#include "../Battle.h"
#include "../BattleState.h"
#include "../Hero.h"
+#include "../Resources.h"
#include "../../app/Application.h"
#include "../../app/Input.h"
#include "../../common/Capsule.h"
#include "../../common/GameConfig.h"
#include "../../common/GameState.h"
-#include "../../common/Hero.h"
+#include "../../common/Upgrade.h"
#include "../../math/Vector.h"
#include "../../graphics/Font.h"
#include "../../graphics/Frame.h"
+#include <iomanip>
#include <sstream>
using app::Application;
using app::Input;
+using common::GameState;
+using common::Upgrade;
using graphics::Font;
using graphics::Frame;
using math::Vector;
+using std::left;
+using std::right;
+using std::setfill;
+using std::setw;
using std::string;
+using std::stringstream;
using std::vector;
namespace battle {
}
void VictoryState::LoadResults() {
+ const Resources &res = parent->Res();
lines.clear();
- std::stringstream s;
- s << "Gets " << battle->ExpReward() << " EXP";
+ stringstream s;
+ s << res.victoryGetsText << ' '
+ << battle->ExpReward() << ' '
+ << res.victoryExpText << '.';
lines.push_back(s.str());
s.str("");
- s << "Gets " << battle->GoldReward() << " gold";
+ s << res.victoryGetsText << ' '
+ << battle->GoldReward() << ' '
+ << res.victoryGoldText << '.';
lines.push_back(s.str());
lines.push_back("");
- for (std::vector<Hero>::const_iterator
- i(battle->HeroesBegin()), end(battle->HeroesEnd());
+ GameState &state = *parent->Game().state;
+ vector<Upgrade> upgrade;
+ battle->ApplyRewards(state, upgrade);
+ for (vector<Upgrade>::const_iterator
+ i(upgrade.begin()), end(upgrade.end());
i != end; ++i) {
- if (i->Health() <= 0) continue;
- const common::Hero &hero = i->Master();
- s.str("");
- s << hero.Name() << " next level " << hero.NextLevel();
- lines.push_back(s.str());
+ LoadResult(*i, lines);
}
- if (battle->HasCapsule()) {
- const Capsule &capsule = battle->GetCapsule();
- if (capsule.Health() > 0) {
- s.str("");
- s << capsule.Name() << " next level " << capsule.Master().NextLevel();
- lines.push_back(s.str());
- }
- }
+ s.str("");
+ s << state.money << ' ' << res.victoryGoldText;
+ string goldStr = s.str();
lines.push_back("");
s.str("");
- s << parent->Game().state->money << " gold";
+ s << right << setw(28) << setfill(' ') << goldStr;
+ lines.push_back(s.str());
+}
+
+void VictoryState::LoadResult(
+ const Upgrade &u,
+ vector<string> &lines) {
+ const Resources &res = parent->Res();
+ stringstream s;
+ switch (u.GetType()) {
+ case Upgrade::LEVEL_UP:
+ s << left << setw(6) << setfill(' ') << u.Name()
+ << res.victoryLevelUpText << '.';
+ break;
+ case Upgrade::MAX_HEALTH:
+ s << res.victoryMHPText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
+ break;
+ case Upgrade::MAX_MAGIC:
+ s << res.victoryMMPText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
+ break;
+ case Upgrade::ATTACK:
+ s << res.victoryATPText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
+ break;
+ case Upgrade::DEFENSE:
+ s << res.victoryDFPText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
+ break;
+ case Upgrade::STRENGTH:
+ s << res.victorySTRText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
+ break;
+ case Upgrade::AGILITY:
+ s << res.victoryAGLText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
+ break;
+ case Upgrade::INTELLIGENCE:
+ s << res.victoryINTText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
+ break;
+ case Upgrade::GUT:
+ s << res.victoryGUTText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
+ break;
+ case Upgrade::MAGIC_RESISTANCE:
+ s << res.victoryMGRText << ' '
+ << res.victoryUpgradeText << ' '
+ << u.Amount() << '.';
+ break;
+ case Upgrade::LEVEL_NEXT:
+ s << setw(7) << setfill(' ')
+ << left << u.Name() << ' '
+ << res.victoryNextLevelText
+ << ' ' << u.Amount();
+ break;
+ default:
+ s << "unknown upgrade type " << u.GetType();
+ }
lines.push_back(s.str());
}