X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=ad225173fce209625a452265c0913cf5b1d9adda;hb=3c72a71fbf6de96333a641051a20c6bf8b3a5df3;hp=c31786eed84aca8db1fa258bb43b8fb50738fa48;hpb=2955f56fb11fab871a34db5700befe55737d81d7;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index c31786e..ad22517 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,14 +8,23 @@ #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" #include using app::Application; +using app::Input; +using common::Inventory; +using common::Item; using geometry::Point; using geometry::Vector; +using graphics::Menu; using std::vector; @@ -44,14 +53,61 @@ 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); + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + 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)); + } + + 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::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(); + } + } +} + +void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { + } -void BattleState::ExitState() { +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::HandleEvent(const SDL_Event &) { +void BattleState::HandleInput(const Input &input) { } @@ -60,13 +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); +// RenderHeroes(screen, offset); + RenderHeroTags(screen, offset); } void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { @@ -92,4 +147,13 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { } } +void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { + int tagHeight(attackTypeMenu.Height()); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); + + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero); + } +} + }