X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=c54fecaca88dd10acdb79ff16b597fe82a6d7cf5;hb=d872d756e64b8f1f57cba64ae19f479f8eab3927;hp=ec56169a1b261f87dd6d2172fbb947b2954e9e25;hpb=7946f704a4cd3a985d2fb523079fce7fa14c341e;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index ec56169..c54feca 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -13,6 +13,7 @@ #include "../app/Input.h" #include "../common/Inventory.h" #include "../common/Item.h" +#include "../common/Spell.h" #include "../geometry/operators.h" #include "../graphics/Sprite.h" @@ -22,6 +23,7 @@ using app::Application; using app::Input; using common::Inventory; using common::Item; +using common::Spell; using geometry::Point; using geometry::Vector; using graphics::Menu; @@ -53,19 +55,36 @@ 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 spell menu entries + LoadSpellMenu(i); ikariMenus.push_back(res->ikariMenuPrototype); // TODO: insert ikari menu entries - heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2))); + 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::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::LoadInventory() { const Inventory &inv(*res->inventory); itemMenu.Clear(); @@ -88,8 +107,9 @@ 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()); + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + attackChoices[i] = AttackChoice(this); + } ctrl.PushState(new SelectMoveAction(this)); } @@ -141,16 +161,9 @@ 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); - 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); } }