X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=58f29659e7c4500656b5c70f1faf5595e3e14b8c;hb=57a9949304b1d938bdb795213a8f46a7e28fcf7c;hp=6db79f882f9253e0466ec03bce13f361183b5679;hpb=57675025108b7ad3989737f18ebfeec8e5e44889;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 6db79f8..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; @@ -52,40 +58,37 @@ void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) { attackChoices.resize(heroes.size()); for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { spellMenus.push_back(res->spellMenuPrototype); - // TODO: insert real spell menu entries - spellMenus.back().Add("Reset : 0", 0, false); - spellMenus.back().Add("Strong : 3", 0); - spellMenus.back().Add("Stronger : 8", 0); - spellMenus.back().Add("Champion :16", 0); - spellMenus.back().Add("Rally :10", 0); - spellMenus.back().Add("Escape : 8", 0, false); - spellMenus.back().Add("Valor :30", 0); - spellMenus.back().Add("Poison : 2", 0); - spellMenus.back().Add("Warp : 8", 0, false); - spellMenus.back().Add("Release : 2", 0); - spellMenus.back().Add("Waken : 4", 0); - spellMenus.back().Add("Light : 0", 0, false); - spellMenus.back().Add("Fake : 4", 0); - spellMenus.back().Add("Trick : 5", 0); - spellMenus.back().Add("Flash : 5", 0); - spellMenus.back().Add("Fireball : 6", 0); - spellMenus.back().Add("Vortex : 7", 0); - spellMenus.back().Add("Blizzard : 8", 0); - spellMenus.back().Add("Spark : 3", 0); + // 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; - itemMenu.Add("Antidote : 9", 0); - itemMenu.Add("Magic jar : 4", 0); - itemMenu.Add("Miracle : 4", 0); - itemMenu.Add("Hi-Potion : 6", 0); - itemMenu.Add("Hi-Magic : 7", 0); - itemMenu.Add("Regain : 4", 0); - itemMenu.Add("Power potion: 4", 0, false); - itemMenu.Add("Life potion : 1", 0, false); - itemMenu.Add("Escape : 2", 0, false); - itemMenu.Add("Power gourd : 3", 0); - itemMenu.Add("Mystery pin : 2", 0); + 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) {