#include "../app/Input.h"
#include "../common/Inventory.h"
#include "../common/Item.h"
+#include "../common/Spell.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 common::Spell;
using geometry::Point;
using geometry::Vector;
using graphics::Menu;
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
+ LoadSpellMenu(i);
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();
}
+void BattleState::LoadSpellMenu(vector<Hero>::size_type index) {
+ spellMenus[index].Clear();
+ spellMenus[index].Reserve(HeroAt(index).Spells().size());
+ for (vector<const Spell *>::const_iterator i(HeroAt(index).Spells().begin()), end(HeroAt(index).Spells().end()); i != end; ++i) {
+ bool enabled((*i)->CanUseInBattle() && (*i)->Cost() <= HeroAt(index).Mana());
+ spellMenus[index].Add((*i)->Name(), *i, enabled, 0, (*i)->Cost());
+ }
+}
+
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();
}
}
}
// 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);
}
}