#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;
using std::vector;
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) {
- 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[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();
+}
+
+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();
+ }
}
}
// 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));
}
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);
}
}