]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/states/SelectSpell.cpp
switched geometric scalars from floating to fixed
[l2e.git] / src / battle / states / SelectSpell.cpp
index 1b012503551b23b73d386ae5eb81b8a49f6baeec..8c0c4da5687110eb1cf3ae574a2e0bf2ccc5ee64 100644 (file)
 
 #include "SelectAttackType.h"
 #include "SelectMoveAction.h"
+#include "SelectTarget.h"
 #include "../BattleState.h"
 #include "../../app/Application.h"
 #include "../../app/Input.h"
-#include "../../geometry/operators.h"
-#include "../../geometry/Point.h"
+#include "../../common/Spell.h"
 #include "../../graphics/Frame.h"
 
 using app::Application;
 using app::Input;
-using geometry::Point;
-using geometry::Vector;
+using common::Spell;
+using math::Vector;
 using graphics::Frame;
 
 namespace battle {
 
-void SelectSpell::EnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
-}
+void SelectSpell::OnEnterState(SDL_Surface *screen) {
 
-void SelectSpell::ExitState(Application &c, SDL_Surface *screen) {
-       ctrl = 0;
 }
 
-void SelectSpell::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void SelectSpell::OnExitState(SDL_Surface *screen) {
+
+}
 
+void SelectSpell::OnResumeState(SDL_Surface *screen) {
+       if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) {
+               battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::MAGIC);
+               battle->ActiveHero().GetAttackChoice().SetSpell(battle->ActiveHero().SpellMenu().Selected());
+               Ctrl().PopState();
+       }
 }
 
-void SelectSpell::PauseState(Application &ctrl, SDL_Surface *screen) {
+void SelectSpell::OnPauseState(SDL_Surface *screen) {
 
 }
 
 
-void SelectSpell::Resize(int width, int height) {
+void SelectSpell::OnResize(int width, int height) {
 
 }
 
 
-void SelectSpell::HandleInput(const Input &input) {
+void SelectSpell::HandleEvents(const Input &input) {
        if (input.JustPressed(Input::ACTION_A)) {
-               // TODO: switch to target select
-               battle->NextHero();
-               ctrl->PopState();
+               if (battle->ActiveHero().SpellMenu().SelectedIsEnabled()) {
+                       AttackChoice &ac(battle->ActiveHero().GetAttackChoice());
+                       const Spell *spell(battle->ActiveHero().SpellMenu().Selected());
+                       ac.Selection().Reset();
+                       if (spell->GetTargetingMode().TargetsAlly()) {
+                               ac.Selection().SelectHeroes();
+                       } else {
+                               ac.Selection().SelectMonsters();
+                       }
+                       if (spell->GetTargetingMode().TargetsAll()) {
+                               ac.SetType(AttackChoice::MAGIC);
+                               ac.SetSpell(spell);
+                               battle->NextHero();
+                               Ctrl().PopState();
+                       } else {
+                               if (spell->GetTargetingMode().TargetsSingle()) {
+                                       ac.Selection().SetSingle();
+                               } else {
+                                       ac.Selection().SetMultiple();
+                               }
+                               Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), battle->Res().magicTargetCursor));
+                       }
+               }
        }
        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->ActiveHero().SpellMenu().PreviousRow();
+       }
+       if (input.JustPressed(Input::PAD_RIGHT)) {
+               battle->ActiveHero().SpellMenu().NextItem();
+       }
+       if (input.JustPressed(Input::PAD_DOWN)) {
+               battle->ActiveHero().SpellMenu().NextRow();
+       }
+       if (input.JustPressed(Input::PAD_LEFT)) {
+               battle->ActiveHero().SpellMenu().PreviousItem();
        }
 }
 
-void SelectSpell::UpdateWorld(float deltaT) {
+void SelectSpell::UpdateWorld(Uint32 deltaT) {
 
 }
 
 void SelectSpell::Render(SDL_Surface *screen) {
        parent->Render(screen);
-       const Frame *frame(battle->Res().selectFrame);
-       Point<int> position(frame->BorderWidth(), frame->BorderHeight());
        Vector<int> offset(battle->CalculateScreenOffset(screen));
-       int width(battle->BackgroundWidth() - 2 * frame->BorderWidth());
-       // TODO: replace with font height
-       int height(frame->BorderHeight() * 13);
+       RenderFrame(screen, offset);
+       RenderHeadline(screen, offset);
+       RenderMenu(screen, offset);
+}
+
+void SelectSpell::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
+       const Frame *frame(battle->Res().selectFrame);
+       Vector<int> position(frame->BorderSize());
+       int width(battle->Width() - 2 * frame->BorderWidth());
+       int height(battle->Res().normalFont->CharHeight() * 13);
        frame->Draw(screen, position + offset, width, height);
 }
 
+void SelectSpell::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
+       const Resources &res(battle->Res());
+       Vector<int> position(
+                       2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
+                       2 * res.selectFrame->BorderHeight());
+       res.normalFont->DrawString(res.spellMenuHeadline, screen, position + offset);
+}
+
+void SelectSpell::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
+       const Resources &res(battle->Res());
+       Vector<int> position(
+                       2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
+                       2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
+       battle->ActiveHero().SpellMenu().Draw(screen, position + offset);
+}
+
 }