#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"
using app::Application;
using app::Input;
+using common::Inventory;
+using common::Item;
using geometry::Point;
using geometry::Vector;
using graphics::Menu;
attackChoices.resize(heroes.size());
for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
spellMenus.push_back(res->spellMenuPrototype);
- // TODO: insert real spell menu entries
- spellMenus.back().Add("Reset : 0", 0, false);
- spellMenus.back().Add("Strong : 3", 0);
- spellMenus.back().Add("Stronger : 8", 0);
- spellMenus.back().Add("Champion :16", 0);
- spellMenus.back().Add("Rally :10", 0);
- spellMenus.back().Add("Valor :30", 0);
- spellMenus.back().Add("Poison : 2", 0);
- spellMenus.back().Add("Release : 2", 0);
- spellMenus.back().Add("Waken : 4", 0);
- spellMenus.back().Add("Fake : 4", 0);
- spellMenus.back().Add("Trick : 5", 0);
+ // 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());
+ 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(Application &ctrl, SDL_Surface *screen) {