]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added and implemented swap heroes state
[l2e.git] / src / battle / BattleState.cpp
index d1a983f23d198787daef4af3aac198e1d08db759..cbea81a82cb5d1564344abe6e24d757bbca70d0e 100644 (file)
@@ -8,12 +8,27 @@
 #include "BattleState.h"
 
 #include "PartyLayout.h"
+#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;
 
 using std::vector;
 
@@ -26,6 +41,18 @@ void BattleState::AddMonster(const Monster &m) {
        monsters.push_back(m);
 }
 
+void BattleState::AddHero(const Hero &h) {
+       if (heroes.size() >= heroesLayout->NumPositions()) {
+               throw std::overflow_error("too many heroes for layout");
+       }
+       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) {
 
@@ -35,14 +62,146 @@ 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);
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               spellMenus.push_back(res->spellMenuPrototype);
+               LoadSpellMenu(i);
+               ikariMenus.push_back(res->ikariMenuPrototype);
+               LoadIkariMenu(i);
+               heroTags[i] = HeroTag(this, i);
+       }
+
+       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::ExitState() {
+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());
+       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 {
+                       itemMenu.AddEmptyEntry();
+               }
+       }
+}
 
-void BattleState::HandleEvent(const SDL_Event &) {
+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;
+       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) {
 
 }
 
@@ -51,19 +210,43 @@ void BattleState::UpdateWorld(float deltaT) {
 }
 
 void BattleState::Render(SDL_Surface *screen) {
+       Vector<int> offset(CalculateScreenOffset(screen));
+
+       RenderBackground(screen, offset);
+       RenderMonsters(screen, offset);
+//     RenderHeroes(screen, offset);
+       RenderHeroTags(screen, offset);
+}
+
+void BattleState::RenderBackground(SDL_Surface *screen, const Vector<int> &offset) {
        // black for now
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
        SDL_Rect destRect;
-       destRect.x = (screen->w - background->w) / 2;
-       destRect.y = (screen->h - background->h) / 2;
+       destRect.x = offset.X();
+       destRect.y = offset.Y();
        destRect.w = background->w;
        destRect.h = background->h;
-
-       // TODO: center background if screen bigger
        SDL_BlitSurface(background, 0, screen, &destRect);
+}
 
+void BattleState::RenderMonsters(SDL_Surface *screen, const Vector<int> &offset) {
        for (vector<Monster>::size_type i(0), end(monsters.size()); i < end; ++i) {
-               monsters[i].Sprite()->DrawCenterBottom(screen, Point<int>(monsterPositions[i].X() + destRect.x, monsterPositions[i].Y() + destRect.y));
+               monsters[i].Sprite()->DrawCenterBottom(screen, monsterPositions[i] + offset);
+       }
+}
+
+void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset);
+       }
+}
+
+void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
+       int tagHeight(attackTypeMenu.Height());
+       int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+
+       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);
        }
 }