#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"
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;
monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- heroTags.push_back(HeroTag(&heroes[i], HeroTag::Alignment((i + 1) % 2)));
+ spellMenus.push_back(res->spellMenuPrototype);
+ LoadSpellMenu(i);
+ ikariMenus.push_back(res->ikariMenuPrototype);
+ LoadIkariMenu(i);
+ 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<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
+ heroTagPositions[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
+ heroTagPositions[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
+ heroTagPositions[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+
+ itemMenu = res->itemMenuPrototype;
+ LoadInventory();
+}
+
+void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
+ spellMenus[index].Clear();
+ spellMenus[index].Reserve(HeroAt(index).Spells().size());
+ for (vector<const Spell *>::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<Hero>::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::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<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ attackChoices[i] = AttackChoice(this);
+ }
ctrl.PushState(new SelectMoveAction(this));
}
}
void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
- int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight);
- int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2);
- int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2);
-
- Point<int> tagPosition[4];
- tagPosition[0] = Point<int>(0, uiOffset);
- tagPosition[1] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset);
- tagPosition[2] = Point<int>(0, uiOffset + tagHeight + attackTypeMenu.IconHeight());
- tagPosition[3] = Point<int>(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight());
-
- for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
- heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
+ int tagHeight(attackTypeMenu.Height());
+ int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+
+ for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+ heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
}
}