]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
postponed attack type decision to their respective states
[l2e.git] / src / battle / BattleState.cpp
index b1eaa4d144996525ee2a449f4020d2a8529d987a..0c983e7fa2d964fddff019e21a962a64ef662f1b 100644 (file)
@@ -20,6 +20,7 @@ using app::Application;
 using app::Input;
 using geometry::Point;
 using geometry::Vector;
+using graphics::Menu;
 
 using std::vector;
 
@@ -50,8 +51,14 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        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, 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;
 }
 
 void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
@@ -59,6 +66,7 @@ void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
 }
 
 void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+       // TODO: check for victory, defeat or run
        // reset attack choices
        activeHero = -1;
        attackChoices.clear();