X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=6db79f882f9253e0466ec03bce13f361183b5679;hb=57675025108b7ad3989737f18ebfeec8e5e44889;hp=4e12f7929a5be2ada8fa319e6ce275827375fae0;hpb=558fd3d14ad1a9dc347998691a0b300fd334a16a;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 4e12f79..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; @@ -48,13 +49,59 @@ 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) { + +} + +void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { + // TODO: check for victory, defeat or run + // reset attack choices + activeHero = -1; + attackChoices.clear(); + attackChoices.resize(heroes.size()); ctrl.PushState(new SelectMoveAction(this)); } -void BattleState::ExitState() { +void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { } @@ -74,7 +121,6 @@ void BattleState::Render(SDL_Surface *screen) { RenderMonsters(screen, offset); // RenderHeroes(screen, offset); RenderHeroTags(screen, offset); - RenderAttackTypeMenu(screen, offset); } void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { @@ -101,26 +147,19 @@ 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, i == activeHero); + heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero); } } -void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector &offset) { - Point position( - (BackgroundWidth() - attackTypeMenu.Width()) / 2, - (BackgroundHeight() * 3 / 4) - (attackTypeMenu.Height() / 2)); - attackTypeMenu.Render(screen, position + offset); -} - }