X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fbattle%2FBattleState.cpp;h=ec56169a1b261f87dd6d2172fbb947b2954e9e25;hb=7946f704a4cd3a985d2fb523079fce7fa14c341e;hp=d7b5a075a311da997070b4d5e9a519211affeb08;hpb=2ef82e057748751f795c60dcf826a001516b5ca0;p=l2e.git diff --git a/src/battle/BattleState.cpp b/src/battle/BattleState.cpp index d7b5a07..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" @@ -18,6 +20,8 @@ using app::Application; using app::Input; +using common::Inventory; +using common::Item; using geometry::Point; using geometry::Vector; using graphics::Menu; @@ -52,28 +56,28 @@ 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; + 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(); + } + } } void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {