X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2Fstates%2FSelectIkari.cpp;h=2f07fa2ef56d1065fd18d7a460151f8e91af2f4a;hb=087783315ac5955c17bb3b051c9351f321653df6;hp=85b61c79d24443dc02be1396e07e7c81b39e06cc;hpb=536a8c96ebfec2a2b34f680d3d0b97db8e66d599;p=l2e.git diff --git a/src/battle/states/SelectIkari.cpp b/src/battle/states/SelectIkari.cpp index 85b61c7..2f07fa2 100644 --- a/src/battle/states/SelectIkari.cpp +++ b/src/battle/states/SelectIkari.cpp @@ -1,110 +1,138 @@ -/* - * SelectIkari.cpp - * - * Created on: Aug 9, 2012 - * Author: holy - */ - #include "SelectIkari.h" #include "SelectAttackType.h" +#include "SelectTarget.h" #include "../BattleState.h" #include "../../app/Application.h" #include "../../app/Input.h" -#include "../../geometry/Point.h" -#include "../../geometry/operators.h" +#include "../../common/Ikari.h" +#include "../../common/Item.h" #include "../../graphics/Frame.h" +#include "../../math/Vector.h" using app::Application; using app::Input; -using geometry::Point; -using geometry::Vector; +using common::Ikari; +using math::Vector; using graphics::Frame; namespace battle { -void SelectIkari::EnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; +SelectIkari::SelectIkari(Battle *battle, SelectAttackType *parent) +: battle(battle) +, parent(parent) { + } -void SelectIkari::ExitState(Application &c, SDL_Surface *screen) { - ctrl = 0; + +void SelectIkari::OnEnterState(SDL_Surface *screen) { + OnResize(screen->w, screen->h); } -void SelectIkari::ResumeState(Application &ctrl, SDL_Surface *screen) { +void SelectIkari::OnExitState(SDL_Surface *screen) { } -void SelectIkari::PauseState(Application &ctrl, SDL_Surface *screen) { +void SelectIkari::OnResumeState(SDL_Surface *screen) { + if (battle->ActiveHero().GetAttackChoice().Selection().HasSelected()) { + battle->ActiveHero().GetAttackChoice().SetType(AttackChoice::IKARI); + battle->ActiveHero().GetAttackChoice().SetItem(battle->ActiveHero().IkariMenu().Selected()); + Ctrl().PopState(); + } +} + +void SelectIkari::OnPauseState(SDL_Surface *screen) { } -void SelectIkari::Resize(int width, int height) { +void SelectIkari::OnResize(int width, int height) { + const Vector offset = parent->ScreenOffset(); + + const Resources &res = parent->Res(); + const Frame &frame = *res.selectFrame; + + framePosition = offset + frame.BorderSize(); + frameSize = Vector( + parent->Width() - 2 * frame.BorderWidth(), + res.normalFont->CharHeight() * 13); + + headlinePosition = offset + Vector( + 2 * frame.BorderWidth() + res.normalFont->CharWidth(), + 2 * frame.BorderHeight()); + menuPosition = offset + Vector( + 2 * frame.BorderWidth() + res.normalFont->CharWidth(), + 2 * frame.BorderHeight() + 2 * res.normalFont->CharHeight()); } -void SelectIkari::HandleInput(const Input &input) { +void SelectIkari::HandleEvents(const Input &input) { if (input.JustPressed(Input::ACTION_A)) { - // TODO: switch to target select - if (battle->GetIkariMenu().SelectedIsEnabled()) { - battle->SetAttackType(AttackChoice::IKARI); - battle->NextHero(); - ctrl->PopState(); + if (battle->ActiveHero().IkariMenu().SelectedIsEnabled() && battle->ActiveHero().IkariMenu().Selected()->HasIkari()) { + AttackChoice &ac(battle->ActiveHero().GetAttackChoice()); + const Ikari *ikari(battle->ActiveHero().IkariMenu().Selected()->GetIkari()); + ac.Selection().Reset(); + if (ikari->GetTargetingMode().TargetsAlly()) { + ac.Selection().SelectHeroes(); + } else { + ac.Selection().SelectMonsters(); + } + if (ikari->GetTargetingMode().TargetsAll()) { + ac.SetType(AttackChoice::IKARI); + ac.SetItem(battle->ActiveHero().IkariMenu().Selected()); + battle->NextHero(); + Ctrl().PopState(); + } else { + if (ikari->GetTargetingMode().TargetsSingle()) { + ac.Selection().SetSingle(); + } else { + ac.Selection().SetMultiple(); + } + Ctrl().PushState(new SelectTarget(battle, parent, &ac.Selection(), ikari->IsMagical() ? parent->Res().magicTargetCursor : parent->Res().weaponTargetCursor)); + } } } if (input.JustPressed(Input::ACTION_B)) { - ctrl->PopState(); // return control to parent + Ctrl().PopState(); // return control to parent } if (input.JustPressed(Input::PAD_UP)) { - battle->GetIkariMenu().PreviousRow(); + battle->ActiveHero().IkariMenu().PreviousRow(); } if (input.JustPressed(Input::PAD_RIGHT)) { - battle->GetIkariMenu().NextItem(); + battle->ActiveHero().IkariMenu().NextItem(); } if (input.JustPressed(Input::PAD_DOWN)) { - battle->GetIkariMenu().NextRow(); + battle->ActiveHero().IkariMenu().NextRow(); } if (input.JustPressed(Input::PAD_LEFT)) { - battle->GetIkariMenu().PreviousItem(); + battle->ActiveHero().IkariMenu().PreviousItem(); } } -void SelectIkari::UpdateWorld(float deltaT) { +void SelectIkari::UpdateWorld(Uint32 deltaT) { } void SelectIkari::Render(SDL_Surface *screen) { parent->Render(screen); - Vector offset(battle->CalculateScreenOffset(screen)); - RenderFrame(screen, offset); - RenderHeadline(screen, offset); - RenderMenu(screen, offset); + RenderFrame(screen); + RenderHeadline(screen); + RenderMenu(screen); } -void SelectIkari::RenderFrame(SDL_Surface *screen, const Vector &offset) { - const Frame *frame(battle->Res().selectFrame); - Point position(frame->BorderWidth(), frame->BorderHeight()); - int width(battle->BackgroundWidth() - 2 * frame->BorderWidth()); - int height(battle->Res().normalFont->CharHeight() * 13); - frame->Draw(screen, position + offset, width, height); +void SelectIkari::RenderFrame(SDL_Surface *screen) { + const Frame &frame = *parent->Res().selectFrame; + frame.Draw(screen, framePosition, frameSize.X(), frameSize.Y()); } -void SelectIkari::RenderHeadline(SDL_Surface *screen, const Vector &offset) { - const Resources &res(battle->Res()); - Point position( - 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(), - 2 * res.selectFrame->BorderHeight()); - res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset); +void SelectIkari::RenderHeadline(SDL_Surface *screen) { + const Resources &res = parent->Res(); + res.normalFont->DrawString(res.ikariMenuHeadline, screen, headlinePosition); } -void SelectIkari::RenderMenu(SDL_Surface *screen, const Vector &offset) { - const Resources &res(battle->Res()); - Point position( - 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(), - 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight()); - battle->GetIkariMenu().Draw(screen, position + offset); +void SelectIkari::RenderMenu(SDL_Surface *screen) { + battle->ActiveHero().IkariMenu().Draw(screen, menuPosition); } }