]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectIkari.cpp
extracted battle logic into a class
[l2e.git] / src / battle / states / SelectIkari.cpp
index adeafb29fd7ca5ebfefe6825024e3867eb1aea5f..2f07fa2ef56d1065fd18d7a460151f8e91af2f4a 100644 (file)
@@ -1,10 +1,3 @@
-/*
- * SelectIkari.cpp
- *
- *  Created on: Aug 9, 2012
- *      Author: holy
- */
-
 #include "SelectIkari.h"
 
 #include "SelectAttackType.h"
 #include "../../app/Input.h"
 #include "../../common/Ikari.h"
 #include "../../common/Item.h"
-#include "../../geometry/Point.h"
-#include "../../geometry/operators.h"
 #include "../../graphics/Frame.h"
+#include "../../math/Vector.h"
 
 using app::Application;
 using app::Input;
 using common::Ikari;
-using geometry::Point;
-using geometry::Vector;
+using math::Vector;
 using graphics::Frame;
 
 namespace battle {
 
-void SelectIkari::EnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
+SelectIkari::SelectIkari(Battle *battle, SelectAttackType *parent)
+: battle(battle)
+, parent(parent) {
+
 }
 
-void SelectIkari::ExitState(Application &c, SDL_Surface *screen) {
-       ctrl = 0;
+
+void SelectIkari::OnEnterState(SDL_Surface *screen) {
+       OnResize(screen->w, screen->h);
 }
 
-void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) {
-       if (battle->ActiveHeroTargets().HasSelected()) {
-               ctrl.PopState();
+void SelectIkari::OnExitState(SDL_Surface *screen) {
+
+}
+
+void SelectIkari::OnResumeState(SDL_Surface *screen) {
+       if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
+               battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI);
+               battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected());
+               Ctrl().PopState();
        }
 }
 
-void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectIkari::OnPauseState(SDL_Surface *screen) {
 
 }
 
 
-void SelectIkari::Resize(int width, int height) {
+void SelectIkari::OnResize(int width, int height) {
+       const Vector<int> offset = parent->ScreenOffset();
+
+       const Resources &res = parent->Res();
+       const Frame &frame = *res.selectFrame;
+
+       framePosition = offset + frame.BorderSize();
+       frameSize = Vector<int>(
+                       parent->Width() - 2 * frame.BorderWidth(),
+                       res.normalFont->CharHeight() * 13);
+
+       headlinePosition = offset + Vector<int>(
+                       2 * frame.BorderWidth() + res.normalFont->CharWidth(),
+                       2 * frame.BorderHeight());
 
+       menuPosition = offset + Vector<int>(
+                       2 * frame.BorderWidth() + res.normalFont->CharWidth(),
+                       2 * frame.BorderHeight() + 2 * res.normalFont->CharHeight());
 }
 
 
 void SelectIkari::HandleEvents(const Input &input) {
        if (input.JustPressed(Input::ACTION_A)) {
-               if (battle->GetIkariMenu().SelectedIsEnabled() && battle->GetIkariMenu().Selected()->HasIkari()) {
-                       const Ikari *ikari(battle->GetIkariMenu().Selected()->GetIkari());
-                       battle->ActiveHeroTargets().Reset();
+               if (battle->ActiveHero().IkariMenu().SelectedIsEnabled() && battle->ActiveHero().IkariMenu().Selected()->HasIkari()) {
+                       AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
+                       const Ikari *ikari(battle->ActiveHero().IkariMenu().Selected()->GetIkari());
+                       ac.Selection().Reset();
                        if (ikari->GetTargetingMode().TargetsAlly()) {
-                               battle->ActiveHeroTargets().SelectHeroes();
+                               ac.Selection().SelectHeroes();
                        } else {
-                               battle->ActiveHeroTargets().SelectEnemies();
+                               ac.Selection().SelectMonsters();
                        }
                        if (ikari->GetTargetingMode().TargetsAll()) {
-                               battle->SetAttackType(AttackChoice::MAGIC);
-                               // TODO: remove item from inventory
-                               battle->ActiveHeroAttackChoice().SetItem(battle->GetIkariMenu().Selected());
+                               ac.SetType(AttackChoice::IKARI);
+                               ac.SetItem(battle->ActiveHero().IkariMenu().Selected());
                                battle->NextHero();
-                               ctrl->PopState();
+                               Ctrl().PopState();
                        } else {
                                if (ikari->GetTargetingMode().TargetsSingle()) {
-                                       battle->ActiveHeroTargets().SetSingle();
+                                       ac.Selection().SetSingle();
                                } else {
-                                       battle->ActiveHeroTargets().SetMultiple();
+                                       ac.Selection().SetMultiple();
                                }
-                               ctrl->PushState(new SelectTarget(battle, parent, &battle->ActiveHeroTargets(), ikari->IsMagical() ? battle->Res().magicTargetCursor : battle->Res().weaponTargetCursor));
+                               Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? parent->Res().magicTargetCursor : parent->Res().weaponTargetCursor));
                        }
                }
        }
        if (input.JustPressed(Input::ACTION_B)) {
-               ctrl->PopState(); // return control to parent
+               Ctrl().PopState(); // return control to parent
        }
        if (input.JustPressed(Input::PAD_UP)) {
-               battle->GetIkariMenu().PreviousRow();
+               battle->ActiveHero().IkariMenu().PreviousRow();
        }
        if (input.JustPressed(Input::PAD_RIGHT)) {
-               battle->GetIkariMenu().NextItem();
+               battle->ActiveHero().IkariMenu().NextItem();
        }
        if (input.JustPressed(Input::PAD_DOWN)) {
-               battle->GetIkariMenu().NextRow();
+               battle->ActiveHero().IkariMenu().NextRow();
        }
        if (input.JustPressed(Input::PAD_LEFT)) {
-               battle->GetIkariMenu().PreviousItem();
+               battle->ActiveHero().IkariMenu().PreviousItem();
        }
 }
 
-void SelectIkari::UpdateWorld(float deltaT) {
+void SelectIkari::UpdateWorld(Uint32 deltaT) {
 
 }
 
 void SelectIkari::Render(SDL_Surface *screen) {
        parent->Render(screen);
-       Vector<int> offset(battle->CalculateScreenOffset(screen));
-       RenderFrame(screen, offset);
-       RenderHeadline(screen, offset);
-       RenderMenu(screen, offset);
+       RenderFrame(screen);
+       RenderHeadline(screen);
+       RenderMenu(screen);
 }
 
-void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
-       const Frame *frame(battle->Res().selectFrame);
-       Point<int> position(frame->BorderWidth(), frame->BorderHeight());
-       int width(battle->BackgroundWidth() - 2 * frame->BorderWidth());
-       int height(battle->Res().normalFont->CharHeight() * 13);
-       frame->Draw(screen, position + offset, width, height);
+void SelectIkari::RenderFrame(SDL_Surface *screen) {
+       const Frame &frame = *parent->Res().selectFrame;
+       frame.Draw(screen, framePosition, frameSize.X(), frameSize.Y());
 }
 
-void SelectIkari::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
-       const Resources &res(battle->Res());
-       Point<int> position(
-                       2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
-                       2 * res.selectFrame->BorderHeight());
-       res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
+void SelectIkari::RenderHeadline(SDL_Surface *screen) {
+       const Resources &res = parent->Res();
+       res.normalFont->DrawString(res.ikariMenuHeadline, screen, headlinePosition);
 }
 
-void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
-       const Resources &res(battle->Res());
-       Point<int> position(
-                       2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
-                       2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
-       battle->GetIkariMenu().Draw(screen, position + offset);
+void SelectIkari::RenderMenu(SDL_Surface *screen) {
+       battle->ActiveHero().IkariMenu().Draw(screen, menuPosition);
 }
 
 }