIcon());
+                       itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
                } else {
-                       itemMenu.Add("", 0, false);
+                       itemMenu.AddEmptyEntry();
                }
        }
 }
@@ -99,8 +190,9 @@ 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());
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               attackChoices[i] = AttackChoice(this);
+       }
        ctrl.PushState(new SelectMoveAction(this));
 }
 
@@ -152,16 +244,9 @@ 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);
+       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);
        }
 }