#include "states/SelectMoveAction.h"
#include "../app/Application.h"
#include "../app/Input.h"
+#include "../common/Inventory.h"
+#include "../common/Item.h"
#include "../geometry/operators.h"
#include "../graphics/Sprite.h"
+#include <iomanip>
#include <stdexcept>
+#include <sstream>
using app::Application;
using app::Input;
+using common::Inventory;
+using common::Item;
using geometry::Point;
using geometry::Vector;
+using graphics::Menu;
using std::vector;
heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
attackChoices.resize(heroes.size());
for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
- heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, healthGauge, manaGauge, ikariGauge, heroTagSprites, heroTagFont, HeroTag::Alignment((i + 1) % 2)));
+ spellMenus.push_back(res->spellMenuPrototype);
+ // TODO: insert spell menu entries
+ ikariMenus.push_back(res->ikariMenuPrototype);
+ // TODO: insert ikari menu entries
+ heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2)));
+ }
+ // TODO: insert item menu entries
+ itemMenu = res->itemMenuPrototype;
+ LoadInventory();
+}
+
+void BattleState::LoadInventory() {
+ const Inventory &inv(*res->inventory);
+ itemMenu.Clear();
+ itemMenu.Reserve(inv.MaxItems());
+ itemMenuStrings.clear();
+ itemMenuStrings.resize(inv.MaxItems());
+ int itemNameLength(itemMenu.CharsPerEntry() - 3);
+ // TODO: better (maybe intrusive) solution for menus with counts
+ for (int i(0); i < inv.MaxItems(); ++i) {
+ const Item *item(inv.ItemAt(i));
+ if (item) {
+ std::stringstream s;
+ s << std::setw(itemNameLength) << std::left << std::setfill(' ') << item->Name();
+ s << ':';
+ s << inv.ItemCountAt(i);
+ itemMenuStrings[i] = s.str();
+ itemMenu.Add(itemMenuStrings[i].c_str(), item, item->CanUseInBattle(), item->MenuIcon());
+ } else {
+ itemMenu.Add("", 0, false);
+ }
}
}
}
void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+ // TODO: check for victory, defeat or run
// reset attack choices
activeHero = -1;
attackChoices.clear();