X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=9e84206b3908dde82be2eba8fec5da82bf4e8661;hb=4956380d5109fe57722a968ad1ffbf2fa0a5ed2e;hp=549fdb4659213dd2307bd955249723f14f85f2be;hpb=4470cf4b44128f3509bfab43483844d19f563a77;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 549fdb4..9e84206 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -9,15 +9,24 @@ #include "PartyLayout.h" #include "states/SelectMoveAction.h" +#include "states/PerformAttacks.h" #include "../app/Application.h" #include "../app/Input.h" +#include "../common/Ikari.h" +#include "../common/Inventory.h" +#include "../common/Item.h" +#include "../common/Spell.h" #include "../geometry/operators.h" #include "../graphics/Sprite.h" +#include #include using app::Application; using app::Input; +using common::Inventory; +using common::Item; +using common::Spell; using geometry::Point; using geometry::Vector; using graphics::Menu; @@ -40,6 +49,11 @@ void BattleState::AddHero(const Hero &h) { heroes.push_back(h); } +void BattleState::SwapHeroes(std::vector::size_type lhs, std::vector::size_type rhs) { + if (lhs < 0 || lhs >= heroes.size() || rhs < 0 || rhs >= heroes.size() || lhs == rhs) return; + std::swap(heroes[lhs], heroes[rhs]); +} + void BattleState::Resize(int w, int h) { @@ -49,23 +63,125 @@ 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) { - 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))); + spellMenus[i] = res->spellMenuPrototype; + LoadSpellMenu(i); + ikariMenus[i] = res->ikariMenuPrototype; + LoadIkariMenu(i); + heroTags[i] = HeroTag(this, i); + } + + int tagHeight(attackTypeMenu.Height()); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); + int xOffset((BackgroundWidth() - 2 * tagWidth) / 2); + heroTagPositions[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight); + heroTagPositions[1] = Point(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight); + heroTagPositions[2] = Point(xOffset, BackgroundHeight() - tagHeight); + heroTagPositions[3] = Point(xOffset + tagWidth, BackgroundHeight() - tagHeight); + + itemMenu = res->itemMenuPrototype; + LoadInventory(); +} + +void BattleState::LoadSpellMenu(vector::size_type index) { + spellMenus[index].Clear(); + spellMenus[index].Reserve(HeroAt(index).Spells().size()); + for (vector::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) { + bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana()); + spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost()); + } +} + +void BattleState::LoadIkariMenu(vector::size_type index) { + ikariMenus[index].Clear(); + ikariMenus[index].Reserve(6); + + if (HeroAt(index).HasWeapon()) { + ikariMenus[index].Add( + HeroAt(index).Weapon()->Name(), + HeroAt(index).Weapon(), + HeroAt(index).Weapon()->HasIkari() && HeroAt(index).Weapon()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->weaponMenuIcon, + 0, + HeroAt(index).Weapon()->HasIkari() ? HeroAt(index).Weapon()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->weaponMenuIcon); + } + + if (HeroAt(index).HasArmor()) { + ikariMenus[index].Add( + HeroAt(index).Armor()->Name(), + HeroAt(index).Armor(), + HeroAt(index).Armor()->HasIkari() && HeroAt(index).Armor()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->armorMenuIcon, + 0, + HeroAt(index).Armor()->HasIkari() ? HeroAt(index).Armor()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->armorMenuIcon); + } + + if (HeroAt(index).HasShield()) { + ikariMenus[index].Add( + HeroAt(index).Shield()->Name(), + HeroAt(index).Shield(), + HeroAt(index).Shield()->HasIkari() && HeroAt(index).Shield()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->shieldMenuIcon, + 0, + HeroAt(index).Shield()->HasIkari() ? HeroAt(index).Shield()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->shieldMenuIcon); + } + + if (HeroAt(index).HasHelmet()) { + ikariMenus[index].Add( + HeroAt(index).Helmet()->Name(), + HeroAt(index).Helmet(), + HeroAt(index).Helmet()->HasIkari() && HeroAt(index).Helmet()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->helmetMenuIcon, + 0, + HeroAt(index).Helmet()->HasIkari() ? HeroAt(index).Helmet()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->helmetMenuIcon); } + + if (HeroAt(index).HasRing()) { + ikariMenus[index].Add( + HeroAt(index).Ring()->Name(), + HeroAt(index).Ring(), + HeroAt(index).Ring()->HasIkari() && HeroAt(index).Ring()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->ringMenuIcon, + 0, + HeroAt(index).Ring()->HasIkari() ? HeroAt(index).Ring()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->ringMenuIcon); + } + + if (HeroAt(index).HasJewel()) { + ikariMenus[index].Add( + HeroAt(index).Jewel()->Name(), + HeroAt(index).Jewel(), + HeroAt(index).Jewel()->HasIkari() && HeroAt(index).Jewel()->GetIkari()->Cost() <= HeroAt(index).IP(), + res->jewelMenuIcon, + 0, + HeroAt(index).Jewel()->HasIkari() ? HeroAt(index).Jewel()->GetIkari()->Name() : ""); + } else { + ikariMenus[index].Add(res->noEquipmentText, 0, false, res->jewelMenuIcon); + } +} + +void BattleState::LoadInventory() { + const Inventory &inv(*res->inventory); + itemMenu.Clear(); + itemMenu.Reserve(inv.MaxItems()); + for (int i(0); i < inv.MaxItems(); ++i) { + const Item *item(inv.ItemAt(i)); + if (item) { + itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i)); + } else { + itemMenu.AddEmptyEntry(); + } + } + ClearAllAttacks(); } void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { @@ -73,12 +189,16 @@ 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)); + // TODO: check for victory or defeat + if (ranAway) { + ctrl.PopState(); // quit the battle scene + return; + } + if (AttackSelectionDone()) { + ctrl.PushState(new PerformAttacks(this)); + } else { + ctrl.PushState(new SelectMoveAction(this)); + } } void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { @@ -86,7 +206,15 @@ void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { } -void BattleState::HandleInput(const Input &input) { +void BattleState::ClearAllAttacks() { + activeHero = -1; + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + attackChoices[i] = AttackChoice(this); + } +} + + +void BattleState::HandleEvents(const Input &input) { } @@ -122,23 +250,16 @@ void BattleState::RenderMonsters(SDL_Surface *screen, const Vector &offset) void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset); + heroes[i].Sprite()->DrawCenterBottom(screen, heroesPositions[i] + offset, 0, 1); } } void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { 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); - 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); + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero); } }