#include "StatusMenu.h"
+#include "HeroStatus.h"
#include "PartyMenu.h"
+#include "Resources.h"
#include "../app/Application.h"
#include "../app/Input.h"
+#include "../common/GameConfig.h"
+#include "../common/GameState.h"
+#include "../common/Hero.h"
+#include "../common/Item.h"
+#include "../common/Stats.h"
+#include "../graphics/Font.h"
using app::Input;
+using common::Hero;
+using common::Item;
+using common::Stats;
+using geometry::Vector;
+using graphics::Font;
namespace menu {
-StatusMenu::StatusMenu(PartyMenu *parent)
-: parent(parent) {
+StatusMenu::StatusMenu(PartyMenu *parent, int cursor)
+: parent(parent)
+, cursor(cursor) {
}
if (input.JustPressed(Input::ACTION_B)) {
Ctrl().PopState();
}
+
+ if (input.JustPressed(Input::SHOULDER_RIGHT)) {
+ NextHero();
+ }
+ if (input.JustPressed(Input::SHOULDER_LEFT)) {
+ PreviousHero();
+ }
}
void StatusMenu::UpdateWorld(float deltaT) {
}
void StatusMenu::Render(SDL_Surface *screen) {
+ Vector<int> offset((screen->w - Width()) / 2, (screen->h - Height()) / 2);
+ Vector<int> shoulderNavOffset(
+ 5 * parent->Res().statusFont->CharWidth(),
+ parent->Res().statusFont->CharHeight());
+ Vector<int> statsOffset(
+ 4 * parent->Res().statusFont->CharWidth(),
+ 8 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> equipOffset(
+ 17 * parent->Res().statusFont->CharWidth(),
+ 4 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> experienceOffset(
+ 11 * parent->Res().statusFont->CharWidth(),
+ 17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> nextLevelOffset(
+ 11 * parent->Res().statusFont->CharWidth(),
+ 19 * 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);
+ RenderEquipment(screen, offset + equipOffset);
+ RenderExperience(screen, experienceOffset);
+ RenderNextLevel(screen, nextLevelOffset);
+}
+
+int StatusMenu::Width() const {
+ return parent->Width();
+}
+
+int StatusMenu::Height() const {
+ return parent->Height();
+}
+
+void StatusMenu::RenderStatus(SDL_Surface *screen, const Vector<int> &offset) const {
+ parent->GetHeroStatus(cursor).Render(screen, offset);
+}
+
+void StatusMenu::RenderStats(SDL_Surface *screen, const Vector<int> &offset) const {
+ const Stats &stats(GetHero().GetStats());
+ Vector<int> lineBreak(0, parent->Res().statusFont->CharHeight());
+
+ Vector<int> position(offset);
+ RenderStatsLine(parent->Res().atpLabel, stats.Attack(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().dfpLabel, stats.Defense(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().strLabel, stats.Strength(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().aglLabel, stats.Agility(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().intLabel, stats.Intelligence(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().gutLabel, stats.Gut(), screen, position);
+
+ position += lineBreak;
+ RenderStatsLine(parent->Res().mgrLabel, stats.MagicResistance(), screen, position);
+}
+
+void StatusMenu::RenderStatsLine(const char *label, int number, SDL_Surface *screen, const Vector<int> &position) const {
+ const Font &font(*parent->Res().statusFont);
+ const Vector<int> numberOffset(4 * font.CharWidth(), 0);
+
+ font.DrawString(label, screen, position, 3);
+ font.DrawNumber(number, screen, position + numberOffset, 3);
+}
+
+void StatusMenu::RenderEquipment(SDL_Surface *screen, const Vector<int> &offset) const {
+ const Hero &hero(GetHero());
+ Vector<int> lineBreak(0, 2 * parent->Res().statusFont->CharHeight());
+
+ Vector<int> position(offset);
+ RenderEquipmentLine(hero.Weapon(), screen, position);
+
+ position += lineBreak;
+ RenderEquipmentLine(hero.Armor(), screen, position);
+
+ position += lineBreak;
+ RenderEquipmentLine(hero.Shield(), screen, position);
+
+ position += lineBreak;
+ RenderEquipmentLine(hero.Helmet(), screen, position);
+
+ position += lineBreak;
+ RenderEquipmentLine(hero.Ring(), screen, position);
+
+ position += lineBreak;
+ RenderEquipmentLine(hero.Jewel(), screen, position);
+}
+
+void StatusMenu::RenderEquipmentLine(const Item *item, SDL_Surface *screen, const Vector<int> &position) const {
+ const Font &font(*parent->Res().statusFont);
+ const Vector<int> textOffset(font.CharWidth(), 0);
+ if (item) {
+ if (item->MenuIcon()) {
+ item->MenuIcon()->Draw(screen, position);
+ }
+ font.DrawString(item->Name(), screen, position + textOffset);
+ } else {
+ font.DrawString(parent->Res().noEquipmentText, screen, position + textOffset);
+ }
+}
+
+void StatusMenu::RenderExperience(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+ const Font &font(*parent->Res().statusFont);
+ font.DrawStringRight(parent->Res().experienceLabel, screen, offset, 10);
+
+ Vector<int> numberOffset(offset.X(), offset.Y() + font.CharHeight());
+ font.DrawNumberRight(GetHero().Experience(), screen, numberOffset, 7);
+}
+
+void StatusMenu::RenderNextLevel(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+ const Font &font(*parent->Res().statusFont);
+ font.DrawStringRight(parent->Res().nextLevelLabel, screen, offset, 10);
+
+ Vector<int> numberOffset(offset.X(), offset.Y() + font.CharHeight());
+ font.DrawNumberRight(GetHero().NextLevel(), screen, numberOffset, 7);
+}
+
+
+void StatusMenu::NextHero() {
+ cursor = (cursor + 1) % parent->Game().state->partySize;
+}
+
+void StatusMenu::PreviousHero() {
+ cursor = (cursor + parent->Game().state->partySize - 1) % parent->Game().state->partySize;
+}
+
+const Hero &StatusMenu::GetHero() const {
+ return *parent->Game().state->party[cursor];
}
}