X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=c294e1a28feda13da5b9f81be3b9e15aa4aecdc3;hb=69123d71dacfdd6592c00ead8b92b6441d0f0228;hp=da3dad6de234f43263860d1e5b3dfdb85e16ea95;hpb=a45cae167c7a0608684225a7e413bf72cc6db353;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index da3dad6..c294e1a 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -11,12 +11,14 @@ #include "states/SelectMoveAction.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; @@ -46,6 +48,11 @@ 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) { @@ -59,8 +66,8 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { spellMenus.push_back(res->spellMenuPrototype); LoadSpellMenu(i); ikariMenus.push_back(res->ikariMenuPrototype); - // TODO: insert ikari menu entries - heroTags[i] = HeroTag(&heroes[i], attackChoices + i, res, HeroTag::Alignment((i + 1) % 2)); + LoadIkariMenu(i); + heroTags[i] = HeroTag(this, i); } int tagHeight(attackTypeMenu.Height()); @@ -84,6 +91,83 @@ void BattleState::LoadSpellMenu(vector::size_type index) { } } +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(); @@ -103,7 +187,11 @@ void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { } void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { - // TODO: check for victory, defeat or run + // TODO: check for victory or defeat + if (ranAway) { + ctrl.PopState(); // quit the battle scene + return; + } // reset attack choices activeHero = -1; for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { @@ -117,7 +205,7 @@ void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) { } -void BattleState::HandleInput(const Input &input) { +void BattleState::HandleEvents(const Input &input) { } @@ -153,7 +241,7 @@ 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); } }