X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=58f29659e7c4500656b5c70f1faf5595e3e14b8c;hb=57a9949304b1d938bdb795213a8f46a7e28fcf7c;hp=36c19979224c281bf83227c60d6792dc03a4a7ab;hpb=cccda573516f3bce30efbaba3fc20e4148d3cdc8;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 36c1997..58f2965 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -11,15 +11,22 @@ #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; using std::vector; @@ -50,7 +57,37 @@ 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) { - heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], heroTagFrame, activeHeroTagFrame, 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.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); + } } } @@ -59,6 +96,7 @@ void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) { } void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { + // TODO: check for victory, defeat or run // reset attack choices activeHero = -1; attackChoices.clear(); @@ -112,15 +150,15 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { } void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { - int uiHeight(BackgroundHeight() / 2), uiOffset(uiHeight); - int tagHeight((uiHeight - attackTypeMenu.IconHeight()) / 2); - int tagWidth((BackgroundWidth() - attackTypeMenu.IconWidth()) / 2); + int tagHeight(attackTypeMenu.Height()); + int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); + int xOffset((BackgroundWidth() - 2 * tagWidth) / 2); Point tagPosition[4]; - tagPosition[0] = Point(0, uiOffset); - tagPosition[1] = Point(tagWidth + attackTypeMenu.IconWidth(), uiOffset); - tagPosition[2] = Point(0, uiOffset + tagHeight + attackTypeMenu.IconHeight()); - tagPosition[3] = Point(tagWidth + attackTypeMenu.IconWidth(), uiOffset + tagHeight + attackTypeMenu.IconHeight()); + tagPosition[0] = Point(xOffset, BackgroundHeight() - 2 * tagHeight); + tagPosition[1] = Point(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight); + tagPosition[2] = Point(xOffset, BackgroundHeight() - tagHeight); + tagPosition[3] = Point(xOffset + tagWidth, BackgroundHeight() - tagHeight); for (vector::size_type i(0), end(heroTags.size()); i < end; ++i) { heroTags[i].Render(screen, tagWidth, tagHeight, tagPosition[i] + offset, (int)i == activeHero);