X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=ec56169a1b261f87dd6d2172fbb947b2954e9e25;hb=7946f704a4cd3a985d2fb523079fce7fa14c341e;hp=a4efc8453ffa9bd6fedbf44f709f37501617b0bf;hpb=ca31ddeab37eebaa2de5e5b1c94974fac06d418b;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index a4efc84..ec56169 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" @@ -18,8 +20,11 @@ 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 +55,28 @@ 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, healthGauge, manaGauge, ikariGauge, heroTagSprites, heroTagFont, 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()); + 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(); + } } } @@ -59,6 +85,7 @@ 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();