]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
preliminary solution for loading inventory in item select
[l2e.git] / src / battle / BattleState.cpp
index f1e3d07caffc17676d1d5bcd85bc8b5f19a75c1b..58f29659e7c4500656b5c70f1faf5595e3e14b8c 100644 (file)
 #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;
 
@@ -50,7 +57,37 @@ 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, 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);
+               }
        }
 }