#include "../Hero.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
+#include "../../common/Capsule.h"
#include "../../common/GameConfig.h"
#include "../../common/GameState.h"
-#include "../../common/Hero.h"
+#include "../../common/Upgrade.h"
#include "../../math/Vector.h"
#include "../../graphics/Font.h"
#include "../../graphics/Frame.h"
using app::Application;
using app::Input;
+using common::GameState;
+using common::Upgrade;
using graphics::Font;
using graphics::Frame;
using math::Vector;
}
void VictoryState::LoadResults() {
+ // TODO: localization
lines.clear();
std::stringstream s;
s << "Gets " << battle->GoldReward() << " gold";
lines.push_back(s.str());
- for (std::vector<Hero>::const_iterator
- i(battle->HeroesBegin()), end(battle->HeroesEnd());
+ lines.push_back("");
+
+ GameState &state = *parent->Game().state;
+ vector<Upgrade> upgrade;
+ battle->ApplyRewards(state, upgrade);
+ for (std::vector<Upgrade>::const_iterator
+ i(upgrade.begin()), end(upgrade.end());
i != end; ++i) {
- if (i->Health() <= 0) continue;
- const common::Hero &hero = i->Master();
- s.str("");
- s << hero.Name() << " next level " << hero.NextLevel();
- lines.push_back(s.str());
+ LoadResult(*i, lines);
}
lines.push_back("");
s.str("");
- s << parent->Game().state->money << " gold";
+ s << state.money << " gold";
+ lines.push_back(s.str());
+}
+
+void VictoryState::LoadResult(
+ const Upgrade &u,
+ vector<string> &lines) {
+ std::stringstream s;
+ switch (u.GetType()) {
+ case Upgrade::LEVEL_UP:
+ s << u.Name() << " levels up.";
+ break;
+ case Upgrade::MAX_HEALTH:
+ s << "Max. HP increases by " << u.Amount();
+ break;
+ case Upgrade::MAX_MAGIC:
+ s << "Max. MP increases by " << u.Amount();
+ break;
+ case Upgrade::ATTACK:
+ s << "ATP increases by " << u.Amount();
+ break;
+ case Upgrade::DEFENSE:
+ s << "DFP increases by " << u.Amount();
+ break;
+ case Upgrade::STRENGTH:
+ s << "STR increases by " << u.Amount();
+ break;
+ case Upgrade::AGILITY:
+ s << "AGL increases by " << u.Amount();
+ break;
+ case Upgrade::INTELLIGENCE:
+ s << "INT increases by " << u.Amount();
+ break;
+ case Upgrade::GUT:
+ s << "GUT increases by " << u.Amount();
+ break;
+ case Upgrade::MAGIC_RESISTANCE:
+ s << "MGR increases by " << u.Amount();
+ break;
+ case Upgrade::LEVEL_NEXT:
+ s << u.Name() << " next level " << u.Amount();
+ break;
+ default:
+ s << "unknown upgrade type " << u.GetType();
+ }
lines.push_back(s.str());
}
++cursor;
timer = GraphicsTimers().StartInterval(150);
} else if (input.IsDown(Input::ACTION_A)
- && timer.JustHit()
- && timer.Iteration() > 3) {
- ++cursor;
+ && timer.JustHit()) {
+ if (timer.Iteration() > 3) {
+ ++cursor;
+ stalling = false;
+ } else {
+ stalling = true;
+ }
} else if (input.JustPressed(Input::SHOULDER_LEFT)) {
++cursor;
timer = GraphicsTimers().StartInterval(150);
} else if (input.IsDown(Input::SHOULDER_LEFT)
- && timer.JustHit()
- && timer.Iteration() > 3) {
- ++cursor;
+ && timer.JustHit()) {
+ if (timer.Iteration() > 3) {
+ ++cursor;
+ stalling = false;
+ } else {
+ stalling = true;
+ }
}
- if (!input.IsDown(Input::ACTION_A)
+ if (timer.JustHit()
+ && !input.IsDown(Input::ACTION_A)
&& !input.IsDown(Input::SHOULDER_LEFT)) {
timer.Clear();
+ stalling = false;
}
if (cursor >= int(lines.size())) {
Ctrl().PopState(); // pop self
void VictoryState::RenderLines(SDL_Surface *screen) {
// naive implementation
const Font &font = *parent->Res().normalFont;
+ const Vector<int> lineBreak = Vector<int>(
+ 0, font.CharHeight() * 5 / 4);
+ const int start = cursor > 7 ? cursor - 8 : 0;
Vector<int> position = textPosition;
- for (int i = 0; i <= cursor && i < int(lines.size()); ++i) {
+
+ int end = cursor + 1;
+
+ if (start > 0) {
+ if (timer.Running() && !stalling) {
+ --end;
+ position += lineBreak;
+ const int correction = timer.IterationElapsed();
+ if (correction > 0) {
+ // ++start;
+ position.Y() -= lineBreak.Y() * correction / timer.TargetTime();
+ }
+ }
+ }
+
+ if (end > int(lines.size())) end = lines.size();
+
+ for (int i = start; i < end; ++i) {
font.DrawString(lines[i].c_str(), screen, position);
- position.Y() += font.CharHeight();
+ position += lineBreak;
}
}