X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=cbea81a82cb5d1564344abe6e24d757bbca70d0e;hb=62c0a1d0ac98eb51418e4daa59e80b6cc97b522f;hp=b11f52cc90b4950f73fd76641cc1699420d17bb3;hpb=c0860451b5fd681c3b3b8d985e8831276bbd917f;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index b11f52c..cbea81a 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -8,17 +8,27 @@ #include "BattleState.h" #include "PartyLayout.h" +#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; using app::Input; +using common::Inventory; +using common::Item; +using common::Spell; using geometry::Point; using geometry::Vector; +using graphics::Menu; using std::vector; @@ -38,6 +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) { @@ -47,15 +62,147 @@ 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); + LoadSpellMenu(i); + ikariMenus.push_back(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(); + } + } } -void BattleState::ExitState() { +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; + 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) { - attackTypeMenu.ReadInput(input); + } void BattleState::UpdateWorld(float deltaT) { @@ -63,14 +210,12 @@ 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); - attackTypeMenu.Render(screen, Point(background->w / 2, background->h * 3 / 4)); + RenderHeroTags(screen, offset); } void BattleState::RenderBackground(SDL_Surface *screen, const Vector &offset) { @@ -96,4 +241,13 @@ 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); + } +} + }