-/*
- * EquipMenu.cpp
- *
- * Created on: Nov 18, 2012
- * Author: holy
- */
-
#include "EquipMenu.h"
#include "HeroStatus.h"
void EquipMenu::OnEnterState(SDL_Surface *) {
equipmentMenu.SetInactive();
+ inventoryMenu.SetInactive();
}
void EquipMenu::OnExitState(SDL_Surface *) {
void EquipMenu::HandleEvents(const Input &input) {
+ if (input.JustPressed(Input::SHOULDER_LEFT)) {
+ PreviousHero();
+ }
+ if (input.JustPressed(Input::SHOULDER_RIGHT)) {
+ NextHero();
+ }
if (actionMenu.IsActive()) {
if (input.JustPressed(Input::PAD_UP)) {
actionMenu.PreviousRow();
if (input.JustPressed(Input::ACTION_A)) {
switch (actionMenu.Selected()) {
case CHOICE_EQUIP:
+ LoadEquipment();
actionMenu.SetSelected();
equipmentMenu.SetActive();
break;
case CHOICE_STRONGEST:
- // TODO
+ // TODO: implement "equip strongest" when items' stat effects are done
break;
case CHOICE_REMOVE:
actionMenu.SetSelected();
} else if (equipmentMenu.IsActive()) {
if (input.JustPressed(Input::PAD_UP)) {
equipmentMenu.PreviousRow();
+ if (InventoryVisible()) {
+ LoadInventory();
+ }
}
if (input.JustPressed(Input::PAD_DOWN)) {
equipmentMenu.NextRow();
+ if (InventoryVisible()) {
+ LoadInventory();
+ }
}
if (input.JustPressed(Input::ACTION_B)) {
equipmentMenu.SetInactive();
} else if (input.JustPressed(Input::ACTION_A)) {
switch (actionMenu.Selected()) {
case CHOICE_EQUIP:
- // TODO
+ equipmentMenu.SetSelected();
+ inventoryMenu.SetActive();
break;
case CHOICE_STRONGEST:
case CHOICE_REMOVE_ALL:
break;
}
}
+ } else {
+ if (input.JustPressed(Input::PAD_UP)) {
+ inventoryMenu.PreviousRow();
+ }
+ if (input.JustPressed(Input::PAD_DOWN)) {
+ inventoryMenu.NextRow();
+ }
+ if (input.JustPressed(Input::ACTION_A)) {
+ EquipSelected();
+ inventoryMenu.SetInactive();
+ equipmentMenu.SetActive();
+ } else if (input.JustPressed(Input::ACTION_B)) {
+ inventoryMenu.SetInactive();
+ equipmentMenu.SetActive();
+ }
}
}
Vector<int> equipOffset(
17 * parent->Res().statusFont->CharWidth(),
4 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
- Vector<int> menuOffset(
- 15 * parent->Res().statusFont->CharWidth(),
- 17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
parent->RenderBackground(screen);
parent->Res().shoulderNav->Draw(screen, offset + shoulderNavOffset);
RenderStatus(screen, offset + parent->StatusOffset(0));
RenderStats(screen, offset + statsOffset);
RenderEquipmentMenu(screen, offset + equipOffset);
- RenderActionMenu(screen, offset + menuOffset);
+ if (InventoryVisible()) {
+ Vector<int> inventoryOffset(
+ parent->Res().statusFont->CharWidth(),
+ 17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ RenderInventoryMenu(screen, offset + inventoryOffset);
+ } else {
+ Vector<int> menuOffset(
+ 15 * parent->Res().statusFont->CharWidth(),
+ 17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ RenderActionMenu(screen, offset + menuOffset);
+ }
}
int EquipMenu::Width() const {
}
void EquipMenu::RenderInventoryMenu(SDL_Surface *screen, const Vector<int> &offset) const {
+ const Font &font(*parent->Res().normalFont);
+ const Frame &frame(*parent->Res().statusFrame);
+ const Vector<int> menuOffset(3 * font.CharWidth(), font.CharHeight() + font.CharHeight() / 4);
+ frame.Draw(screen, offset, 30 * font.CharWidth(), 11 * font.CharHeight());
+ inventoryMenu.Draw(screen, offset + menuOffset);
}
void EquipMenu::NextHero() {
cursor = (cursor + 1) % parent->Game().state->partySize;
LoadEquipment();
+ if (InventoryVisible()) {
+ LoadInventory();
+ }
}
void EquipMenu::PreviousHero() {
cursor = (cursor + parent->Game().state->partySize - 1) % parent->Game().state->partySize;
LoadEquipment();
+ if (InventoryVisible()) {
+ LoadInventory();
+ }
}
Hero &EquipMenu::GetHero() {
const Item *item(GetHero().Equipment(Hero::EquipSlot(i)));
equipmentMenu.Add(item->Name(), item, true, item->MenuIcon());
} else {
- equipmentMenu.Add(parent->Res().noEquipmentText, 0, false);
+ equipmentMenu.Add(parent->Res().noEquipmentText, 0);
}
}
}
LoadEquipment();
}
+
+bool EquipMenu::InventoryVisible() const {
+ return !actionMenu.IsActive() && actionMenu.Selected() == CHOICE_EQUIP;
+}
+
+void EquipMenu::LoadInventory() {
+ const Inventory &inv = parent->Game().state->inventory;
+ const Hero &hero = GetHero();
+ const Hero::EquipSlot slot = Hero::EquipSlot(equipmentMenu.SelectedIndex());
+
+ inventoryMenu.Clear();
+ for (int i = 0; i < inv.MaxItems(); ++i) {
+ const Item *item = inv.ItemAt(i);
+ if (item && item->EquipableAt(slot)) {
+ inventoryMenu.Add(item->Name(), item, hero.CanEquip(*item),
+ item->MenuIcon(), inv.ItemCountAt(i));
+ }
+ }
+}
+
+void EquipMenu::EquipSelected() {
+ Inventory &inv = parent->Game().state->inventory;
+ Hero &hero = GetHero();
+ const Hero::EquipSlot slot = Hero::EquipSlot(equipmentMenu.SelectedIndex());
+
+ const Item *selected = inventoryMenu.Selected();
+ const Item *equipped = equipmentMenu.Selected();
+
+ if (!hero.CanEquip(*selected)) {
+ // TODO: error noise and blur
+ return;
+ }
+
+ inv.Remove(selected, 1);
+ if (!inv.Add(equipped, 1)) {
+ // roll back
+ inv.Add(selected, 1);
+ // TODO: error noise, blur, message?
+ return;
+ }
+
+ hero.SetEquipment(slot, selected);
+ LoadEquipment();
+ LoadInventory();
+}
+
}