]> git.localhorst.tv Git - l2e.git/blobdiff - src/battle/BattleState.cpp
added attack targets selection state
[l2e.git] / src / battle / BattleState.cpp
index 58f29659e7c4500656b5c70f1faf5595e3e14b8c..ad225173fce209625a452265c0913cf5b1d9adda 100644 (file)
@@ -16,9 +16,7 @@
 #include "../geometry/operators.h"
 #include "../graphics/Sprite.h"
 
-#include <iomanip>
 #include <stdexcept>
-#include <sstream>
 
 using app::Application;
 using app::Input;
@@ -55,14 +53,22 @@ void BattleState::Resize(int w, int h) {
 void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
        monstersLayout->CalculatePositions(background->w, background->h, monsterPositions);
        heroesLayout->CalculatePositions(background->w, background->h, heroesPositions);
-       attackChoices.resize(heroes.size());
        for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
                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)));
+               heroTags[i] = HeroTag(&heroes[i], attackChoices + i, res, HeroTag::Alignment((i + 1) % 2));
        }
+
+       int tagHeight(attackTypeMenu.Height());
+       int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
+       int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
+       heroTagPositions[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
+       heroTagPositions[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
+       heroTagPositions[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
+       heroTagPositions[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
+
        // TODO: insert item menu entries
        itemMenu = res->itemMenuPrototype;
        LoadInventory();
@@ -72,21 +78,12 @@ 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());
+                       itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i));
                } else {
-                       itemMenu.Add("", 0, false);
+                       itemMenu.AddEmptyEntry();
                }
        }
 }
@@ -99,8 +96,9 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
        // TODO: check for victory, defeat or run
        // reset attack choices
        activeHero = -1;
-       attackChoices.clear();
-       attackChoices.resize(heroes.size());
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               attackChoices[i] = AttackChoice(this);
+       }
        ctrl.PushState(new SelectMoveAction(this));
 }
 
@@ -152,16 +150,9 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector<int> &offset) {
 void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector<int> &offset) {
        int tagHeight(attackTypeMenu.Height());
        int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2);
-       int xOffset((BackgroundWidth() - 2 * tagWidth) / 2);
 
-       Point<int> tagPosition[4];
-       tagPosition[0] = Point<int>(xOffset, BackgroundHeight() - 2 * tagHeight);
-       tagPosition[1] = Point<int>(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight);
-       tagPosition[2] = Point<int>(xOffset, BackgroundHeight() - tagHeight);
-       tagPosition[3] = Point<int>(xOffset + tagWidth, BackgroundHeight() - tagHeight);
-
-       for (vector<HeroTag>::size_type i(0), end(heroTags.size()); i < end; ++i) {
-               heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);
+       for (vector<Hero>::size_type i(0), end(heroes.size()); i < end; ++i) {
+               heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero);
        }
 }