X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=58f29659e7c4500656b5c70f1faf5595e3e14b8c;hb=57a9949304b1d938bdb795213a8f46a7e28fcf7c;hp=15d9d18c5b2739d0d1ed0d77c012036452b2d2a6;hpb=8c055cbdddac2114c130e6a6524ff887d89ccf53;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 15d9d18..58f2965 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -11,13 +11,19 @@ #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 #include +#include using app::Application; using app::Input; +using common::Inventory; +using common::Item; using geometry::Point; using geometry::Vector; using graphics::Menu; @@ -51,16 +57,38 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { heroesLayout->CalculatePositions(background->w, background->h, heroesPositions); attackChoices.resize(heroes.size()); for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { - // TODO: extract menu dimensions to resources - Menu spellMenu(res->normalFont, 12, 6, 8, 2, 32); - spellMenu.Add("Strong : 3", 0); - spellMenu.Add("Stronger : 8", 0); - spellMenu.Add("Champion :16", 0); - spellMenu.Add("Rally :10", 0); - spellMenu.Add("Valor :30", 0); - spellMenus.push_back(spellMenu); + 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); + } + } } void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {