]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectAttackType.cpp
cached some of the battle coordinates
[l2e.git] / src / battle / states / SelectAttackType.cpp
index 1d76b6c10894b4fa0dc0efa42ddbc4786fde43b2..b4f5dcc73f69a071bc4877d682dc27d2c52da2c4 100644 (file)
-/*
- * SelectAttackType.cpp
- *
- *  Created on: Aug 7, 2012
- *      Author: holy
- */
-
 #include "SelectAttackType.h"
 
+#include "SelectIkari.h"
+#include "SelectItem.h"
+#include "SelectMoveAction.h"
+#include "SelectSpell.h"
+#include "SelectTarget.h"
+#include "../AttackChoice.h"
 #include "../BattleState.h"
+#include "../../app/Application.h"
 #include "../../app/Input.h"
-#include "../../geometry/operators.h"
+#include "../../common/Item.h"
+#include "../../math/Vector.h"
+
+#include <stdexcept>
 
+using app::Application;
 using app::Input;
-using geometry::Point;
-using geometry::Vector;
+using common::Item;
+using math::Vector;
 
 namespace battle {
 
-void SelectAttackType::EnterState(app::Application &c, SDL_Surface *screen) {
-       ctrl = &c;
+void SelectAttackType::OnEnterState(SDL_Surface *screen) {
+       OnResize(screen->w, screen->h);
+}
+
+void SelectAttackType::OnExitState(SDL_Surface *screen) {
+
 }
 
-void SelectAttackType::ExitState() {
-       ctrl = 0;
+void SelectAttackType::OnResumeState(SDL_Surface *screen) {
+       if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
+               battle->ActiveHero().GetAttackChoice().SetType(battle->GetAttackTypeMenu().Selected());
+               battle->NextHero();
+       }
+       if (battle->AttackSelectionDone()) {
+               // pass through
+               Ctrl().PopState();
+       }
 }
 
+void SelectAttackType::OnPauseState(SDL_Surface *screen) {
+
+}
 
-void SelectAttackType::Resize(int width, int height) {
 
+void SelectAttackType::OnResize(int width, int height) {
+       Vector<int> offset(battle->ScreenOffset());
+       Vector<int> position(
+                       (battle->Width() - battle->GetAttackTypeMenu().Width()) / 2,
+                       battle->Height() - battle->GetAttackTypeMenu().Height() - battle->GetAttackTypeMenu().Height() / 2);
+       menuOffset = offset + position;
 }
 
 
-void SelectAttackType::HandleInput(const Input &input) {
+void SelectAttackType::HandleEvents(const Input &input) {
        if (input.IsDown(Input::PAD_UP)) {
-               battle->GetAttackTypeMenu().Select(AttackTypeMenu::MAGIC);
+               battle->GetAttackTypeMenu().Select(AttackChoice::MAGIC);
        } else if (input.IsDown(Input::PAD_RIGHT)) {
-               battle->GetAttackTypeMenu().Select(AttackTypeMenu::DEFEND);
+               battle->GetAttackTypeMenu().Select(AttackChoice::DEFEND);
        } else if (input.IsDown(Input::PAD_DOWN)) {
-               battle->GetAttackTypeMenu().Select(AttackTypeMenu::IKARI);
+               battle->GetAttackTypeMenu().Select(AttackChoice::IKARI);
        } else if (input.IsDown(Input::PAD_LEFT)) {
-               battle->GetAttackTypeMenu().Select(AttackTypeMenu::ITEM);
+               battle->GetAttackTypeMenu().Select(AttackChoice::ITEM);
        } else {
-               battle->GetAttackTypeMenu().Select(AttackTypeMenu::SWORD);
+               battle->GetAttackTypeMenu().Select(AttackChoice::SWORD);
        }
 
+       Hero &hero(battle->ActiveHero());
+       AttackChoice &ac(hero.GetAttackChoice());
        if (input.JustPressed(Input::ACTION_A)) {
                switch (battle->GetAttackTypeMenu().Selected()) {
-                       case AttackTypeMenu::SWORD:
-                               // TODO: switch to next character
+                       case AttackChoice::SWORD:
+                               if (hero.HasWeapon()) {
+                                       if (hero.Weapon()->GetTargetingMode().TargetsAll()) {
+                                               ac.SetType(AttackChoice::SWORD);
+                                               battle->NextHero();
+                                               break;
+                                       } else {
+                                               ac.Selection().ReadMode(hero.Weapon()->GetTargetingMode());
+                                       }
+                               } else {
+                                       ac.Selection().SetSingle();
+                               }
+                               ac.Selection().Reset();
+                               Ctrl().PushState(new SelectTarget(battle, this, &ac.Selection(), battle->Res().weaponTargetCursor));
                                break;
-                       case AttackTypeMenu::MAGIC:
-                               // TODO: switch to spell select
+                       case AttackChoice::MAGIC:
+                               if (battle->ActiveHero().CanUseMagic()) {
+                                       Ctrl().PushState(new SelectSpell(battle, this));
+                               }
                                break;
-                       case AttackTypeMenu::DEFEND:
-                               // TODO: switch to next character
+                       case AttackChoice::DEFEND:
+                               ac.SetType(AttackChoice::DEFEND);
+                               battle->NextHero();
                                break;
-                       case AttackTypeMenu::IKARI:
-                               // TODO: switch to ikari attack select
+                       case AttackChoice::IKARI:
+                               Ctrl().PushState(new SelectIkari(battle, this));
                                break;
-                       case AttackTypeMenu::ITEM:
-                               // TODO: switch to item select
+                       case AttackChoice::ITEM:
+                               Ctrl().PushState(new SelectItem(battle, this));
                                break;
+                       default:
+                               throw std::logic_error("selected invalid attack type");
                }
+       } else if (input.JustPressed(Input::ACTION_B)) {
+               ac.Reset();
+               battle->PreviousHero();
+               if (battle->BeforeFirstHero()) {
+                       Ctrl().ChangeState(new SelectMoveAction(battle));
+               } else {
+                       battle->ActiveHero().GetAttackChoice().Reset();
+               }
+       }
+
+       if (battle->AttackSelectionDone()) {
+               Ctrl().PopState();
        }
 }
 
-void SelectAttackType::UpdateWorld(float deltaT) {
+void SelectAttackType::UpdateWorld(Uint32 deltaT) {
 
 }
 
 void SelectAttackType::Render(SDL_Surface *screen) {
-       Vector<int> offset(battle->CalculateScreenOffset(screen));
-       battle->RenderBackground(screen, offset);
-       battle->RenderMonsters(screen, offset);
-       battle->RenderHeroTags(screen, offset);
-       RenderMenu(screen, offset);
+       battle->RenderBackground(screen);
+       battle->RenderMonsters(screen);
+       battle->RenderHeroTags(screen);
+       RenderMenu(screen);
 }
 
-void SelectAttackType::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
-       Point<int> position(
-                       (battle->BackgroundWidth() - battle->GetAttackTypeMenu().Width()) / 2,
-                       (battle->BackgroundHeight() * 3 / 4) - (battle->GetAttackTypeMenu().Height() / 2));
-       battle->GetAttackTypeMenu().Render(screen, position + offset);
+void SelectAttackType::RenderMenu(SDL_Surface *screen) {
+       battle->GetAttackTypeMenu().Render(screen, menuOffset);
 }
 
 }