]> git.localhorst.tv Git - l2e.git/blobdiff - src/menu/PartyMenu.cpp
added capsule menu stub
[l2e.git] / src / menu / PartyMenu.cpp
index 79b2be06d7dc436c27d9be5d264ef77a639fad86..f3176b3f70981aa4fe66c942b3d4ea4bd9d6aa8c 100644 (file)
@@ -1,14 +1,14 @@
-/*
- * PartyMenu.cpp
- *
- *  Created on: Oct 21, 2012
- *      Author: holy
- */
-
 #include "PartyMenu.h"
 
+#include "CapsuleMenu.h"
+#include "ChangeHero.h"
+#include "ConfigMenu.h"
+#include "EquipMenu.h"
+#include "InventoryMenu.h"
 #include "Resources.h"
+#include "ScenarioMenu.h"
 #include "SelectHero.h"
+#include "SpellMenu.h"
 #include "StatusMenu.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
@@ -29,7 +29,7 @@ PartyMenu::PartyMenu(GameConfig *game)
 : game(game)
 , mainMenu(*game->menuResources->mainMenuProperties) {
        for (int i(0); i < 4; ++i) {
-               status[i].SetHero(game->state->party[i]);
+               status[i].SetHero(game->state->party, i);
                status[i].SetResources(game->menuResources);
        }
        statusPositions[0] = Vector<int>(0, 0);
@@ -41,7 +41,7 @@ PartyMenu::PartyMenu(GameConfig *game)
        mainMenu.Add(Res().mainMenuStatusText, 4);
        mainMenu.Add(Res().mainMenuSpellText, 1);
        mainMenu.Add(Res().mainMenuChangeText, 5);
-       mainMenu.Add(Res().mainMenuCapsuleText, 2);
+       mainMenu.Add(Res().mainMenuCapsuleText, 2, game->state->capsule);
        mainMenu.Add(Res().mainMenuConfigText, 6);
        mainMenu.Add(Res().mainMenuEquipmentText, 3);
        mainMenu.Add(Res().mainMenuScenarioText, 7);
@@ -93,21 +93,32 @@ void PartyMenu::HandleEvents(const Input &input) {
        if (input.JustPressed(Input::ACTION_A)) {
                switch (mainMenu.Selected()) {
                        case MENU_ITEM_ITEM:
+                               Ctrl().PushState(new InventoryMenu(this));
                                break;
                        case MENU_ITEM_SPELL:
+                               Ctrl().PushState(new SelectHero(this, this, this, OnSpellSelect));
                                break;
                        case MENU_ITEM_CAPSULE:
+                               if (game->state->capsule) {
+                                       Ctrl().PushState(new CapsuleMenu(this));
+                               } else {
+                                       // noise and blur
+                               }
                                break;
                        case MENU_ITEM_EQUIP:
+                               Ctrl().PushState(new SelectHero(this, this, this, OnEquipSelect));
                                break;
                        case MENU_ITEM_STATUS:
-                               Ctrl().PushState(new SelectHero(this, OnStatusSelect));
+                               Ctrl().PushState(new SelectHero(this, this, this, OnStatusSelect));
                                break;
                        case MENU_ITEM_CHANGE:
+                               Ctrl().PushState(new ChangeHero(this));
                                break;
                        case MENU_ITEM_CONFIG:
+                               Ctrl().PushState(new ConfigMenu(this));
                                break;
                        case MENU_ITEM_SCENARIO:
+                               Ctrl().PushState(new ScenarioMenu(this));
                                break;
                        default:
                                break;
@@ -196,8 +207,22 @@ const Resources &PartyMenu::Res() const {
        return *game->menuResources;
 }
 
-void PartyMenu::OnStatusSelect(PartyMenu *self, int index) {
-       self->Ctrl().ChangeState(new StatusMenu(self, index));
+void PartyMenu::OnEquipSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new EquipMenu(self, index));
+}
+
+void PartyMenu::OnSpellSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new SpellMenu(self, index));
+}
+
+void PartyMenu::OnStatusSelect(void *ref, int index) {
+       PartyMenu *self(reinterpret_cast<PartyMenu *>(ref));
+       self->Ctrl().ChangeState(
+                       new StatusMenu(self, index));
 }
 
 }