X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=ad225173fce209625a452265c0913cf5b1d9adda;hb=3c72a71fbf6de96333a641051a20c6bf8b3a5df3;hp=d1cb4ffda5e8181b0b6c9634181c241a2fcc28bc;hpb=ad88c8db0051fd6d9082fc61a124efd407113632;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index d1cb4ff..ad22517 100644 --- a/src/battle/BattleState.cpp +++ b/src/battle/BattleState.cpp @@ -11,6 +11,8 @@ #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" @@ -18,6 +20,8 @@ using app::Application; using app::Input; +using common::Inventory; +using common::Item; using geometry::Point; using geometry::Vector; using graphics::Menu; @@ -49,22 +53,38 @@ 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 real spell menu entries - spellMenus.back().Add("Reset : 0", 0); - 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("Valor :30", 0); - spellMenus.back().Add("Poison : 2", 0); - spellMenus.back().Add("Release : 2", 0); - spellMenus.back().Add("Waken : 4", 0); - spellMenus.back().Add("Fake : 4", 0); - spellMenus.back().Add("Trick : 5", 0); - heroTags.push_back(HeroTag(&heroes[i], &attackChoices[i], res, HeroTag::Alignment((i + 1) % 2))); + // TODO: insert spell menu entries + ikariMenus.push_back(res->ikariMenuPrototype); + // TODO: insert ikari menu entries + 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(); +} + +void BattleState::LoadInventory() { + const Inventory &inv(*res->inventory); + itemMenu.Clear(); + itemMenu.Reserve(inv.MaxItems()); + for (int i(0); i < inv.MaxItems(); ++i) { + const Item *item(inv.ItemAt(i)); + if (item) { + itemMenu.Add(item->Name(), item, item->CanUseInBattle(), item->MenuIcon(), inv.ItemCountAt(i)); + } else { + itemMenu.AddEmptyEntry(); + } } } @@ -76,8 +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)); } @@ -129,16 +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); } }