# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/battle/states/SelectAttackType.cpp \
+../src/battle/states/SelectItem.cpp \
../src/battle/states/SelectMoveAction.cpp \
../src/battle/states/SelectSpell.cpp
OBJS += \
./src/battle/states/SelectAttackType.o \
+./src/battle/states/SelectItem.o \
./src/battle/states/SelectMoveAction.o \
./src/battle/states/SelectSpell.o
CPP_DEPS += \
./src/battle/states/SelectAttackType.d \
+./src/battle/states/SelectItem.d \
./src/battle/states/SelectMoveAction.d \
./src/battle/states/SelectSpell.d
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/battle/states/SelectAttackType.cpp \
+../src/battle/states/SelectItem.cpp \
../src/battle/states/SelectMoveAction.cpp \
../src/battle/states/SelectSpell.cpp
OBJS += \
./src/battle/states/SelectAttackType.o \
+./src/battle/states/SelectItem.o \
./src/battle/states/SelectMoveAction.o \
./src/battle/states/SelectSpell.o
CPP_DEPS += \
./src/battle/states/SelectAttackType.d \
+./src/battle/states/SelectItem.d \
./src/battle/states/SelectMoveAction.d \
./src/battle/states/SelectSpell.d
spellMenus.back().Add("Spark : 3", 0);
heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
}
+ itemMenu = res->itemMenuPrototype;
+ itemMenu.Add("Antidote : 9", 0);
+ itemMenu.Add("Magic jar : 4", 0);
+ itemMenu.Add("Miracle : 4", 0);
+ itemMenu.Add("Hi-Potion : 6", 0);
+ itemMenu.Add("Hi-Magic : 7", 0);
+ itemMenu.Add("Regain : 4", 0);
+ itemMenu.Add("Power potion: 4", 0, false);
+ itemMenu.Add("Life potion : 1", 0, false);
+ itemMenu.Add("Escape : 2", 0, false);
+ itemMenu.Add("Power gourd : 3", 0);
+ itemMenu.Add("Mystery pin : 2", 0);
}
void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
bool AttackSelectionDone() const { return activeHero >= (int) heroes.size(); }
graphics::Menu</* Spell */ void *> &GetSpellMenu() { return spellMenus[activeHero]; }
const graphics::Menu</* Spell */ void *> &GetSpellMenu() const { return spellMenus[activeHero]; }
+ graphics::Menu</* Item */ void *> &GetItemMenu() { return itemMenu; }
+ const graphics::Menu</* Item */ void *> &GetItemMenu() const { return itemMenu; }
public:
geometry::Vector<int> CalculateScreenOffset(SDL_Surface *screen) const {
std::vector<Monster> monsters;
std::vector<Hero> heroes;
std::vector<graphics::Menu</* Spell */ void *> > spellMenus;
+ graphics::Menu</* Item */ void *> itemMenu;
std::vector<HeroTag> heroTags;
std::vector<AttackChoice> attackChoices;
int activeHero;
const char *spellMenuHeadline;
graphics::Menu</* Spell */ void *> spellMenuPrototype;
+ const char *itemMenuHeadline;
+ graphics::Menu</* Spell */ void *> itemMenuPrototype;
+
Resources()
: moveIcons(0)
, disabledFont(0)
, menuCursor(0)
-
, spellMenuHeadline("")
+ , itemMenuHeadline("")
{ }
};
#include "SelectAttackType.h"
+#include "SelectItem.h"
#include "SelectMoveAction.h"
#include "SelectSpell.h"
#include "../AttackChoice.h"
battle->NextHero();
break;
case AttackChoice::ITEM:
- // TODO: switch to item select
- battle->NextHero();
+ ctrl->PushState(new SelectItem(battle, this));
break;
default:
throw std::logic_error("selected invalid attack type");
--- /dev/null
+/*
+ * SelectItem.cpp
+ *
+ * Created on: Aug 9, 2012
+ * Author: holy
+ */
+
+#include "SelectItem.h"
+
+#include "SelectAttackType.h"
+#include "../BattleState.h"
+#include "../../app/Application.h"
+#include "../../app/Input.h"
+#include "../../geometry/Point.h"
+#include "../../geometry/operators.h"
+#include "../../graphics/Frame.h"
+
+using app::Application;
+using app::Input;
+using geometry::Point;
+using geometry::Vector;
+using graphics::Frame;
+
+namespace battle {
+
+void SelectItem::EnterState(Application &c, SDL_Surface *screen) {
+ ctrl = &c;
+}
+
+void SelectItem::ExitState(Application &c, SDL_Surface *screen) {
+ ctrl = 0;
+}
+
+void SelectItem::ResumeState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+void SelectItem::PauseState(Application &ctrl, SDL_Surface *screen) {
+
+}
+
+
+void SelectItem::Resize(int width, int height) {
+
+}
+
+
+void SelectItem::HandleInput(const Input &input) {
+ if (input.JustPressed(Input::ACTION_A)) {
+ // TODO: switch to target select
+ if (battle->GetItemMenu().SelectedIsEnabled()) {
+ battle->NextHero();
+ ctrl->PopState();
+ }
+ }
+ if (input.JustPressed(Input::ACTION_B)) {
+ ctrl->PopState(); // return control to parent
+ }
+ if (input.JustPressed(Input::PAD_UP)) {
+ battle->GetItemMenu().PreviousRow();
+ }
+ if (input.JustPressed(Input::PAD_RIGHT)) {
+ battle->GetItemMenu().NextItem();
+ }
+ if (input.JustPressed(Input::PAD_DOWN)) {
+ battle->GetItemMenu().NextRow();
+ }
+ if (input.JustPressed(Input::PAD_LEFT)) {
+ battle->GetItemMenu().PreviousItem();
+ }
+}
+
+void SelectItem::UpdateWorld(float deltaT) {
+
+}
+
+void SelectItem::Render(SDL_Surface *screen) {
+ parent->Render(screen);
+ Vector<int> offset(battle->CalculateScreenOffset(screen));
+ RenderFrame(screen, offset);
+ RenderHeadline(screen, offset);
+ RenderMenu(screen, offset);
+}
+
+void SelectItem::RenderFrame(SDL_Surface *screen, const Vector<int> &offset) {
+ const Frame *frame(battle->Res().selectFrame);
+ Point<int> 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 SelectItem::RenderHeadline(SDL_Surface *screen, const Vector<int> &offset) {
+ const Resources &res(battle->Res());
+ Point<int> position(
+ 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
+ 2 * res.selectFrame->BorderHeight());
+ res.normalFont->DrawString(res.itemMenuHeadline, screen, position + offset);
+}
+
+void SelectItem::RenderMenu(SDL_Surface *screen, const Vector<int> &offset) {
+ const Resources &res(battle->Res());
+ Point<int> position(
+ 2 * res.selectFrame->BorderWidth() + res.normalFont->CharWidth(),
+ 2 * res.selectFrame->BorderHeight() + 2 * res.normalFont->CharHeight());
+ battle->GetItemMenu().Draw(screen, position + offset);
+}
+
+}
--- /dev/null
+/*
+ * SelectItem.h
+ *
+ * Created on: Aug 9, 2012
+ * Author: holy
+ */
+
+#ifndef BATTLE_SELECTITEM_H_
+#define BATTLE_SELECTITEM_H_
+
+#include "../../app/State.h"
+
+#include "../../geometry/Vector.h"
+
+namespace battle {
+
+class BattleState;
+class SelectAttackType;
+
+class SelectItem
+: public app::State {
+
+public:
+ SelectItem(BattleState *battle, SelectAttackType *parent)
+ : ctrl(0), battle(battle), parent(parent) { }
+
+public:
+ virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
+ virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
+ virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
+ virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+
+ virtual void Resize(int width, int height);
+
+ virtual void HandleInput(const app::Input &);
+ virtual void UpdateWorld(float deltaT);
+ virtual void Render(SDL_Surface *);
+
+private:
+ void RenderFrame(SDL_Surface *, const geometry::Vector<int> &offset);
+ void RenderHeadline(SDL_Surface *, const geometry::Vector<int> &offset);
+ void RenderMenu(SDL_Surface *, const geometry::Vector<int> &offset);
+
+private:
+ app::Application *ctrl;
+ BattleState *battle;
+ SelectAttackType *parent;
+
+};
+
+}
+
+#endif /* BATTLE_SELECTITEM_H_ */
battleRes.spellMenuHeadline = "Please choose a spell.";
battleRes.spellMenuPrototype = Menu</* Spell */ void *>(&normalFont, &disabledFont, &handCursorSprite, 12, 6, 8, 2, 32);
+ battleRes.itemMenuHeadline = "Please choose an item.";
+ battleRes.itemMenuPrototype = Menu</* Item */ void *>(&normalFont, &disabledFont, &handCursorSprite, 15, 6, 8, 1, 32);
+
BattleState *battleState(new BattleState(bg, monstersLayout, heroesLayout, &battleRes));
battleState->AddMonster(monster);
battleState->AddMonster(monster);