]> git.localhorst.tv Git - l2e.git/blobdiff - src/menu/StatusMenu.cpp
added ikari level to status menu
[l2e.git] / src / menu / StatusMenu.cpp
index efc807feed4e9e14787a49e3acad8b967aacdb7c..b0377033b50f1920258332595586325382a368c3 100644 (file)
@@ -7,16 +7,30 @@
 
 #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) {
 
 }
 
@@ -47,6 +61,13 @@ void StatusMenu::HandleEvents(const Input &input) {
        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) {
@@ -54,7 +75,156 @@ 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);
+       Vector<int> ikariOffset(
+                       17 * 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);
+       RenderEquipment(screen, offset + equipOffset);
+       RenderExperience(screen, experienceOffset);
+       RenderNextLevel(screen, nextLevelOffset);
+       RenderIkari(screen, ikariOffset);
+}
+
+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::RenderIkari(SDL_Surface *screen, const geometry::Vector<int> &offset) const {
+       const Font &font(*parent->Res().statusFont);
+       font.DrawString(parent->Res().ipLabel, screen, offset, 5);
+
+       Vector<int> numberOffset(offset.X() + 5 * font.CharWidth(), offset.Y());
+       font.DrawNumber(GetHero().RelativeIP(100), screen, numberOffset, 3);
+
+       Vector<int> percentOffset(offset.X() + 8 * font.CharWidth(), offset.Y());
+       font.DrawChar('%', screen, percentOffset);
+}
+
+
+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];
 }
 
 }