X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=ad225173fce209625a452265c0913cf5b1d9adda;hb=3c72a71fbf6de96333a641051a20c6bf8b3a5df3;hp=58f29659e7c4500656b5c70f1faf5595e3e14b8c;hpb=57a9949304b1d938bdb795213a8f46a7e28fcf7c;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index 58f2965..ad22517 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -16,9 +16,7 @@ #include "../geometry/operators.h" #include "../graphics/Sprite.h" -#include #include -#include using app::Application; using app::Input; @@ -55,14 +53,22 @@ void BattleState::Resize(int w, int h) { 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::size_type i(0), end(heroes.size()); i < end; ++i) { 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))); + 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(xOffset, BackgroundHeight() - 2 * tagHeight); + heroTagPositions[1] = Point(xOffset + tagWidth, BackgroundHeight() - 2 * tagHeight); + heroTagPositions[2] = Point(xOffset, BackgroundHeight() - tagHeight); + heroTagPositions[3] = Point(xOffset + tagWidth, BackgroundHeight() - tagHeight); + // TODO: insert item menu entries itemMenu = res->itemMenuPrototype; LoadInventory(); @@ -72,21 +78,12 @@ 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(); } } } @@ -99,8 +96,9 @@ void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) { // TODO: check for victory, defeat or run // reset attack choices activeHero = -1; - attackChoices.clear(); - attackChoices.resize(heroes.size()); + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + attackChoices[i] = AttackChoice(this); + } ctrl.PushState(new SelectMoveAction(this)); } @@ -152,16 +150,9 @@ void BattleState::RenderHeroes(SDL_Surface *screen, const Vector &offset) { void BattleState::RenderHeroTags(SDL_Surface *screen, const Vector &offset) { int tagHeight(attackTypeMenu.Height()); int tagWidth(attackTypeMenu.Width() * 2 + attackTypeMenu.Width() / 2); - int xOffset((BackgroundWidth() - 2 * tagWidth) / 2); - Point tagPosition[4]; - 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); + for (vector::size_type i(0), end(heroes.size()); i < end; ++i) { + heroTags[i].Render(screen, tagWidth, tagHeight, heroTagPositions[i] + offset, (int)i == activeHero); } }