X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=6db79f882f9253e0466ec03bce13f361183b5679;hb=57675025108b7ad3989737f18ebfeec8e5e44889;hp=2c5fe8174449ceb899f2bf7f8f634baff60304ba;hpb=2a0eca649009f78028db286a67a532429cab5b88;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 2c5fe81..6db79f8 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; @@ -48,9 +49,43 @@ void BattleState::Resize(int w, int h) { void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); 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], 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("Escape : 8", 0, false); + spellMenus.back().Add("Valor :30", 0); + spellMenus.back().Add("Poison : 2", 0); + spellMenus.back().Add("Warp : 8", 0, false); + spellMenus.back().Add("Release : 2", 0); + spellMenus.back().Add("Waken : 4", 0); + spellMenus.back().Add("Light : 0", 0, false); + spellMenus.back().Add("Fake : 4", 0); + spellMenus.back().Add("Trick : 5", 0); + spellMenus.back().Add("Flash : 5", 0); + spellMenus.back().Add("Fireball : 6", 0); + spellMenus.back().Add("Vortex : 7", 0); + spellMenus.back().Add("Blizzard : 8", 0); + spellMenus.back().Add("Spark : 3", 0); + heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2))); } + itemMenu = res->itemMenuPrototype; + itemMenu.Add("Antidote : 9", 0); + itemMenu.Add("Magic jar : 4", 0); + itemMenu.Add("Miracle : 4", 0); + itemMenu.Add("Hi-Potion : 6", 0); + itemMenu.Add("Hi-Magic : 7", 0); + itemMenu.Add("Regain : 4", 0); + itemMenu.Add("Power potion: 4", 0, false); + itemMenu.Add("Life potion : 1", 0, false); + itemMenu.Add("Escape : 2", 0, false); + itemMenu.Add("Power gourd : 3", 0); + itemMenu.Add("Mystery pin : 2", 0); } void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { @@ -58,6 +93,7 @@ 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(); @@ -111,15 +147,15 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { } void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { - int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight); - int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2); - int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 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(0, uiOffset); - tagPosition[1] = Point(tagWidth + attackTypeMenu.IconWidth(), uiOffset); - tagPosition[2] = Point(0, uiOffset + tagHeight + attackTypeMenu.IconHeight()); - tagPosition[3] = Point(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight()); + 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);