X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=ad225173fce209625a452265c0913cf5b1d9adda;hb=3c72a71fbf6de96333a641051a20c6bf8b3a5df3;hp=a2c306a2ef7050d1fd9d0a468d768d152962229b;hpb=628b3a7276d0b330719e05504b23bafcf88f8fca;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index a2c306a..ad22517 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,8 +8,11 @@ #include "BattleState.h" #include "PartyLayout.h" +#include "states/SelectMoveAction.h" #include "../app/Application.h" #include "../app/Input.h" +#include "../common/Inventory.h" +#include "../common/Item.h" #include "../geometry/operators.h" #include "../graphics/Sprite.h" @@ -17,8 +20,11 @@ using app::Application; using app::Input; +using common::Inventory; +using common::Item; using geometry::Point; using geometry::Vector; +using graphics::Menu; using std::vector; @@ -48,45 +54,61 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { monstersLayout->CalculatePositions(background->w, background->h, monsterPositions); heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); 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 spell menu entries + ikariMenus.push_back(res->ikariMenuPrototype); + // TODO: insert ikari menu entries + heroTags[i] = HeroTag(&heroes[i], attackChoices + i, res, HeroTag::Alignment((i + 1) % 2)); } -} - -void BattleState::ExitState() { + 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); + + // TODO: insert item menu entries + itemMenu = res->itemMenuPrototype; + LoadInventory(); } - -void BattleState::HandleInput(const Input &input) { - if (moveChoice == -1) { - if (input.IsDown(Input::PAD_UP)) { - moveMenu.Select(MoveMenu::CHANGE); - } else if (input.IsDown(Input::PAD_DOWN)) { - moveMenu.Select(MoveMenu::RUN); +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 { - moveMenu.Select(MoveMenu::ATTACK); + itemMenu.AddEmptyEntry(); } + } +} - if (input.JustPressed(Input::ACTION_A)) { - moveChoice = moveMenu.Selected(); - } - } else { - if (input.IsDown(Input::PAD_UP)) { - attackTypeMenu.Select(AttackTypeMenu::MAGIC); - } else if (input.IsDown(Input::PAD_RIGHT)) { - attackTypeMenu.Select(AttackTypeMenu::DEFEND); - } else if (input.IsDown(Input::PAD_DOWN)) { - attackTypeMenu.Select(AttackTypeMenu::IKARI); - } else if (input.IsDown(Input::PAD_LEFT)) { - attackTypeMenu.Select(AttackTypeMenu::ITEM); - } else { - attackTypeMenu.Select(AttackTypeMenu::SWORD); - } +void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { - if (input.JustPressed(Input::ACTION_A)) { - activeHero = (activeHero + 1) % 4; - } +} + +void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { + // TODO: check for victory, defeat or run + // reset attack choices + activeHero = -1; + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + attackChoices[i] = AttackChoice(this); } + ctrl.PushState(new SelectMoveAction(this)); +} + +void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { + +} + + +void BattleState::HandleInput(const Input &input) { + } void BattleState::UpdateWorld(float deltaT) { @@ -94,19 +116,12 @@ void BattleState::UpdateWorld(float deltaT) { } void BattleState::Render(SDL_Surface *screen) { - Vector offset( - (screen->w - background->w) / 2, - (screen->h - background->h) / 2); + Vector offset(CalculateScreenOffset(screen)); RenderBackground(screen, offset); RenderMonsters(screen, offset); // RenderHeroes(screen, offset); RenderHeroTags(screen, offset); - if (moveChoice == -1) { - RenderMoveMenu(screen, offset); - } else { - RenderAttackTypeMenu(screen, offset); - } } void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { @@ -133,33 +148,12 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { } void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { - int uiHeight(background->h / 2), uiOffset(uiHeight); - int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2); - int tagWidth((background->w - attackTypeMenu.IconWidth()) / 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()); - - for (vector::size_type i(0), end(heroTags.size()); i < end; ++i) { - heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, i == activeHero); - } -} + int tagHeight(attackTypeMenu.Height()); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); -void BattleState::RenderAttackTypeMenu(SDL_Surface *screen, const Vector &offset) { - Point position( - (background->w - attackTypeMenu.Width()) / 2, - (background->h * 3 / 4) - (attackTypeMenu.Height() / 2)); - attackTypeMenu.Render(screen, position + offset); -} - -void BattleState::RenderMoveMenu(SDL_Surface *screen, const Vector &offset) { - Point position( - (background->w - moveMenu.Width()) / 2, - (background->h * 3 / 4) - (moveMenu.Height() / 2)); - moveMenu.Render(screen, position + offset); + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero); + } } }