#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 <algorithm>
#include <stdexcept>
using app::Application;
using app::Input;
using common::Inventory;
using common::Item;
+using common::Spell;
using geometry::Point;
using geometry::Vector;
using graphics::Menu;
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) {
heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
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[i] = HeroTag(&heroes[i], attackChoices + i, res, HeroTag::Alignment((i + 1) % 2));
+ LoadIkariMenu(i);
+ heroTags[i] = HeroTag(this, i);
}
int tagHeight(attackTypeMenu.Height());
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::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();