X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;ds=sidebyside;f=src%2Fbattle%2FBattleState.cpp;h=549fdb4659213dd2307bd955249723f14f85f2be;hb=4470cf4b44128f3509bfab43483844d19f563a77;hp=2b46cacb879f405eb5d1118dc94d62d709fc8a59;hpb=c8dccd84477d10dcd3ec884478a9f26c16b54ad7;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 2b46cac..549fdb4 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -20,6 +20,7 @@ using app::Application; using app::Input; using geometry::Point; using geometry::Vector; +using graphics::Menu; using std::vector; @@ -50,7 +51,20 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); attackChoices.resize(heroes.size()); for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, HeroTag::Alignment((i + 1) % 2))); + spellMenus.push_back(res->spellMenuPrototype); + // TODO: insert real spell menu entries + spellMenus.back().Add("Reset : 0", 0, false); + spellMenus.back().Add("Strong : 3", 0); + spellMenus.back().Add("Stronger : 8", 0); + spellMenus.back().Add("Champion :16", 0); + spellMenus.back().Add("Rally :10", 0); + spellMenus.back().Add("Valor :30", 0); + spellMenus.back().Add("Poison : 2", 0); + spellMenus.back().Add("Release : 2", 0); + spellMenus.back().Add("Waken : 4", 0); + spellMenus.back().Add("Fake : 4", 0); + spellMenus.back().Add("Trick : 5", 0); + heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2))); } } @@ -59,6 +73,7 @@ void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { } void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { + // TODO: check for victory, defeat or run // reset attack choices activeHero = -1; attackChoices.clear(); @@ -112,16 +127,15 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { } void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { - int margin(attackTypeMenu.Height() / 48); - int tagHeight(attackTypeMenu.Height() - 2 * margin); - int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2 - 2 * margin); - int xOffset((BackgroundWidth() - 2 * tagWidth - 2 * margin) / 2); + int tagHeight(attackTypeMenu.Height()); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); + int xOffset((BackgroundWidth() - 2 * tagWidth) / 2); Point tagPosition[4]; - tagPosition[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight - margin); - tagPosition[1] = Point(xOffset + tagWidth + 2 * margin, BackgroundHeight() - 2 * tagHeight - margin); - tagPosition[2] = Point(xOffset, BackgroundHeight() - tagHeight - margin); - tagPosition[3] = Point(xOffset + tagWidth + 2 * margin, BackgroundHeight() - tagHeight - margin); + tagPosition[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight); + tagPosition[1] = Point(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight); + tagPosition[2] = Point(xOffset, BackgroundHeight() - tagHeight); + tagPosition[3] = Point(xOffset + tagWidth, BackgroundHeight() - tagHeight); for (vector::size_type i(0), end(heroTags.size()); i < end; ++i) { heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);